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Shield Bearer

WFG Retired
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Posts posted by Shield Bearer

  1. I agree with Michael entirely. To think out of the box, there must first be a box :)

    I'm guessing city walls will have the most weight, correct? What if an enemy builds his Civ Center right at the edge of his territory and the on the other side, at the edge of your territory, you've build some walls? Will his expansion somehow push his border and make the walls his or will the walls stubbornly not allow him to expand? What if the walls were a further bit inward, would his expansion stop right in front of the walls? How would we determine this? If the walls have really low weights won't the enemy be able to take over possession of the walls?

  2. I got an idea for territories, although it doesn't affect it per se. Capturable Structures. Something like the Inns and Towers in BME2. These could be towers, farms or fortresses that have a small area within the territory. A player would first have to capture these buildings, but capturing the territory in which they were in would automatically make them yours(provided they were already captured by your opponent before of course). You would also be able to capture these buildings without occupying the territory, thus giving the player a better acquiring the territory. I think this would improve gameplay dynamics a lot, making some territories more valuable than others without giving players a head start. How these structures would differ from buildable ones would be that they are stronger and affect your borders, plus have special bonuses as their own. A farm would increase the gather rate for fields, a quarry would supply a seemingly endless source of metal/stone etc.

    As to how it is implemented, I agree with Michael. Great to see this happening! Go Philip! (y)

  3. 0 A.D. (pronounced "zero ey-dee") is a free, open-source, cross-platform real-time strategy (RTS) game of ancient warfare. In short, it is a historically-based war/economy game that allows players to relive or rewrite the history of Western civilizations...

    History is yours for the taking, my man ;)

  4. I think they should have modes. An economic mode and a military mode. Changing to the military mode would be faster the higher the level of the unit. Another thing, when in economic mode the unit shouldn't carry his weapons or shields, it doesn't look at all right the way it is now :/

  5. Yeah, particularly i don't see why we need cloth simulation or wind(though i think something like this is planned). We have a particle system that renders fire quite nicely for an RTS game, so thats cool. Distance Fog, Bloom and all that will come in time. :)

    Keep in mind that we're not re-inventing the wheel here, we're designing a brand new car ;)

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