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SMST

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Posts posted by SMST

  1. Maybe reaching the Global Age and researching all technologies may activate a victory timer, similiar to wonders in AoK. (then again, I have to phase out the wonder victory I already devised, see Egyptian faction)

  2. Good idea, but wouldn't that make the late game somewhat defensive? Though this would be historically accurate, the point of RTS games is to move on the enemy's territory and finish him up eventually.

    Not to be said that could be changed, of course. Maybe there could be the option of a cultural or economic victory as opposed to the "destroy everything"-gamestyle that governs AoE, for example.

  3. You had more points than just the aviablility of cavalry units. I was wondering especially about your ideas about tribute and the fact that you obviously want to restrict player expansion in later ages.

  4. I envision it more like Proto-Cataphract (Iron) -> Catapract (Classical) -> Knight (Medieval) -> Paladin (Renaissance).

    Thus it will be possible to give the Persians and Scythians/Sarmatians superior heavy cavalry. (as opposed to Egyptian or British chariots)

  5. Did I mention I like this game a lot? Mainly because of the "historically authentic" feel (not historically accurate, that's another thing) that the game has - if you are not playing in hero mode, that is. I too think it is far too overpowered in this game.

    Some features I like (and 0AD may consider):

    - Outpost capture

    - The ships and the mountable walls of course

    - Training several units at once

    - The campaign (although it is ahistorical, it is actually both challenging and fun)

    Some stuff I heavily DISLIKE:

    - I am not able to see units statistics other than a relative health-bar.

    - The tiny maps. I mean, come on, designers. What is the point of a 5k population limit if the units barely have space on the map?

  6. Thanks for the answers.:ok:

    So, by now, the mod needs a distinguishable name, rather than Pyrogenesis: Empire, which already caused confusion. I would like to hear your ideas for a name fitting for a game which encompasses the whole of Western history.

    Personally, I came up with some Greek names like "Panarchos" ("overlord") or "Arché" (means both "beginning" and "rule"), but they are not really satisfying. I suck at finding titles, so I would like you to make a guess.:D

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    so let's say games will last around 40min -1hour (age of empire games at least) than that means even if you research at a rate of 5min/age you would barely reach the last stage.

    This means that civs with advantage in the later ages will be greatly at disadvantage for the majority of the game...=/

    Well, I won't call it disadvantage. Every civ is fairly strong in their respective areas throughout all ages. (French always have strong defenses and heavy cav. Germans always have strong infantry. Russians always have strong light and ranged cavalry. Britons always have good archers and a relatively good navy, which gets better from Colonial Age onwards. No need to talk about the other factions) They may be at a disadvantage if attacked by typical early game civs, such as Persia or Rome, but it means by no ways they could not defeat them, even not that it would be too hard to do so.

    Still, you've hit a point. I imagine a typical game would last longer than a AoE game. (which can be pretty quick, if I compare them to games like Empire Earth) This works fine at least for singleplayer, where you can save and play again later. For multiplayer, there would have to be a kind of "Age Race" game type, where the complexity and duration of aging up is reduced. (perhaps disabling the need for researching innovations to age up) Either that, or players are able to pick starting and ending ages, just as in AoE.

    Of course, this game is deliberately designed to be rather slow in comparison to AoE and perhaps 0 A.D.

    Stone Age

    No Metal resource required yet. Primitive Infantry only, no cavalry. Units cost Food and Stone. Basic fortifications (think of palisades in AoK). Mud and wattle huts--buildings only cost Wood. No farming, only hunting, fishing, and gathering.

    Since the Stone Age here is actually the Neolithic age, I had farming and trade in there. It would still need to be developed, I believe, but the technology for both would be readily aviable from the beginning.

    Basic units for the Stone Age that I thought about:

    - Spearman

    - Slinger

    - Bowman

    All primitive and rather generic. (as is all of this age, since visual cultural differences will only play out from the Bronze Age onwards) All of these unit classes are not the greatest of offensive units, though, so I believe rush players will be going to hate me ...

    Bronze Age

    Metal resource activated. Some buildings start costing Stone. First farming. First light cavalry unit line. Stronger stone fortifications (think: Mycenaeans, Babylonians, etc.). From this age onwards, additional civic centres can be built. The first light attack ship. Land and Sea trade introduced.

    I actually threw Stone out of the ressource line (along with Uranium), but if people don't think that 7 or 8 ressources wouldn't cause too much complexity, I'll add it in again. Otherwise, your ideas regarding buildings concur with mine.

    Cavalry is going to be introduced along with swords/ace/maceman units. (I call them "Shock Infantry") Both will have better offensive capabilities than any Stone Age unit. I imagine the Bronze Age to be the age where first clashes between players are going to happen.

    Iron Age

    Siege towers and basic siege techniques developed. Fortresses and more sophisticated defensive structures are now available. Chariots introduced. More naval units. Land and Sea trade bonused. Tribute enabled.

    Some civilisations will get chariots (Egyptians, Hittites (Turkey), Britons and perhaps the Gauls (French), too), but others are using heavy cavalry by now. (Persia and Russia) Carthage (Phoenicia) gets its elephants and Germany, Rome and Greece just have to wait for heavy cav until the Classical Age - though they get additional infantry upgrades as compensation.

    Your concept of tribute? I actually have a taxation system which adds a amount of the gold/wealth/coin ressource to your stockpile for every active civic centre. It might be introduced around this time.

    Classical Age

    Peak of ancient civilisation. University introduced. Wonders and unique units can now be built. Players can choose their political and religious systems, with unique bonuses.

    The University. It would make more sense to have it here, after all. But the name of the Classical Age, after all, is just a name, since the only "classical" civ, the Greeks, have their historical classical age (Persian Wars to Peloponesian Wars) in the Iron Age. So it would perhaps be more fitting there.

    Religious and political systems are another thing that I had planned, but threw out for simplicity's sake.

    Medieval Age

    The Trebuchet is introduced as well as the portcullis, sally port, and castle keeps. The longbow and crossbow can be researched depending upon civilisation. The chariot line evolves into a new cataphract line of cavalry.

    Since some factions already have heavy cavalry throughout the Iron and Classical age, they continue to have them here. However, I think the last chariot users are going to have their chariots upgraded to cavalry at least by now.

    Some factions get crossbows (French, German, Italy, Spain), some retain the eastern recurved bows (Persia, Russia, Egypt, Turkey, (Byzantine) Greek) and the British get their longbows.

    Your ideas about castles sound interesting, how exactly would you integrate portcullis and sally ports into gameplay?

    Renaissance Age

    First appearance of gunpowder units. Artillery changes siege warfare, eventually rendering large stone fortifications obsolete. (14th-15th century). The peak of the cataphract line of cavalry.

    No arguments here.

    Colonial Age

    Mixed Pike-Musket-Infantry. (think 16th-17th century) Expanded naval options. (ships lose the ability to ram each other, but are now standardized equipped with artillery, whereas before, units needed to be garrisoned). Warships are now large ships-of-the-line. Trade ships can be upgraded to "Galleons" that can defend themselves. Artillery (cannons) now replace old-style siege weapons. Fortifications revert back to wood and earth.

    All of your ideas are good. One must see how self-defending trade ships turn out in gameplay, though. (e.g. players creating fleets of trade ships for military operations, since they are likely to be cheaper than regular warships)

    Enlightenment Age

    Full gunpowder infantry line. (18th - 19th centuries) Nationalism rises your territorial bonuses, but it is not more difficult to control new territories. Balloons introduced for reconnaissance. Ironclad warships introduced. Field artillery receives a new "grapeshot" anti-infantry feature.

    You mean there should be a limit for expanison in the late game?

    About ironclads and baloons. There was a "Industrial Age" following the Enlightenment age which had all those. For the Enlightenment Age, I was going more for a Napoleonic look, and ironclads were, to the best of my knowledge, not underway at this point. I think there could a "transition ages" addon be made, which would bring the Industrial and the Dark Age (between Classical and Medieval) into the game. These were the ages that were the most pain to throw out, I admit.

    Industrial Age

    Oil (Energy) resource is now available. Armoured units (primitive tanks, dreadnaught battleships) change warfare drastically. (no boarding of ships anymore, for example) First primitive aircraft. Full-automatic weaponry ("machine guns") introduced. Chemical warfare now possible.

    One anti-infantry infantry line (ex-Archers and Marksmen) are equipped with full-automatic weapons from this age onwards. I don't know if I want to implement chemical warfare, though. Despite making what is essentially a war game, I have moralic issues if it comes to the gas warfare present in WWI. Yeah, I know I am hypocritical here.

    For the reasons stated above, I would prefer "Imperial Age" for this one.

    Atomic Age

    Rapid evolution of aircraft and tanks. All cavalry lines now replaced by mechanized equivalents. First nuclear units (slow and vulnerable nuclear bombers). Most fortifications replaced by pill boxes, fox holes, metal fencing, and outposts. Paratroopers. Aircraft Carriers introduced. Spy planes introduced.

    Exactly. (Should cavalry still be around in WWI/Imperial, though?

    Information Age

    Nuclear units become more advanced, nuclear missile bases and nuclear subs are now available. Further advancement of land, air and sea units. Game now becomes less about holding territory and more about researching technology and "force projection" far away from your territory. Tanks, Aircraft carriers, and aircraft reach their zenith. Spy unit introduced, which has multiple functions, such as: assassination, sabotage, stealing technology, and biological warfare. Spy can also bribe groups of enemy units into turning into "freedom fighters," uncontrollable by either player, but hostile to the enemy player.

    Interesting ideas about spy units. But I think they should be aviable earlier - then again, they would be a major twist for the later ages.

    Global Age

    (21th century economics and warfare)

    All aircraft replaced by drones, which cost a lot of resources, but do not add to the population cap. Satellite recon available. Nuclear bombers replaced by space-based tactical nukes. Infantry are now "enhanced," depending upon the player's line of research, either technologically or biologically. New territories that come under the player's control are in a constant state of rebellion.

    Drones = unmanned aircraft? Just to get that clear.

    "Satellite Reconissance" was actually a technology, which would lift the FOW over your territorries and Shrouds of Darkness over the entire map.

    Once again, should there be limits to the player's expansion in the later ages? Please explain your concept further.

    ----

    You have some great stuff posted here, most of which I totally agree.:) Many thanks for this creative addition to the mod.:)

    Hey now. You guys are missing the all-important Chalcolithic, or Copper Stone Age. Shame on you. tongue.gif

    Believe me, it was in at some time. Along with two ages who are now combined under the middle ages, a exclusive Late Antiquity/Dark Age, a Industrial age and four future ages. It is just to reduce the scale. At least a bit ...

  7. From my comment on the web page:

    Cerberus - three-headed dog, would make a great editor unit.^^

    Charon - ferryman of the Underworld - well, this is perhaps a bit too dark-mooded, after all

    Clio - the muse of historiography

    Clotho - one of the three parces (fate godesses of Romano-Greek mythology)

    Colossus - I am talking of the one in Rhodos.:ok:

    Forgot about Cyclops. You could also take Cyrus, Caesar, Caros or Carthage and take it as a opportunity to include the related faction.:)

    Citadel would also be nice.

  8. Cerberus - three-headed dog, would make a great editor unit.^^

    Charon - ferryman of the Underworld - well, this is perhaps a bit too dark-mooded, after all

    Clio - the muse of historiography

    Clotho - one of the three parces (fate godesses of Romano-Greek mythology)

    Colossus - I am talking of the one in Rhodos.;)

    Take a pick, if you want. I am not really sure what your real guidelines are with naming the releases, but you may as well find one that suits you.;)

  9. just added some of my works.

    Looks good, I especially like that agama (or whatever this reptile is called)

    Also hi SMST! I looked at your project and must say the scale of it is very impressive. As for texturing I can edit them, but I'm not great at making them from scratch (not much photo shop experience)

    Yeah, I know, it is kind of a mammoth project. I am not planning to do this at once, rather making it step for step. If you want, we can discuss this further in the thread of the mod.

  10. You might consider joining my project, nicknamed Pyrogenesis: Empire. Look here. (last two pages for updated factions and ages) It is basically about making 0 A.D. into a game similar to Empire Earth, stretching from the first settling humans up into our days, but retaining an historical authentic feeling. It is in planning phase still, but I think artistic stuff could already be started.

    I have to warn you, though, you'll not be a "extra guy", you'll be more of the second one working on this mod and the first one with 3D or programming knowledge. I have only desinging and some very basic 2D skills. If you don't want to be the only 3D-Artist on a mod, then you should probably look for another, though I would be very glad if you did join me.:ok:

    Do you have screenshots of some of your work? Also, are you capable of texturing? I assume there would be more need for that right now than for 3D-modelling.

  11. It seems we have overlooked one important major people: the "Sea People" (of whom a part settled and formed the Philistines)

    I think of them because I came across great art for them:

    http://community.imaginefx.com/fxpose/john...cture17891.aspx

    http://community.imaginefx.com/fxpose/john...ture307295.aspx

    For those who don't know, these guys of unknown origin entered the eastern Mediterranean around 1200 B.C., leading to the downfall of the Hittite empire and also giving the Egyptians a hard time beating them off.

    I don't know much about them yet, but if we want to include them, I can do some research, plus research for the Hittite faction. (which I need anyway)

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