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buggy123

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Posts posted by buggy123

  1. how bout this, make them into 4 civilizations: Asia, Europe, Africa, North America/South America. Then as you advance through ages you can pick a sub-faction. For example, If you choose North America/South America, you get choice of Amerindians, America then as you advanced into the Revolutionary Era you get to choose Confederate states as a faction. But as you advance further, you have to choose America again.

    Of course you'll have to make the factions so they are different every age, which again, is a lot of work. Though not as much (since you making them sub-factions)

  2. Right now I'm picturing Aztec body paint warriors dropping bombs in world war two on confederate soldiers. lol

    First of all choose a time period. Take into consideration how the development of technology in the last 200 years are more than the development of technology in the entire human history.

    When designing a game, your goal is to design a game that's fun to play, not fun to design. Also, this is unrealistic. Both in terms of content and development. I suggest you:

    1. Divide time periods and make games focused on one period at a time.

    2. Half the nations...at least.

    3. Make it less complicated

    We want a game that's simple to understand and fun to play, yet giving us complex options allowing the execution of beautiful tactics.

  3. hmmm trust me, I always, ALWAYS ship the 3(first shipment I) and 4/5(II) and (7/8 if the game goes into III) villager shipment . Actually 3 villagers is like the standard first shipment. AOE3 is very economically oriented, which is why french/british is very popular. Most player also keep the 700 coin card in their deck so they can transition to III quickly if needed

    Actually when I play as Russian in a rush, I send in the 300 wood, cossack, 700 wood, followed by 700 food, I don't even bother with stretlet shipment, they're just too weak

    Anyway, you should check out the online community again, it has evolved a lot. Your strategies that once upon a time won you battles are now most likely very obsolete compared to the new playing styles. And, the numerous patches fixed most of the balancing issues

    p.s. I'm not a noob. I'm a above average player (1st LT-Captain range in TAD) Not bragging, just trying to back up my points

  4. Well, I've started some 3D modeling using blender and created some stuff. I have made some animal models (penguins and dolphins :))

    So far they're only meshes without any textures or anything, people here can add textures if they want.

    Anyways, the files are .blender files atm, so I was wondering what kind of files do you guy use? Blender gives a lot of export options (.3ds/.dae/.obj etc.)

    Of course if you guys don't need penguins and dolphins that's fine. But if you do please reply

    Regards,

    Buggy123

    P.S. What are some of the advantages of 3DS MAX editions over blender? I'm considering getting the student versions (I can afford it, so don't worry) Is the transition hard?

  5. If the game was up to me to make, I would allow interactions with individual units, but when you put them in a formation, like a shield wall or something, you have to control all the units in the formation. That would make maneuvering in formation much harder (ever played tw series?) and maybe a reduction in speed, which is realistic. Of course the formation would give bonus defense/attack/multipliers, etc.

    And if you want to interact with individual units again, you have to break the entire formation.

  6. Early on in the game some civilizations get shipments of up to 13 troops. That is powerful. I don't care about 1 villager shipments or 500 food shipments.

    There's only 1 civilization that have that (13 strelets), and that's Russian. You have to realize, stretlets are weak...really weak. If you pit 13 french villagers (or even 13 regular villagers on melee) against 13 stretlets, the stretlets would lose. Oh and you know the 3 hussar shipment most civs get? that's enough to counter 13 stretlets. lol

    Anyways the reason for the sheer number is because Russian civ designed so you can mass big army of weak units, that's why they are good for rushing. But they are crippled if the rush fails, so it's pretty balanced.

    by the way, there is no 1 villager shipment. There's no 500 food shipment either (unless you count the age up option, or your playing as a native civilization.)

    The British have a rush strategy that is very effective. It involves a small army with cannon shipments. If used correctly you can out rush any Russian player.

    That's not possible...to get the cannon shipment, you have to be in fortress. Even if you make NO military units whatsoever, ship in 700 gold, the best Fast Fortress time is still over 7 minutes. Unlike other civilizations, British lacks the fast age up politician. Plus by the time the cannons arrive it would be near...7:30-ish if you do it very, very fast.

    An average (Sergent-Master Sergeant) Russian player with a standard rush will have a army at your base around 6:45. Actually they'll probably start raiding you with Cossack shipment around 5:30-5:45 depending on the size of the map. So I really doubt that it can out rush a Russian player...in fact, every civilization can rush faster than that...

    You're right, maybe I was playing against people worse than me because I never lost a game. I lost interest pretty quickly though - along with all of my friends.

    I really think you were noob bashing...I mean seriously...never losing a game? In AOE3 if someone had a winning percentage above 70% it's usually because they were noob bashing, or they just started and won 3 out of 4 games of something like that.

    It's no wonder that you lost interest, I would too if I won every single time without effort. I respect your opinion, but I think the experiences you opinions are based on are off...our at least outdated.

  7. Totally agree with that.

    I don't have a problem with the idea. The problem is I didn't like how it was implemented.

    Games became a little too focused on shipments because of their power and how you get the levels for a shipment. Another problem I had was leveling up the HC. Third problem was the power of some cards.

    With the help of some friends, we literally found a way to end the game in a few minutes exploiting the British house creating a villager and HC shipments.

    Ok...shipments weren' that powerful. Plus, everyone gets them. Also, I wonder if you ever played online, if so, what rank? Because that's what basically everyone does with British. You can't win all the time by doing something that everyone else can do. Plus, the British are pretty average in early game...so chances are you were playing against people who are worst than you, or computers, or in some weird mode like starting in colonial age or something

  8. In every game, spear men counters cavalry...always, as they should. Actually Pikes and spears were probably better than most melee weapons because of their length...most troops would be dead before they get in range to attack with their swords. In late medieval the standard army was comprised of muskets and pikes. They only became obsolete when bayonets came into play. Pike's were UP in AOE3 imo and they weren't long enough...

    Also, the HC was not "Who has the best card." rather, it's choosing the cards that complemented your strategy, your playing style, or choosing cards that can make up your nations weakness. There isn't any "best card" or "best cards" you could choose.

    While it's true that u get better cards as you home city advances, it wasn't that much improvement. 1 more unit? 100 more resources? In the end, it still came down to skill and making the right decisions at the right time.

    I'm not saying the HC system was perfect, because it wasn't. It had it's flaws, but the idea was good.

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