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Posts posted by SMST
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Thanks. I perfectly know what Hypaspists were back in Ancient Macedonia, and these guys I made are really just the originals from the game, deleting the spear and shield and putting two xiphoi in their hands. Thanks to your incredible propping system, it took me three minutes. (two additional minutes because I misspelled a data path first:( )
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Hypaspist
This dual-sword-wielding infantry unit excels at killing other infantry. Fairly cheap to produce and available early, this unit can receive many upgrades and a lot of equipment that can boost its power considerably.
Actually, I found this quite inspiring.
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I just had a look on the new Civic Centre for the Celts. Great work!
Was the "round house" style appropriate for "meeting halls" or "thronerooms", though? (which I think are meant to be represented in a Civic Centre) I was under the impression that Celts gathered in long houses. You may prove me wrong, however.
(And even if it is not accurate, don't change it!)
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I have quite recently done some rework for the ages of the game. Currently, there are 20 ages in total, and looking at it now, as I am into detailled research for the factions, it seems a bit too much. One problem is, of course, the sheer amount of work that would be needed, but the other thing is more gameplay-wise: Many ages are much the same as the pervious ages (as it is now, Bronze Age - Iron Age, Dark Age - Medieval Age, Enlightenment Age - Revolutionary Age etc.) and there shouldbe something new in each age, in my opinion ... So for the sake of feasability and gameplay, I cut the ages down to 12:
Stone Age
(actually Neolithic Age, as oshron mentioned somewhere before in this thread, is the better starting age for a game that focusses on civilisationary structures and not on nomadic tribes)
No Metal ressource yet. Primitive Infantry only, no cavalry. Basic fortifications (think of pallisades in AoK)
Bronze Age
Metal ressource activated. First light cavalry unit line. Stronger fortifications. From this age onwards, additional civic centres can be built.
Iron Age
Heavy cavalry and advanced siege engines activated. Also more naval units. Fortresses and Universities are now aviable.
Classical Age
Peak of ancient civilisation. Wonders and unique units can now be built.
Medieval Age
(to be honest, if I designed history, I would have skipped the Medieval Age, for there is nothing really innovational to gameplay which would make this age unique. However, I also can't just skip it.)
Renaissance Age
First appearance of gunpowder units. Artillery changes siege warfare. (14th-15th century)
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)
Enlightenment Age
Full gunpowder infantry line. (18th - early 19th century) Nationalism rises your territorial bonusses.
Industrial Age
Oil (Energy) ressource is now aviable. Armoured units (primitive tanks, battleships) change warfare drastically. (no boarding of ships anymore, for example) First primitive aircraft.
Atomic Age
(lacking a better name, this is WWII. Another idea was "Modern Age", but this is even more stupid)
Rapid evolvement of aircraft and tanks. First nuclear units (nuclear bombers)
Information Age
(second half of 20th century)
Nuclear units become more advanced, nuclear missile bases and nuclear subs are now aviable. Further advancement of land, air and sea units.
Global Age
(21th century, up to 2050)
The ultimate age and the ultimate army. Just upgrades of earlier units, yet significant ones. Fancy stuff like laser troopers, anti-gravity tanks or fighting cyborgs will NOT be included. (might be an expansion, though, who knows)
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What do you think? Oh, and I would very much like some comments about the factions as well.
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I have to say, the current civic centre for the Celts is too small compared to the new buildings, or is this also subject to change?
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i know this is a historical rts, but cant the darn LEARNING CAMPAIGN just be used to educate the player about the game WITHOUT being historical? itll be alot easier to get the lessons across when you dont have to find something historical to fit it into
Calm, calm, oshron
If we take a historical scenario as basics for the learning campaign, stretch it a bit to meet the demands of this kind of campaign ... does that sound so bad for you?
Besides, it is really not hard to find a historical scenario for a learning campaign. Any "Rise of a colony" or "Rise of a great leader" stuff would do, and there is many. I don't see why you are so upset.
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Thanks again to both of you.
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Thanks for your answer. How would I switch between "conquest" and "endless" mode?
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So, the Trac says about basic victory conditions. What are they? I guess it is just "all enemy units dead -> you win" by this stage, or is there anything more sophisticated yet? Also, how would I implement them in a custom map?
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It has time, though. If you figured out how to get your work into 0 A.D., just tell me. I can't help you on those technical parts, unfortunately.
This is a list of all buildings in the game. No pictures in there, though, I'm afraid. You can start the current alpha version and play the map "UnitsDemo" which has all units and buildings on it.
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Hey SMST.
Unfortunately my computer crashed a couple of weeks ago, and most of the models you see in my library have been lost. I only have some russian ones, the greek ones, the british ones and some bits and pieces apart from them.
Pity. But given that Civilisation has, as you said, smaller buildings than common 0 A.D. scale, there will be need of making new ones, actually, if they are to be used in the mod. There will be also need for more specific buildings.
You could take the general style from your Civ3 buildings, though.
Can I just assume you are interested?
Also does this game need animations for the buildings to be made by the person who makes the building model? Because i know nothing about animation.
Buildings won't need any animations.
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@Kyriakos: I was just about to ask if you had spare time to invest to join a mod project for 0 A.D that I am currently working on alone. It can be found here. (check out the last page for updated factions) It is actually similar to Civilisation in that respect that it includes the whole history of mankind. (it is basically an RTS, however)
I had the idea to ask you because you already have some experience in portraying various building styles throughout the ages. Please tell me whether you are interested or not.
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It seems as if you're still unable to recieve messages.
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Ah, okay. That explains it, thanks. Should work now though.
Edit:
I overlooked the word "more" in Shield_Bearer's post. Is there anything you could add to this topic, Kyriakos?
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There is great stuff in your Civ3 libraries. The buildings look very unique for each set and strike a good resemblance to their historical counterparts, as far as I can tell. Great!
Btw you disabled your personal messages?
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That are some pretty neat models. And I think the resemblance is striking.
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No answers in ten days? Shame.
Anyway, I have now a quite finalized version of the attributes and characteristics of the first ten factions for the first release and want to share it with you, to get your opinions, and maybe some constructive critics.
The factions of the first release are taken from the Mediterranean and its surroundings, Europe and the Middle East. This is exactly the same area of the world 0 A.D. is set in, so there won't be trouble with biome changes.
Note that with these faction I went for regional criteria rather than for ethinc. I am well aware, for instance, that ancient Gauls don't have anything to do with modern French or that the ancient Hittites are not related to modern-day Turks. Also, the boni for almost all civilisations are taken from the period where they were at their strongest. Both are for the sake of simplicity and gameplay purpose. (I suppose you don't want changing civilisation attributes either, something I played around for some time, but which I eventually abandoned)
France
France is a rather defensive and cultural-minded civilisation which can also develop a good offensive power if played correctly. They have a better cavalry than the average European nation and posess the strongest defensive structures of the game.
Representation:
Ancient Era: Gallic Celts
Medieval Era: Franks/Feudal France
pre-Modern Era: Absolutistic/Napoleonic France
Modern Era: Modern France
Bonusses:
Leadership: This provides French "General" units (military support units that give a movement and attack speed bonus to your troops, similar to heroes in 0 A.D.) with a greater "aura", meaning their bonus affacts more of the surrounding units. Generals are also cheaper to acquire for a French player.
Advancement: This provides French players with cheaper technologies, representing the fact that France was for a long time the leading cultural power of Western Europe.
Britain
Britain posesses the strongest late-game navy in the game and is thus best suited for naval maps. It also posesses a strong light infantry arm and, later in the game, a strong airforce.
Representation:
Ancient Era: Brythonic Celts (maybe with some Pictish influence in later ages)
Medieval Era: Anglo-Saxon/Norman feudal England
pre-Modern Era: Colonial/Imperial Britain
Modern Era: Modern Britain
Bonusses:
Rule the Waves: British naval transports carry twice as much units, to emphasize their focus on colonial attempts. Together with the strong military navy, this bonus should give Britain a great edge on water maps.
Colonialism: British players can acquire territorries on provincial maps just by building two military buildings on that territory (rather than have to build a town centre on a specified settlement). This is meant to be representative of the British colonial empire.
Germany
Germany has good infantry from the very start of the game, which enables it to do some nasty rush attacks. However, Germany is strongest in the late ages of the game, where it gets strong industrial units such as tanks and aircraft.
Representation:
Ancient Era: Germanic Tribes
Medieval Era: Holy Roman Empire until the rise of Habsburg.
pre-Modern Era: Kingdom of Prussia
Modern Era: Unified German State
Bonusses:
Industry: Germany was a industrial powerhouse after its unification. To represent this, German citizens gather metal and oil at a faster rate.
Federalism: As opposed to the centralism of many past and modern states, Germany is even today a federal state, the origins of this system dating back to the Holy Roman empire where it was a loose confederation of single states. German civic centres' economics will grow at full rate even if not connected with the capital civic centre. (a recent idea was the economical development of cities and territorries)
Russia
Russia has the fastest light cavalry in the game, which enables them to raid frequently and effective. It relies on numbers of its soilders rather than on quality, backed up with some or the greatest industrial units in the late game.
Representation:
Ancient Era: Skythians and Sarmatian tribes
Medieval Era: Rus/Early Moscowite
pre-Modern Era: Tzaristic Russia
Modern Era: Soviet/Modern Russia
Bonusses:
Russian Winter: The vast landscapes and harsh climate of the Russian lands have spelled doom for many invaders throughout the whole history of thet country. In the game, this will represented by enemy units suffering movement and attack rate penalties as well as reduced resistance to damage and a lower stamina regeneration rate when invading Russian territorry.
Grand Population: Reflecting the numerous Russian population and the huge armies made of it throughout the history, a Russian player will be ablew to exceed the game's max population cap by 25%.
Italy
Italy (or Rome) is a early game civ, having excellent infantry with both strong offensive and defensive stats. It also has good siege and naval capabilities. From the ancient era onwards, the mighty legions are a serious threat to any player.
Representation:
Ancient Era: Roman Republic/Empire
Medieval Era: Italian City States
pre-Modern Era: Italian States
Modern Era: Modern Italy
Bonusses:
Legions: Italian melee infantry gets increased formation bonusses if put in formation.
Imperialism: The Romans, and later, less known, the Venetians, built great Mediterranean empires. Italian players are able to capture enemy units and buildings faster than any other civ.
Balkan
The Balkan faction are good defenders, having the strongest hevay infantry of the game and also strong structures and naval units. They are strong in technological aspects and can reach the higher ages faster than the average civilisation.
Representation:
Ancient Era: Greek Poleis/Hellenistic states
Medieval Era: Byzantine Empire
pre-Modern Era: Serbian kingdom
Modern Era: Modern Greece or Serbia
Bonusses:
Phalanx: Balkan heavy infantry gains a bonus against other infantry, providing them with fair offensive capabilities. Offensive infantry line is non-accessable or a Balkan player.
Philosophy: Ancient Greece is the place where Western science and philosophy originated. Greek produce more knowledge per scholar garrisoned. (knowledge being the ressource to research all technologies)
Persia
Persia has the strongest cavalry in the game as well as good archers. That means they should be mainly used in the earlier ages of the game, where cavaly has the most significance.
Representation:
Ancient Era: Achaemenid Persians
Medieval Era: Sassanid Persians
pre-Modern Era: Choreswm/Safawid/Afghan Persia
Modern Era: Modern Iran
Bonusses:
Wealth: Persian players start off with a bonus amount of every ressource. Special technologies increase wealth acquiring as well.
Horse Breeding: Unlike other civilisations, Persians can capture wild horses and bring them to corrals just like in 0 A.D. Garrisoned horses decrease costs and increase production speed of non-mechanical cavalry units.
Egypt
Egypt is rather defensive, relying on good counter units for enemy offensive units. They are good in a "wall in+build wonder" type of game, since they have good defenses and are bonussed in terms of wonder building.
Representation:
Ancient Era: Pharaonic Egypt
Medieval Era: Arabic Egypt
pre-Modern Era: Arabic Egypt (Mamlukes)
Modern Era: Modern Egypt
Bonusses:
Nile Flood: The fertile soil along the River Nile was utilized by the Egyptians, making them one of the first agraric civilisations and the grain suppliers for the ancient world. Egyptian farms yield more food, and citizens can collect food faster from farms.
Monuments: The ancient Egyptians build arguably some of the greatest monuments ever, most notably the Pyramids and the Sphnix. The later Arabic culture built great mosques and other buildings in Egypt, too. To reflect this great tradition, Egyptian players have access to wonders earlier in the game. They can also build wonders cheaper.
Phoenicia/Spain
They are the greatest seamen and traders in the earlier ages, however, their glory wanes in the later ages when Britain comes into play. Thus, they are strongest around mid-game.
Representation:
Ancient Era: Phoenicians/Carthagenians
Medieval Era: Christian Spain
pre-Modern Era: Reconquered Spain
Modern Era: Modern Spain
Bonusses:
Exploration: Both Phoenicians and Spaniards were great explorers of their time. Phoenicians were the first to surround Africa, while Spain discovered and colonized the New World. In the game, all Spainsh/Phoenician human land and naval units gain a increased LOS.
Trade Masters: Spanish/Phoenician players gain a increased income from all trading routes.
Turkey
Turkey is something of an all-around faction, with focus on siege and cavalry. They are best used around midgame, where their units are at their strongest.
Representation:
Ancient Era: Hittite Empire
Medieval Era: Seljuk Turks
pre-Modern Era: Ottoman Turks
Modern Era: Modern Turkey
Bonusses:
Siege Masters: The Ottoman Turks were very good at besieging cities. Thus, gunpowder siege units gain additional damage bonus against all structures.
Multiculturalism: Asia Minor was always made up of many different cultures. At its peak, the Ottoman Empire consisted of many nationalities and made use of that. This is reflected in the mod by having research and training speed at its maximum already in newly conquered provinces. (for you make better use of the local population's skills)
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Lighting shouldn't have changed at all.
There is usually much difference in how things should be and how they are in reality.
Right now, I am only able to access said two lighting modes via shifting the sun rotation/elevation.
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Ah, that's actually a feature, believe it or not See http://trac.wildfiregames.com/ticket/543
It might be re-enabled for cinematic scenarios/custom screenshots though
Shame, I loved your skybox. This is actually a step backwards in my opinion. Well, I suppose you won't see much of the sky anyway in actual gameplay.
EDIT:
But now the different lighting options (sun position) are gone too? It appears to be that there are now just two lighting options - high noon and midnight. Any "gray zones" seem to have disappeared.
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Oh, blast it. This should work, though: http://img826.imageshack.us/img826/363/skyaway.png
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Could you post a screenshot of what you mean?
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I was gaoing for Syracuse in one of the older threads because they had a conflict with Carthage in which the player could learn military stuff, but Taras would fit nicely as well. Perhaps one could also make up a conflict between the colonies or something.
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Has been discussed berore as a possible turorial. I still think Greeks should be the tutorial civilisation, though.
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Roman traders visited the Indian coasts, thats for sure. ROman coins have been found there.
Read my post as "no military or political dealings". Individual traders naturally come around a lot more than large armies.
Age of Empires Online Announced
in Gaming Discussion & Match-making
Posted · Edited by SMST
Well, I actually tried that, but then the shield had to be flipped by someone, because it appears upside down if attached to "attachpoint_back".
Btw I tried them out ingame. Looks not so bad, though of course, they are not wielding the second sword.