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oshron

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Everything posted by oshron

  1. DPFAR: i just came up with a special ability for the Cù Sìth myth unit! for those who dont remember.... http://en.wikipedia.org/wiki/C%C3%B9_S%C3%ACth anyway, the ability i came up with is something that i think was planned for cavalry in 0ad but later dropped. i decided to make it so that they can capture enemy female citizens and convert them to your side, based on the legends about them kidnapping farmer's wives to take care of fairy children
  2. i started some new work on the egyptians, all on a special wiki that i made for my two RTS ideas. in particular, ive been working on the pantheon and now have it organized on my RTS-Database in a way similar to how i have it on the original word document. it should now be easy to see exactly what the egyptian pantheon is still missing, as the information concerning their mortals is more or less finished at this point and would simply require some further specifications (which i plan to work on later). http://rts-database.wikispaces.com/Egyptians i even got some nice, uniform pics for each of the egyptian gods (except for bastet, who i couldnt find a good pic in the style of the others of). eventually, you can expect these pics to be replaced by more vibrant depictions of each god. for example, instead of this for anubis: http://t3.gstatic.com/images?q=tbn:ANd9GcR...09xphIfEou4mDWw the final version will probably be this: http://t1.gstatic.com/images?q=tbn:ANd9GcT...CftdD9sqMWad0XQ at least for the RTS-Database ideally, in a finished product, the portrait of each major god would be original i plan to finish up with this redesign of the page concerning the egyptians, and will then use that as a template for the other civs, probably starting with teh celts (since theyre next in the lineup of civs) and plan to also redesign the myth unit setup to include a listing of the MUs at the end of each civ page, probably with the inclusion of a picture for each one and maybe even a mockup scientific classification
  3. oshron

    ARCHÉ

    italy is also part of SOUTHERN europe, y'know....
  4. i say yamato japan instead of yayoi; thats when they were more or less united as a power
  5. BASED on the one from AOM, then. and styled like a mastiff.
  6. CERBERUS: (must be in caps to work) summons the three-headed guarddog of the underworld to fight for you, with the model ported from AOM: The Titans
  7. would you mind if i used some of the information on that pic for the hittites in my mythology mod? incidentally, my hittites also take alot of inspiration from troy and all of their heroes are named trojans from the iliad
  8. oshron

    ARCHÉ

    no, no, i mean change China into East Asia or Far Eastern (encompassing countries like China, Korea, and Japan, which are of similar descent iirc and which can be differentiated by technology like what you already suggested for the Mediterraneans to create such civilizations as the Greeks and Romans) while India becomes Subcontinental or South Asian (more for consistency in the naming of your factions than anything else)
  9. oshron

    ARCHÉ

    a couple of suggestions: change China and India to East Asian or Far Eastern and Subcontinental or South Asian. this way, you can also encompass korea and japan in Eastasia/Fareast and gives some consistency to the naming of factions
  10. oshron

    ARCHÉ

    you should have a seperate Sub-Saharan African civ which would encompass countries like Ethiopia/Abyssinia, Somalia, South Africa, the Congo, and the old Mali Empire
  11. thanks for that, aldandil to answer your question, kkaallllee, the basic units of each civ will be like they are in 0ad: several all-encompassiing unit classes that look and sound different for each civ. each civ's mythology also helps to differentiate them
  12. i think id prefer to keep the global aspect but if any factions will be dropped, itll be the inca and mississippians
  13. i think damocles would be a good name. good literary reference
  14. you may want to take a look at and give some input to my mythology mod thats been presented on this very board
  15. oshron

    ARCHÉ

    well for ages, since there's presumably gonna be different names for each one, you could simply list them as archaeological periods by year and come up with the names for the eras of each civ, and then decide what the "proper" name should be depending on what is most common to each civ
  16. hey, all. i decided to set up a separate wiki just for my RTS ideas http://rts-database.wikispaces.com/ this way its more organized than including them in my rpg database. its still a work-in-progress, though, and ive also included pages for a different rts idea that details the modern period
  17. thats not what i meant; its more of a realism factor. presumably, if a unit was made to hunker down in one spot, their armor would increase, but as far as i know, there's no way to make the armor affect only one side of it. btw, what ARE teh actual mechanics that are being put behind the phalanx in-game? do the units all move in unison when in a phalanx?
  18. there's some trouble with that, though: what if they were attacked from behind? or from the sides? they can't very well turn while hunkered down like that
  19. thanks! not yet. im waiting until 0ad is pretty much completed and un-buggy before attempting anything material, and in the meantime making written designs tnaks again thats kinda what im aiming for, 0ad with an AOM coatingbtw, about your registration to my database website, i took down the pages pertaining to the mythology mod not too long ago because of clutter and a lack of progress on them
  20. well one thing i was planning was to make it so that there was a different setup of animals for each civ using the same concept as all civs sharing the same basic units (ie, Infantry Spearman) and a different name and appearance for each unit depending on their civ. there's already a two planned antelope-type animals (a generic antelope and a generic deer), but maybe the egyptians could get another in place of a wild horse. they wouldnt be able to actually domesticate it (presumably; maybe there could be some programming to allow that), but it would look good for scenarios
  21. while that is cool and is great for scenario design, don't you think it would also be cool and rather accurate to include some fields that have such crops and products appear as legitimate fields? so then you could maybe see a roman vineyard while marching your celts past an ally's town?
  22. it could perhaps be that there are variant appearances for fields for each civilization depending on what their historical crops were, even if that produce isnt actually a staple food like grain or barley. say, grapes for wine? or olives? perhaps some fields could visually resemble orchards?
  23. you could use the empire earth concept of in-game slavery: every time you kill an enemy unit(only organic ones, so this wouldnt work with ships or siege), there would be a 10-15% chance that a free "slave" unit would appear at your civic center for you to use. i also realize that slavery was pretty much a universal practice at the time in history that 0ad represents, but, for the game, slavery should be a bonus unique to a few civilizations, the ones that most famously used slaves. alternatively, every civ could get slaves but some civs also have a secondary bonus that would allow them to transform slaves into unique units that they cant get otherwise. the only one that comes to mind is the mameluke.
  24. IDEA! maybe there could be an animation where a door opens up on teh ship and a bunch of guys come out and use their projectiles btw, what are the possibilities of broad-side fighting? cuz i thought that maybe a good idea for some ships would be, instead of having their warships be actual warships, they are merely transport ships (say, an egyptian barge) that have some soldiers constantly on the deck who fire arrows (possibly flaming ones to justify their damage vs. ships), but the ship would ideally need to be firing broadside for that
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