
Radiotraining
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Everything posted by Radiotraining
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It's okay... it wasn't a complaint, just a suggestion A lot of genius stuff in this game come from those kind of limitations that can be bypassed with creativity ehehe building damage is one of those! If not possible, then is fine. Anyway: - for the buildings, I think it could be still possible to add a dedicated "playlist" for damages, cracks and fire when under attack (I may be wrong tho..) - for the battles, yeah, that would be quite an "extra"... I don't know if also here is possible to add various different "playlists" under the tag <variation>, so they can be picked up randomly in rotation.. I don't know, last one is really just a suggestion
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- by the way, slightly unrelated (and it would deserve a thread on its own..), since we were talking about AOE and sound, it would be interesting to add also more elements like war cries and shoutings etc.. during battles. I'm not saying so exaggerated like is on aoe, but just a few more voices could maybe add a bit of depth. Also sounds of hoofs and horses. Problem, I guess, is to produce/source the sound.. but also I don't think such thing has been much discussed
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Another thing that could add a lot of immersion is sound. It could be both for fire/flames, but also crushes/bump sounds of things getting smashed and destroyed. For example: I saw the animation of Chartaginian buildings and the visual effect of destruction is pretty good already, but with sound could be even 200% better. Is it something possible to add? Like in the variation tags or something..?
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@Lion.Kanzen how would you imagine a better mechanic to set buildings on fire..? It could be interesting the use of torches, but hopefully not like molotov cocktails as in AOE4 or ancestor legacy
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I'm one of those that would like to see more visual effects in the destruction of buildings (seeing the enemy village burn after a raid is a nice feeling...! ) and I always felt there was something "missing" to make the conquest and battles more exciting. But, as Stan said, technically is not so straightforward to implement, so I guess I'll have to be patient for such a feature. (In case, I can experiment something with my mod, @Stan` .. but maybe you'll have to explain me a little bit how to make it work) About the new mechanic, it could be worthed to try something.. one pro in favour would be that it could make the destruction of buildings more appealing than conquering. Currently conquering is easier than destroy buildings, but conquering alone is a bit of a "clunky" mechanic. Don't get me wrong, I like the possibility to conquer something, but other times I'd rather burn something to the ground, and the trick of conquering + delete is really not a great feature, more like an accidental mechanic. By making the destruction of buildings more "accessible", it could make it a more viable strategic choice alongside conquering. In case, I like a lot that this would be restricted to civilian buildings! Makes a lot of sense, and wouldn't make such a feature critical in the gameplay.
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Ah! I once proposed the same and wondered how could be possible.. very interesting! Makes sense Yeah, I know the pain you're referring to!
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Christmas Testing Bundle
Radiotraining replied to Stan`'s topic in Game Development & Technical Discussion
This precisely. I stated that it "defeats the meaning of range units" for this reason. Another (last) thing, I would prefer to have the option to increase accuracy with dedicated techs during the game as part of a deliberate strategic gain, instead of having it fixed to 100% from the start. It just sounds like riding a bike with pedal-assistance or singing with the autotune. Yeah, sure, it may be useful in certain occasions, but I rather not have it most of the times. Well, sorry for my intervention. Just a player, nothing else. I'll stop here and won't interrupt the conversation anymore. Maybe it could be sorted out better with a mod, in any case, and check such function with it. -
Christmas Testing Bundle
Radiotraining replied to Stan`'s topic in Game Development & Technical Discussion
I would be fair to say that the compromise proposed by Alre could - maybe -work, if we really have to. But I don't know, I still fundamentally disagree. I don't see the necessity and is not a game philosophy I would espouse, centered on competitive play. But whatever guys. Do what you like. I'm not in the balancing team and I'm just a simple player. I just find weird that we're really discussing this thing. I thought it was quite -universally- a downgrade but maybe it was just me. -
Christmas Testing Bundle
Radiotraining replied to Stan`'s topic in Game Development & Technical Discussion
what's the purpose? avoid "dancing"? Is not hardcoded anywhere that you're supposed to "dance" anytime, it's simply a player's behaviour. On the contrary, to punish the behaviour, you want to hardcode a different game mechanic altogether. This stems uniquely from a competitive mindset, but I don't find it necessary at all to the game. It also create an unbalance, since melee units (which are supposed to be the major composition of ancient armies) become simply meatshield under machinegun fire. Agree that -perhaps- the difference won't be as perceptible, but I don't find this an improvement, nor a feature. Yes, it does remove immersion to have perfectly accurate units, and I've seen this concept at play already from the aforementioned AOE4 example: it's ugly. The UI doesn't bother me at all. EDIT: That would be the only pro I could see -
Christmas Testing Bundle
Radiotraining replied to Stan`'s topic in Game Development & Technical Discussion
what? are we really talking about the 100% accurate projectiles? You guys serious? It doesn't make any sense from a "realistic" point of view in a game that pride itself to be historically accurate. And is also just plain bad. It looks bad. It takes away from "immersion" with those "missile guidance" arrows and defeat the meaning of range units, by eliminating one of their weak spots. It could make (maybe) sense with some modern warfare games, not in an ancient warfare theme. If big games make this choice to follow their competitive, multiplayer, big-buck starcraft arena target good for them. I don't need it. At least indie games like this can allow themselves to be a bit unpopular but genuine. -
[Terra Magna] Terra Magna is now available!
Radiotraining replied to asterix's topic in Announcements
I downloaded the xiongnu pack to try one thing, but it seems a bit broken any idea of what could be that line "CColor has to be an object?" maybe is just my own version of the game? EDIT: LMAO! Cancel that! it was a conflicting thing in my version.. it works! -
Christmas Testing Bundle
Radiotraining replied to Stan`'s topic in Game Development & Technical Discussion
please don't!!! I'm okay with everything.. just not THAT -
true that! I'm taking this advice and currently cleaning up names and files (thanks also to Lopess who's helping!). I made quite a mess in those folders because there are still many of my attempts, and each iteration I put more and more fantasy names like "file_definitive_new_new_02" ahahaha But now I'm cleaning that up and it should be much more clean and streamlined! And no uppercase!
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AHA awesome! To keep everyone in the loop: - currently I'm working together with @Lopess (thanks so much man!!) to clean-up files, redundancies and fix minor bugs, so things are still a bit in progress. @asterix I'll let you know when we reach a stable phase! - guys let me know if you have also ideas and proposals! Not everything can be done and the mod must keep coherence with Vanilla. But, at the same time, fun and playability will benefit from different perspectives, historical elements and concepts. So, if someone is interested in this game, don't hesitate to express your opinions!
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by the way - sorry guys, I hope I'm not spamming too much here..! I'm just trying to share some of the progress and concepts that I worked on, so everyone can have a taste and also give their own opinions. Let me know, in case!
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- More historically centered had been the introduction of an additional building to the Umayyad faction that allows to unlock advanced techs that reflect the high sophistication of their civilization. They were called "diwans" and were various councils that administered the bureaucracy, organization and decision within the caliphates. https://en.wikipedia.org/wiki/Divan The main concept behind this administrative building (similarly with Carolingian's library) was to offer more options and decisions to take also in the late game, hopefully improving the longevity of the game experience that, in my personal experience, tend to slump towards the end. All of this is still obviously a beta test to try out some possible options that can be explored as gameplay Anyway open to feedback / suggestions! EDIT: forgot, credit to @Lopess for the 3D model of this and also many other buildings of the Umayyad civilization
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good question! To be really honest no, not exactly. I introduced this unit more from a gameplay standpoint than a specific historical one. It's believed that maces as blunt weapon were part of the generic equipment of armies during middle ages, and references of such have been found also in the Bayeux tapestry, so they existed and they were used at least since the early middle age. But there isn't a specific reference related to a specific use by Carolingians, among others. My intention was more simply to experiment with a variation among the traditional roast of units by adding an extra element in the play. So is not historically distant, but neither historically centered on a specific reference. But thanks for the question, now you're forcing me to do some deeper research ahaha is part of the fun
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CAROLINGIANS Special features The Carolingian faction was already one of the most complete in the original game. I only made available in the game the model of Lorsch Abbey that @Alexandermb has made and gave it purpose as a library. Here a tech dedicated to the Carolingians allows to unlock fire arrows as weapon to attack buildings and add more damage power to the archers. Another unit available in the city phase is the Maceman, available in the barracks. Is an expensive, but weak unit that can deliver a crush damage to units and buildings, making it a valuable support element during sieges or intense melee fights.
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Where are you from?
Radiotraining replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Got the same issues too a while ago. Didn't changed anything but seems to work now- 328 replies
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[Part II] Faction: Early Muscovite Russia
Radiotraining replied to Le Druide Gaulois's topic in 1,000 A.D.
For the naming: I chose to opt for a romanization of the russian names to make them intellegible to everyone. Let me know your thoughts. Also, I'm not a Russian speaker, so I used translating software for the job. If you have suggestions for the names, please let me know! -
[Part II] Faction: Early Muscovite Russia
Radiotraining replied to Le Druide Gaulois's topic in 1,000 A.D.
EARLY KIEVAN RUS' Special features These are some of the features conceptualized for the Rus' faction. They're meant to open different possibilities within the gameplay, while keeping the balance. Since at the beginning of Rus' history, most of the armies were composed by informal aggregation of peasants, nomadic tribes and hunters, the units available in the game are 10% cheaper but 10% weaker than their counterpart. At the same time, the Rus' faction benefit from a more flexible building structure and techs that makes them adapt to multiple strategies. HUNTING LODGE: Unique building available to the Rus' civilization. Dropsite for food resources. Can be built in neutral territory Technologies: Hunting Tradition: +20% meat gathering rate Rogatina (bear spear): unlock "hunters" (jav infantry) in the barracks TRADING POST: act as a market and dropsite. Can be built in neutral territory to establish early trade routes in the map Trains: traders Can be upgraded to: Fortress (but lose gradually loyalty if not garrisoned) PRIEST A symbol of Russian conversion to Christianity. Thanks to technologies in the temple, priests can inspire soldiers with their aura, making it faster to advance ranks during combat. HUNTER (Jav. Infantry). Unique unit of the Rus'. Light support infantry. Can't advance ranks but can upgrade to melee with 10 metal (or switch back to javelins), offering a flexible range of functions. -
[Part II] Faction: Early Muscovite Russia
Radiotraining replied to Le Druide Gaulois's topic in 1,000 A.D.
https://byzantium-blogger.blog/2015/08/16/the-early-russian-army-russias-undiscovered-military-forces/ -
mod shiny - alternative main menu & UI theme
Radiotraining replied to maroder's topic in Game Modification
you're welcome! Hope we will find finally a solution that can make everyone happy! That was tough!! btw: sorry for mispronouncing your nickname.. I keep mixing it with the great Giorgio Moroder LOL consider it kind of a compliment ahahahaha -
mod shiny - alternative main menu & UI theme
Radiotraining replied to maroder's topic in Game Modification
It's a good feedback, but I'm afraid we're going to make moroder crazy with the constant ping-pong between different ideas! Anyway I was the one that proposed a change from that initial shape. I'm considering your observation, but even looking back, I would still think the latter is a better iteration from the initial one - just a personal opinion - . Those initial angles looked a bit out of place with the rest, and recalled a "modern" look or an iPhone notch, but in general a different kind of "language" from the rest. I think the feeling of "busy" is given by the size and proportions of the whole thing. I tried a quick mockup in Photoshop reducing the size and prominence of the box and the logo inside it. I think it may be sufficient for the purpose. It's already central with the rest and in a prominent position, so there's no need to distinguish it excessively with an XL size. Anyway, I don't want to chime in further. Moroder has done already an amazing job in itself and also in conciliating all different feedbacks and opinion. I'm fine with either direction. I suggest that maybe the best thing would be for each one to pick the design code and try different solutions, in case. Otherwise I feel like this is going to clash with all different tastes/opinions etc..