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Everything posted by Wijitmaker
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It wasn't that great ZeZar, but thanks for the comliments IMHO it was good for a learning experiance, but the movements are very robotic and I feel we didn't take better advantage of the 'full 3d' capabilities we had with the camera. If you want to see a good 3d movie, I would recommend the preview for AoM or Praetorians.
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Ah... no worries Swellick I gave you 20 Currency just for your genious
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Thanks for the ideas guys. One comment: Yeah we are looking into this and hopefully can do it. We will see Have any of you ever played 'Risk' the board game? If you guys were going to 'computerize' that game, how would you do it? Could you do it in a real-time fashion? Would it be enjoyable to play?
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Aom:tt Beta - Questions
Wijitmaker replied to Fire Giant's topic in Introductions & Off-Topic Discussion
Are the Atlantians going to totally kick butt and be invincible? I'm guessing not, because ES is good about balancing... but what is there weakness? -
Ah.. now this is closer to 0 A.D. than you might think Again part of the instant army idea that Ken came up with for the game.
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The closest thing 0 A.D. has to a villager is a female worker. There isn't even a male 'worker' in the game. This is because of the new 'instant army' (by Ken Wood) concept that is new to the RTS genre (to our understanding) This idea of birth wouldn't really have any relivance for 0 A.D. because the units in the game are 'hired' not born. All the 'king' has to do is supply his 'hired' man with the appropriate ore, wood, and food - then the unit is equiped to fight.
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I agree with Stuart, we should give some people incentive for registering on our forums/website. Neat idea Swellick I think that would be a good use of the points!
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Dude Swellick you got to allow your trivia questions to last more than just a few hours! I would have liked to have tried guessing *cries*
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Good list Render, keep on adding to it as you guys think of more things
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Hey Sud! Good to see you man! Glad you could join the party Keep us up to date on your AOK LOTR mod progress
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Here check this game out... its a RTS/FPS hybrid: http://www.s2games.com/savage/screenshots/index.html
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We decided to go with Latin, Cyrillic and Hebrew. I need to talk to you about Hebrew though... we have some questions about word wrapping with text that is written from right to left vs. left to right. So if you see me online sometime, please messege me. Oh and if you read the programmers meeting minutes from today that would further familiarize you with the dilemna that Gee presented.
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The thing is guys we need to complete our list of stuff. So when you say lots of "stuff' thats kind of vague I'm looking for things like what Marcus was saying up above. I need names of actual items if you can
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Adrian's wall or Hadrian's wall?
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Conjurer... we have some news about that... Sting hasn't posted it yet. Quaker have you seen the game called "Savage"? It does this.
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*gives Cougar a high five*
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Cool, well keep us up to date with the progress
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That computer would work just fine
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About the in game browser.. not sure if we will be able to do that... but we could possibly do something that connects to some 'game server' computer - IF we had a dedicated server computer. But from my understanding those are quite expensive to 'rent' and maintain. It is something to think about though. CO: I agree, I also think that if your going to have so units, why would you want to loose your control for strategic millitary movements. Basically if a group of '3 units' in RON are acting as '1 unit' then when you are viewing 3 units, its basically just eyecandy to make it look like there are more. You really aren't adding anything to the game besides more polygons. The programmers are talking about NAT so I think they are going to do that. ZeZar: Yeah in other games engineers can place mines, like RA2 Deezire. The problems with mines in 0 A.D. was that there wasn't any explosive mines till late 19th century? Way out of our time period Believe it or not, but some people love Death Matches... they just like to fight and they hate doing ecconomy. So we don't want to loose those players by not giving them a Deathmatch option. DA: Economic Compitition... thats an interesting idea? What about maybe a city building race? Right now 0 A.D. doesn't have any 'wonders'. Maybe a resource race? Capture the flag idea would be cool Good idea! T_I_T - Yeah it never hurts to ask, the thing is we need to get a playable demo for any of those places to take us seriously. That probably won't be made for a while. Right, this is what our design team was estimating. Of course we will do control groups for millitary movements... if we didn't it would just be one big mob mess. What I was making reference to was in the game Rise of Nations, when you create say... and infantry from the millitary center it isn't just one infantry - they come out 3 at a time and they are all stuck together as one unit the entirety of the game (unless one or two dies). There are two opposing theories about pop limits. On one extreme you have games like Total War and Cossacks where you have to use groups and use them effectively. But say you have 6 groups of 20 banded together, you just decreased your controled unit count from 120 to 6. The other extreme is games like Warcraft or Generals... the game is usually played with lots of stratagy with using small groups or bands of units or just units individually. AoK and AoM are typically somewhere between these two extremes. Yeah, so thats why we are trying to find the victory conditions that everyone likes the most Interesting idea about the triggers in RMS... we should look into that. I think the designers have talked about that in the past. I think there is the ablity to do that in AoK? Isn't it an option called "teams together"? Avenger: You right game speed in an important one. What do you think about doing something slightly different tahn Regicide... I mean that is a mideval term isn't it? A little out of our game's time period? Maybe something like 'guard the princess' Or something like that... Marcus: Unforutunately we have had to 'wish list' the formations ideas of the game for now because of technical difficulties in programming them. We will be doing grouping for sure. If we have time later on, we will re-add them.
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No hurry _Sanjab, probably won't start doing any voice acting for about 6 months
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Welcome to the forums! What kind of computer do you think you will have in 2 years?
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What would you like your title to be Jacob?
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1) We are shooting for a beta test in December of 2004 - the release of the game after that will be determined by the feedback of the testers and how much time we want to spend perfecting the balancing of the civs. 2) Right now we have cut this freature, but it is on the 'wish list'. To many more important and basic things to do first before we do the fancy stuff 3) I'm estimating 300-400 mb, don't know for sure at this early stage 4) The game doesn't have 'ages' but it does have tech divisions. The divisions are based on the city growth, not the passing of time. This due to the fact that we have seasons and it doesn't make much sense to go through 500 years of history in 2 seasons. 5) We are talking about that now 6) The game is broken down into 2 parts... part I will feature 500 BC to 0 A.D. and part II will feature 0 A.D. to 500 A.D. The civs for the first part include the Helenes (Athens, Sparta, Macedonia), Romans, Carthaginians, Celts (Gauls, Britons), Iberians, and Persians. 7) Well, its really hard to do that now because it isn't complted, in fact they have just barely started on the graphics engine. Most people don't know now much programming is involved in just 'general' modules. Those are the foundations of Prometheous and after those are solid and complete we will be working on the graphics engine. But, if you want to know what it will be like... It will probably be a leaner, meaner, not as fancy - AOM looking engine. Sorry I haven't posted yet to all these great topics, but this is all I have time for tonight. I just started at the university and they have swamped me with a ton of homework. I will reply in all the threads this weekend
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That was a real screenshot, it was made off a very early graphic demo that h20 made.
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Its a neat idea Swellick and we might try to do something like this, but its almost to a 'city building' type of an idea. Also it requires more pathfinding calcualations from the CPU which could be spent on other things like fighting battles. Good ideas though