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buggy123

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Everything posted by buggy123

  1. Oh...extremely vulnerable to cavalry then...
  2. Yeh, archers and such should be able to switch to small daggers or something when they go into hand to hand fighting instead of shooting at point blank.
  3. For Honour and Glory seems dead...there hasn't been any update/post there for half a year
  4. Here's my understanding... Inside Aura: 100% gathering rate Outside Aura 75% gathering rate (100-25) I think the advantage of the Aura is too big. I don't want this game to be like a economy war. AOE3's emphasis on economy was a bit too strong. We shouldn't repeat the same...mistake(?) Maybe the Mill will give like 10 percent bonus to start out? Then increase the aura area/bonus as you upgrade it? It would add more options such as "Is the amount of resources in the region worth it to make the upgrade the mill?" and stuff like that
  5. Homecity was amazing. It added a whole new dimension to the game. It provided so much more strategy, so much more options for the players. It was revolutionary.
  6. Here's some news for you...it's not out yet. There's a developers version you can download, but the official game isn't even in beta yet...
  7. Woah...the time for seasonal change are a bit too long. 20-30 minutes? I'm not going to expect the games to even last that long. But I really like the seasonal gathering rate idea. Hopefully it will be implemented into part 2. However, I think that seasons shouldn't change instantly. They should transition gradually. Also, some maps should have longer times and conditions for each seasons. A map in Egypt should get a stronger and longer summer compared to say, a map in Northern Europe. Also, unit speed/stats shouldn't be based on season but rather terrain (except for rain or snow) It would be really interesting. However this would take a lot of work...
  8. yeh...In AOE3, the french had a bonus 25% gathering rate. Even with the extra cost of settlers, the French are still one of the most versatile and popular civilizations. They could pretty much pull off any strategy because of their economy. without the countermeasure of the extra food cost of the villagers...they would have been waaayyyy overpowered. Although it may not seem like, 25 percent is a lot. we should cut it down to 15-20% Start at that range and tweak it as we go
  9. Very well...this mod seems interesting and is actually alive. Are there requirements for joining the team?
  10. so kinda like AOE3? Skirmishers > Heavy Infantry and Ranged Cavalry Skirmishers < Heavy Cavalry and Artillery
  11. the problem with this time period is that units aren't very diverse. around this time the wars were pretty much fought by lines of muskets with cannons and occasionally a cavalry flanking movement
  12. All these ideas are great if not a bit...crazy. But obviously the developers won't make most of these. I suggest we start modding. Create your own models with blender or something, paint a texture, create a stat file, etc. etc. Then submit your tanks, dragons, whatever, to the team and let them put it in a patch when the games come out
  13. The walking on wall is already in...ladders are not..instead you get siege towers lol. not sure about the tackling animations though. plus, I doubt you can tackle a wall down, unless it's like wood and really weak
  14. Yeh, animal AI is confirmed so all the things you mentioned about animals is going to be in the games. off-topic: I love the pineapple flavor gummy bears. I have like a stash of them at home
  15. That would be cool. But you have to remember, there gonna be lots of soldiers....maybe officers with names, bu soldiers. To many to keep track of. It's probably just going to confuse you. But in campaigns it's different since there is actually a storyline. We should put that into campaign scenarios.
  16. hmm well...if your units are stuck in a patch of swamp and move super slow you're going to be devastated by archers and ranged fire. So it IS dangerous. oh and thanks MrChoclateBear (though I prefer gummy xD) one more thing...these are professional soldiers, I don't think they're gonna be mauled by animals...(unless they go by themselves and swarmed by a pack of wolves or something lol)
  17. oh haha...that's pretty cool. Will it just be a like a regular barrack/building? will give bonuses? more gameplay details?
  18. This is general suggestion for the Romans, and maybe other civs as well. Historically, most legionnaires were issued with a shoveled in their standard equipment. They were used to construct defensive camps during the long campaigns. It was said that sometime campaigns, not a single night passed without setting up these camps first, friendly territory or not. These "camps" were burned down before departure in the morning so they can not be utilized by the army. Anyways, wouldn't it be kinda cool to include these? They can be a walls packed with dirt , or maybe wooden wall+ditch+stakes as you upgrade? I'm not too sure about the details. The idea is too have it only lasting for a short period of time(hp decay?) while providing some defensive bonus to the friendly troops in it thus giving you an edge in the battle. It can be destroyed by either taking too much damage, or if when all allied units in the area leave it will self destruct. Only a "officer" or "hero" unit can construct these but once the foundation is started, you can increase building rate with additional troops. Also the ability for the hero would have to recharge with time. This is to avoid "spamming" and add more value for having the "hero" unit near the hot spots (while eliminating enemy hero would give you a good advantage) Of course this is only a general idea. Feel free to expand upon it
  19. I suppose "hunting dangerous animals" will involve animals fighting back...or else they wouldn't be "dangerous" but it's kinda vague. I'm not sure about the speed but it's confirmed there are LOS and Range bonus. speed modification is highly likely but not confirmed Not sure if dangerous terrain counts as natural disasters (natural hazards? close? kinda? lol)...anyway, I don't like the land swallowing up my units though it certainly does provide more strategic depth. Hope it helps buggy *above info may not be 100% correct as I only joined this site few days ago and not on the team.
  20. For programming what language do you guys use?
  21. None of the above...I'm Azn xD pure Chinese or oriental. Not sure if there's a Jpn or Krn thrown in there somewhere (though I doubted it)
  22. Hmmm nice One question, I saw that there were leaves under the palm? trees. Do leaves fall or are there always some under tree and some on top?
  23. I think he meant overlapping as in building 2 buildings on top of each other. The roof of the taller building will be seen, the walls of the fatter building will be seen. and etc. This way you can make "new buildings" by combining features of the old ones. Though it's usually made for cinematic as the buildings would not function in-game. Hope I got that right...
  24. maybe it can be implemented later. Good physics are quite entertaining and makes the battle more...spectacular. But I agree, it isn't that important. We should focus more on game play and things like that for now
  25. When using the 1000 soldiers, the key is to not let the enemy think they have no chance to escape. You have to make them think "I can still run away" Because if they know they are going to die anyway, they would probably die fighting along side their comrades and actually fight A LOT harder than your experienced troops since they have nothing to lose. Mentality is a key factor in warfare. Fear,desperation, experience. Those are only a few of the factors. Too bad games always generalize it into "morale" I suppose it is easier that way. Troops today even get "shell-shocked" when the fighting is done using most impersonal methods as possible. So think about the days when thousands of men crash against each other with shouting and blood and arms and heads flying around. War is never pretty. kinda of topic but whatever xD
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