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Everything posted by Nicolaus_von_Kues
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Others RTS - Discuss / Analysis
Nicolaus_von_Kues replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
The problem is how all those details distract from playing. -
This is the first time I've read this story; I didn't know it existed. https://docs.wildfiregames.com/design/gameplay/main/war-story.html From what I understand, there are many ideas that were never implemented.I imagine it's just a roadmap of where take ideas. It strikes me as odd that the nomadic mode is present by default. Units receive bonuses if they fight on their own territory... The Mill acts as an exception, allowing resources to be exploited outside the territory.( Very interesting). Reinforcement system. I imagine it's similar to AoE III. You can send units to your ally through the tribute system. Ships can be captured if their crew is eliminated. Docks automatically repair nearby ships.
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campaign empty(help, how do i get campaign mode)
Nicolaus_von_Kues replied to zaza's topic in General Discussion
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Settlements conceptual art.
Nicolaus_von_Kues replied to Nicolaus_von_Kues's topic in Tutorials, references and art help
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It can be implemented progressively, starting with a non-editable version generated by a script.
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Settlements conceptual art.
Nicolaus_von_Kues replied to Nicolaus_von_Kues's topic in Tutorials, references and art help
Playing around with some ideas. It contains a well. 3 main buildings: perhaps dwellings/houses. A chicken coop or corral. And perhaps a basic watchtower similar to an outpost. -
Early Romans (Pre-Camilian Romans)
Nicolaus_von_Kues replied to Lion.Kanzen's topic in Rise of the East
Some YouTube channels are making good use of artificial intelligence to create illustrations with a certain degree of accuracy. -
Linux Synaptic Package Manager
Nicolaus_von_Kues replied to Wijitmaker's topic in General Discussion
What do you mean you weren't even trying? In my headcanon it was literally because of being at the top. -
In theory, tunnels are a point A and a point B.They don't always appear as such, but they are more common in sci-fi or magic RTS games.
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This is a good way of reasoning. Is neutrality a kind of cosmic chaos in nature? There should be capture conditions for those buildings. That religious buildings contribute "morality" or "loyalty" The Houses too, the family that lives in the houses, and the gods are also part of the land.
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Settlements conceptual art.
Nicolaus_von_Kues replied to Nicolaus_von_Kues's topic in Tutorials, references and art help
You forgot to add a well or some central element. I'm looking for references and ideas and doing research. There's always a central object, like a well. Houses of different sizes. Sheds and warehouses. Pens for goats, sheep and chickens. Orchards and small cultivated fields. Wooden fences and low stone walls. Simple workshops (carpenter, blacksmith, potter). Bonfires, benches, carts and piles of firewood. A composition needs to be made. -
This is very common in RTS.
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Multi-layer / Multi-level Pathfinding. Pathfinding: Grid-based (CCmpPathfinder) with passability classes tied to terrain. Bridges must support land units on top while blocking naval units below. Dynamic changes: Construction, destruction, or damage must update passability in real time. Performance: Avoid full global recomputation on every change. It would be a huge problem to be constantly destroying and building bridges. Other ideas with bridges and walls. Portals / Vertical Links: Define connection points (ramps, stairs, ladder zones) between layers. When a bridge is built: Mark upper tiles as walkable for land units. Keep lower area impassable for ships. Destruction: Remove the upper layer passability and force path invalidation/recalculation. This is similar to how Stronghold, Age of Empires IV, or modern Total War titles handle elevated walkable structures. ii- Dynamic Navmesh + Grid Hybrid Use a grid for fast coarse terrain movement. Use a recast/detour-style navmesh (or equivalent) for precise dynamic obstacles and walkable surfaces. On bridge build/destroy: Locally re-bake or update the affected navmesh region. Add/remove off-mesh links for vertical movement. Advantages: Handles complex shapes well; good support for dynamic environments. Many modern engines and assets (e.g., Unity's A* Pathfinding Project or Recast) support this. Another interesting alternative is: Passability masks / cost maps + obstruction system. It sounds complex...
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Stronghold , Praetorians anda AoE IV They have good concepts of how to make walkable bridges and walls.
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More Unique Civs: What can we do?
Nicolaus_von_Kues replied to Perzival12's topic in Gameplay Discussion
I'm not saying there aren't good ideas in mods, but they never make it into the base game. That's why I was going to sit down and draw and make sketches, because apart from giving opinions and designing mechanical concepts, I can express myself by drawing doodles. -
More Unique Civs: What can we do?
Nicolaus_von_Kues replied to Perzival12's topic in Gameplay Discussion
The campaigns gave you a general overview of historical events, and the gameplay taught you about the technical development of technological advances, mainly resource management. He didn't teach you much about social progress and setbacks. It did not teach about the decline of empires. It's difficult to bring that trait to a game. -
More Unique Civs: What can we do?
Nicolaus_von_Kues replied to Perzival12's topic in Gameplay Discussion
Another thing that nobody mentions is the early game mechanics and build order. All civilizations start the same way. With a minimal difference from the Germans and Mauryas -
Topic for cry and complain about balance
Nicolaus_von_Kues replied to Dakara's topic in Gameplay Discussion
Will you reduce the entire cavalry or by class? Fanatics are very good for not having armor( and helmet). If we nerfed them with their capture rate and lack of armor... ========Post data=====< I'm trying to work on a new conceptual design, modifying the current gameplay after taking into account the feedback from the last few years. -
