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Radiotraining

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Everything posted by Radiotraining

  1. I don't know if such a feature can be implemented, but just for discussion the retreat mode 1 is not bad actually. It reminds me of total war when an army is en route when overwhelmed by an enemy. I guess it could work with a similar trade-off in case: you let your army fly away from combat, but you lose control of them while they disperse in all directions and you have to wait a few minutes to be able to control your units again after their "panic mode". Alternatively, you can decide to retreat your troop manually using your skills and keep full control of your troops. In this case you have 2 strategic options to chose, so it wouldn't be simply an automatization
  2. Yeah, I'm legit having lots of fun with this! The Rus' faction is taking shape! I tried to give some indications on how the buildings could possibly work. It's all ideas, of course, so everyone can feel free to change/add if they want! One of the ideas was also to conceptualise new unique buildings/units that allow to experiment with new playstyles and strategies (like the Trading Post here). If something works well then it can be potentially implemented also into Vanilla I'll try to continue this faction sheet with all the other buildings, units and tech. This is only a first roast. Beside, if you have suggestions on how to start with Blender, texturing, tutorials etc.. let me know! The learning curve seems to be pretty steep, but I'm interested to get some more proficiency with 3D, I think it can be helpful
  3. For Celts/Germans I was thinking about this shrine here, but I don't know if it's accurate for those civs
  4. This is an attempt for an hellenic shrine for maps with biome: mediterranean / temperate I tried both the small temple and the ruins, just to get an idea how it could look like I attached some of the reference images I used
  5. Hey, thank you very much! ^^ Yes, that's my hope! I wanted to give some contribution in the project and I thought this could be the most readily way I can help! Meanwhile I can try to learn a bit of all the rest and putting some ideas on paper is also a good motivation to do so!
  6. Okay, a couple of other ideas (if they will ever see the light): Heian Japan The Heian period (平安時代) is a period from 794 to 1185 beginning when the 50th emperor, Emperor Kanmu, moved the capital of Japan to Heian-kyō (modern Kyoto). It is a period in Japanese history when Chinese influences were in decline and the national culture matured. The Heian period is also considered the peak of the Japanese imperial court and noted for its art, especially poetry and literature. Heian (平安) means "peace" in Japanese. Despite the name, this period of relative peace was precursor of future internal wars inside the Japanese Empire. In fact, Japan during this period was fractured among various feudal lords. Although the Imperial House of Japan had power on the surface, the real power was in the hands of the Fujiwara clan, an aristocratic family who had intermarried with the imperial family. Playing with the Japanese, each territory around the Civic Center is a feudal province. To progress through the technology three you have to build several buildings around the CC area. The concept is “synergy building mechanic” to unlock techs. (will it ever be possible to try this feature, technically speaking?) The central building in each province is the “castle”, the residence of the Shogun. It’s a centre of power and wealth. It unlocks élite military units and generates a trickle of metal, but doesn’t shoot arrows so it can’t be used for defence. Japan excels in the late game with powerful units and techs, but it requires a slow buildup that makes it vulnerable to early attacks. Army Most of the Japanese army is composed of levy infantry from the peasant population (Citizen-Soldiers). They’re relatively cheap to train and quick to die. But the rest of the “core” of Japanese military is composed of specialized heavy infantry that is provided by the feudal lords in the castle. The cavalry is composed of nobles from various clans. They have heavy pierce and hack armour, but this slow down considerably their attack Economy Overall the Japanese military is strong and specialized, but slow and expensive. So a solid economy is required to sustain such an army. Metal and stone are the most important resources to build advanced buildings and train champion units. The castle provides already a metal trickle helpful in the late game, but the rest of the economy is sustained by the peasant population that work endlessly in the farms and in the forests. The class of citizen-soldiers and rōnins is particularly inefficient in gathering resources, so an elevated number of villagers is required in the economy, making it vulnerable to raids.
  7. Okay, here an example of how these civs can be developed. Here's the Muscovite Rus' (just a draft). Muscovite Rus' The Grand Duchy of Moscow (or Muscovite Rus’) was a Rus' principality of the Late Middle Ages centered on Moscow, and the predecessor state of the Tsardom of Russia in the early modern period. It was ruled by the Rurik dynasty, who had ruled Rus' since the foundation of Novgorod in 862. Ivan III the Great titled himself as Sovereign and Grand Duke of All Rus'. The Muscovite Rus’ is a great commercial empire, spanning from the Baltic Sea to the Bosphorus. For centuries this land has been territory of passage between the germanic tribes of the north and the hellenic civilizations of the south and a crossroad between East and West. The trading of furs, wood and precious metal is the source of the richnesses of the Russian Grandduchy. For this reason, one of the key buildings of this civilization is the Trading Post, a unique building available at a early phase that can be placed in neutral territory and act as universal dropsite and trading hotspot. It allows a quick expansion into the map, and it can be upgraded as a Civic Center (economic expansion), or as an Army Camp (military expansion). Army The core of the Rus’ army is its light/medium cavalry and ranged units, due to their tradition of hunting wild game in the forests. One of the special units is the scout, a light cavalry unit always followed by 2 hunting dogs that can be used for exploration or early incursion. The infantry is generally very basic and weak, composed mostly by peasants (citizen-soldiers). The élite is composed mostly of mercenaries coming from the north: the Varangians, while the cavalry relies on “Qazaqs” from the Caspian steppe and their military traditions. Economy The Russian civilization has cheap and fast buildings and relies heavily on three resources for its sustainment: food, wood and metal. This makes the civilization very competitive in forest-based maps, but weaker when this crucial resource is lacking. However, due to their trading bonuses they can often trade the underused stone to compensate. The enormous extension of Russian plains allow for an extensive food production: Rus’ farmfields are 25% larger and allow up to 7 farmers to each field. A later technology called “Serfdom”, allows to train “serfs” (slaves), cheap and productive units that can sustain the rest of the army.
  8. Hola guys! Premise: so I was thinking how to make a good medieval version of 0ad that can be fun to play and can stand together with the main game. I think it could be a strategic choice, given the recent hype surrounding the release of AOE 4 (which is, after all, the progenitor of 0ad itself) and the latest interest surrounding classic rts games in general. An alternative mod that can be presented together with the main game could be also another element that showcases the potential of pyrogenesis engine and, hopefully, attract new talents and devs that could enjoy working for the game. For this reason, I think Millenium AD provides already a solid base to work upon. It's been updated to the latest alpha version (thanks Yekaterina!) and it works quite flawlessly. The name itself works very well in a continuum with 0ad and re-inforces the overall brand of games that can span from ancient wars to modern times with a set of different titles that can offer various gameplay experiences. But the project seems to be abandoned. The last messages in the forum date back to 2-3 years ago and I have no idea if there're still people interested in the project anymore. The original creators also seem to have left and what remains is an interesting work with some good ideas but a lost potential. Since the mod relies mostly on the features in the vanilla game, I think the work required to revamp the game would be mostly cosmetical: - new civs, new assets, UI update etc.. because all the other gameplay features would just follow along each alpha release of 0ad. So what I want to propose is a simple roadmap to refresh the mod and make it enjoyable to play, despite the long hiatus. -Very simply: stick to a more indefinite timeframe around 1000AD (from the fall of the Roman Empire up to 1200-1300 ca.) and compress the two original parts of the mod into a single one that can "generically" evocate medieval times in that timeframe. -Focus on 3 new civs only that can offer enough variety in the game together with the other civs already present. In synthesis: Kiss. Keep it simple, stupid! ahaha Seriously though. It would be nice to have a fun and playable mod, and I think the shortcut would be to focus on simple goals that can be manageable and can keep the game fresh without too much strain. So for now we have: Europeans: - Carolingians - Anglo-Saxons - Norse Arab: - Umayyads Middle-Eastern: - Byzantine And I wanted to propose: Nomad/Turks: - Avars East Europeans: - Muscovy Russians Asian: - Feudal Japan Hopefully this set of new civs could give enough choice and variety to the gameplay by having some unique characteristics. (*Further it may be expanded with some European civs, like Holy Roman Empire and Italian States, and Goryeo or Song Dinasty in Asia, but only after this first roast of civs) Now, the tricky part: I'm no developer and no 3D artist (but I can learn this part!). I only tried experimenting with some concept art for the Russian civ and I had quite some fun with it, so I think I can design a detailed concept for each civ: buildings, units, techs that can be more easily adapted into 3d assets and into the game. But then I have to defer to more experienced people in the forum if they want to chime in and participate with their talent and expertise. And, generally, if you guys think it's a wortwhile project, alongside the current schedules. Or if simply you have suggestions, how to start with a mod etcc.. I don't know. I have no idea about the current schedules of 0ad development, so this is only for the funsies! Beside, let me know your comments! This is just a proposal, but I'm very interested to hear opinions, suggestions or anything that can be helpful to the discussion!
  9. Ah! That's probably the most perfect description!
  10. Jeez! 98gb?? For real? darn! That's another good deterrent, beside the price ahahaha Yeah, I agree with the general sentiment. It just look "nice" and "fun" for a little game, but miles away from being as epic as the predecessor. Is not completely bad either, just simply "okay". About the units yeah, they look ridiculous and proportions are completely off. But, once you get used to it, there are some lessons that can be learned on readibility I think. After a while I came to appreciate the fact that are immediately distinguishable on screen, while, if I can make an observation, in 0ad they're much easier to confuse and battles look messier. Maybe the new battalion feature can really be the gamechanger? Ehehehe curious about that!
  11. Dumb question from a noob. What do you mean with "soft counter system" and how would it differ from a hard one?
  12. I don't think I will buy it, mainly because of price and hardware requirements. I like to see new changes and evolutions in games but I stopped chasing each new release. I'm pretty happy to play a few solid games and I usually don't need to look constantly for something new. Also I wouldn't have time ehehe So far I mostly watched the gameplays available and, as much as I was initially skeptical, it does seem to be a lot of fun. There a few new innovations that keep the gameplay fresh and I wish something like that could be implemented more also in 0ad. Beside that, I don't know .. the game seems to be built specifically around online matches. It's all made to be fast-paced and competitive and it lacks some depth to me. The graphic style is also quite anonymous. Like it's been made from 3d assets bought online. Don't get me wrong, it looks nice and smooth, but it's still a bit boring and not very immersive. So it looks to me a quick game for immediate fun but not particularly deep. It's rather addictive to watch from gameplays, but idk, I think is personally destined to die after the initial enthusiasm. I think online it could replace StarCraft 2 as multiplayer title, but I wouldn't be much interested in playing competitively in that case
  13. Right!! This was a very cool concept! I can definitely try out some proposals. In case DM me if you have already a couple of ideas that you just wanted to visualize
  14. Another attempt for a concept of mercenary units. As I said to Lion Kanzen, this is just to experiment a bit and provide ideas for new civilizations for the mod and also an exercise for me to get back to the drawing board ehehehe If there's interest to update the mod, I can plan to actually design a line of units/buildings for each civilization, so it can be a blueprint for new assets that hopefully can give new life to this medieval version of 0ad. Since the announcement of AOE 4, I got back to good old RTS games and I think a scenario of kings and knights is the only thing missing to make 0ad great!
  15. ahahaha I'm actually having a lot of fun tbh! maybe I'm the weird one ahahaha
  16. nah, not really I'm just an illustrator and I was trying something out... I don't have experience as concept artist tout-court. As I said previously, my problem is that I have very little / basic knowledge of Blender and 3d software in general, so it would take me a while to convert these sketches to actual assets that can be used in the game. So for now it was just a bit for fun! If you think this skill can be helpful to the game / process, I would be very happy to contribute! I'd have to learn everything else about making the game but is very fascinating
  17. Not gonna lie, I'm having fun! ehehehe Some concepts for basic Russian buildings
  18. Nice, I like it! I'd like to help out, if possible. I don't have deep historical knowledge around these events, but I'm open to learn if you guys have some suggestions of books/materials to start with >Personally, I prefer mission where u build an army instead of just starting with some armies and then fighting it out. ahaha I like those! They make for good storytelling, I think!
  19. Are these planned campaigns or is just a list of potential titles? Or have these been made already and where to find them?
  20. Hey wow!! There are some pretty good assets from that thread! Yeah, some of them could definitely fit with this civilization too Ps: btw, why Sassanid haven't been implemented in Vanilla? They look super rad!
  21. What would you consider as "skilled" for map-making? Maybe there are people out there that can actually contribute! Maybe I would too, I just don't know exactly what kind of skills are required and if there's already an organigram to follow for campaigns
  22. ahahah actually I think I missed that..! I took the latest pictures of buildings here as a reference, but I'm not surprised we came up with similar solutions! Anyway, it was just to try something out.. if you think it can be helpful, I can work on the full family of buildings / assets for this civ. But eventually there's the need to actually implement them in 3D and into the game, and I'm a total noob on that. So that's why I was wondering if there are also other people interested in the endeavour that may support on the technical aspects, so things don't have to be made completely from scratch! (basically: I don't even know where to start LOL but I can try!)
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