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SMST

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Posts posted by SMST

  1. Hey,

    diese Webseite ist definitiv etwas, woran ich teilnehmen könnte. Falls du noch Hilfe beim Zusammenstellen von Inhalten, bei der Organisation etc. brauchst, sag mir Bescheid - ich versage leider, wenn es um Webseiten-Programmierung und so etwas geht.:)

    this website is definitely something I could participate in. If you need any help in putting together some content, organizing the page etc., just say the word - I fail, unfortunately, if it comes to webpage coding and stuff like that.:)

  2. What about Basque? Even though according to Wikipedia it is only remotely related to the Ancient Iberian Language (if at all), it is a non-Indoeuropean language that was spoken on the Iberian peninsula. (and it still is spoken in some parts of Northern Spain and Southern France) It dates back to classical times (again according to Wikipedia, there are Roman-time inscriptions with Basque words) and it remains spoken today, so it should not be too difficult getting names for units and buildings.

    http://en.wikipedia.org/wiki/Basque_language

  3. I actually agree that using "technology points" to research technologies is very logical. After all, how does one learn about iron by a combination of farming, woodcutting, and mining? Sid Meier's Civilization hit it right at this point, and an RTS version of this would be epic.

    This.

    @oshron:

    You might confuse this with my plans for a mod project, where I indeed intend to introduce "Knowledge" as a ressource for research.:)

  4. I once had the idea that siege engines get built in-field, like buildings do, rather than from the Fortress. Building canoes would need "carrying" animations though. Not sure it's worth it. As Feneur has eluded to, my mantra is "authenticity, not accuracy." What that means is we can fudge some things for a coherent gameplay experience, as long as the overall feel is still authentic.

    Well, I've played some games who made this approach (the Chinese civ on Empires: Dawn of the Modern World, for example), and it really worked well for me.

  5. Nah. If you wanted to make some real-world maps, go ahead.

    Well, I had a try on a Greece one some time back, but it wasn't really as detailled or realistic as yours. If I start again now, my maps wouldn't be able to keep up with your mapping skills.

    We might make a new 'sort' in the game setup map list called "real-world" (where you choose Demo, Random Map, All, etc.)

    Like the AoK expansion? That would be great. If provinces are implemented, you could name them and their respective capitals after historical counterparts.

    Maybe we can coordinate the areas we make. I think these would be good:

    - Greece

    - The Aegean Sea

    - Italy and Illyria (Split by the Adriatic Sea)

    - Sicily and Magna Graecia (Lower Italian Peninsula)

    - North Africa (Tunisia, Carthage, Numidia)

    - Upper Egypt and Palestine

    - Gaul (France, Belgium, Netherlands)

    - Iberian Peninsula (Spain, Portugal)

    - The British Isles

    - Syria and Mesopotamia

    - Asia Minor (Turkey)

    Sounds great! I would perhaps add Iran, with Mesopotamia/the Caucasus to the west, the Persian Gulf/Indian Ocean to the south, the Hindukush to the east and the Asian Steppes to the North. Would be good for having the homelands of each faction.

    Did you do Greece from scratch with a map beside you or did you have some kind of coastline/elevation data to begin with? (The Empire Earth editor supported elevation data to create real world maps)

    But as I said, I won't be able to keep up with your mapping skills, especially if you do these maps from scratch.:)

  6. I would like it if the Roman army camp and siege walls lost health over time to make them temporary.

    Please don't do that. Make them very weak or something, but dont make them collapse over time out of thin air. It's just too random.

  7. Horrible influences indeed. I think our current approach is ideal. (y) I attempted to use the Battle for Middle Earth II map editor the other day and RAGE QUIT because it was so unintuitive. Same with the Rise&Fall editor (a game that does not work on Windows 7, blah!). I think what makes the direction our editor is heading in so good is that you are building it with end-users in mind (mainly). Whereas these other editors were designed to build the game world with as little work required in maintaining the editor as possible. Releasing them to the public was always an afterthought with many of these commercial developers.

    Now don't say anything against the R&F editor. Its basis are the Stainless Steel Editors of Empire Earth (1) and Empires: Dawn of the Modern World. Both editors are much more flexible than any of the Ensemble Editors I know ever was. I havn't tried the R&F editor to its limits (for the reason you mention), but I am sure it can't be that bad with the excellent basis of its predecessors.

  8. Also in favor Mythos' Wall idea. I would opt for two different kinds of fortifications. One low cost, lower HP, but freely placeable (like Pallisades in AoK, only a bit more worth the money) and one to be built after Mythos' concept. (stone city walls) I always found it quite strange that you could build a full-fledged wall EVERYWHERE in RTSes, while in reality, big stone walls would not just be littered around the countryside, but only around cities or fortesses (btw, if this idea is going to be implemented, I also think that fortesses should have a (much smaller) wall radius). The Chinese Wall really is the only example of a "stand-alone" big stone fortification in the style of 0 A.D.'s walls that I know of.

    Also, if the wall radius equals with the aura of a Civ Centre (which I assume it does, and if not, it should :P), then this is another good way of telling the player where his city starts and where it ends.

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