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Posts posted by buggy123
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hmm interesting...usually rts games give the "quantity faction" bad economy but cheap military to swarm enemy while "quality factions" can become economic powerhouses but can't produce much troops because they take up so much pop.
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lol...I'll take the 10k on by myself xD
Back on topic, this kind of reminds of
Russia or India? (aoe3)
Zerg or Protoss? (starcraft)
Allies or Axis? (company of heroes)
Quantity vs Quality are like in every balanced rts.
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How about we "merge" these two projects. They are pretty similar in that they are both modifications to the Middle Ages.
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well yeh...that why we play rts and not fps lol...rather be the general then the soldier xD (but I play fps too, and I'm really good at both )
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Oh...extremely vulnerable to cavalry then...
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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.
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For Honour and Glory seems dead...there hasn't been any update/post there for half a year
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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
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Ok jokes apart, i am strongly a favor of a pure classical old-dear RTS banana.gif please no strange things like homelands (aoeIII), incredible heros (raf) and such
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.
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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...
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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...
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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
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Very well...this mod seems interesting and is actually alive. Are there requirements for joining the team?
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so kinda like AOE3?
Skirmishers > Heavy Infantry and Ranged Cavalry
Skirmishers < Heavy Cavalry and Artillery
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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
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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
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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
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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
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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.
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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)
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oh haha...that's pretty cool. Will it just be a like a regular barrack/building? will give bonuses? more gameplay details?
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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
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Certain animals (such as goats and cows) can be domesticated and herded by nearby cavalry, which can then be corraled if the player wishes. Other animals (including dangerous ones) can be hunted.
I suppose "hunting dangerous animals" will involve animals fighting back...or else they wouldn't be "dangerous" but it's kinda vague.
Units will gain a small bonus to their Line of Sight and Attack Range when attacking from higher ground. Some buildings also have an Elevation Bonus that provides a similar bonus to garrisoned units.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
Will there be natural disasters?No, at least certainly not as part of standard gameplay.
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.
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For programming what language do you guys use?
Announcement - Legends Of The Old World
in Game Modification
Posted
Honor of the Old World
Glory of the Old World
Either of those sounds pretty cool. But if I have to pick I would pick Honor of the old world. Because of chivalry and etc.