Mythos_Ruler Posted October 30, 2012 Author Report Share Posted October 30, 2012 Archer range and Infantry health would go under "military" techs. Quote Link to comment Share on other sites More sharing options...
oshron Posted November 3, 2012 Report Share Posted November 3, 2012 a Technology that unlock Special units, like Champions units.its called Phase Advancement XP Quote Link to comment Share on other sites More sharing options...
ribez Posted November 3, 2012 Report Share Posted November 3, 2012 i like to see attrition in enemy and neutral territories, and some technologies to lower it in enemy territory and to reset to zero in neutral territory. Only scouts shouldn't suffer attrition Quote Link to comment Share on other sites More sharing options...
Nexusgot Posted November 4, 2012 Report Share Posted November 4, 2012 Is it possible to change the Specific or Generic Name of a unit as a side effects of a technology? Or maybe the Visual Actor...I think in some cases this could be useful. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted November 4, 2012 Author Report Share Posted November 4, 2012 Is it possible to change the Specific or Generic Name of a unit as a side effects of a technology? Or maybe the Visual Actor...I think in some cases this could be useful.That is one of my requested tech effects, so we'll see if they get enabled. They may not be on the current list though.EDIT: VisualActor is on the list, but generic and specific names are not. http://trac.wildfiregames.com/wiki/TechModifications Quote Link to comment Share on other sites More sharing options...
Nexusgot Posted November 4, 2012 Report Share Posted November 4, 2012 Well I think the techmodifications should affect all the values of the templates, so it will be possible to create a good variation and affect the different characteristics of units and buildings. Think about it. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted November 4, 2012 Author Report Share Posted November 4, 2012 Well I think the techmodifications should affect all the values of the templates, so it will be possible to create a good variation and affect the different characteristics of units and buildings. Think about it.Of course. That list isn't absolutely comprehensive, it's just a guide. We'll add more desired effects as we think of them. Quote Link to comment Share on other sites More sharing options...
Thorfinn the Shallow Minded Posted November 4, 2012 Report Share Posted November 4, 2012 Or even better, an alpha release 1 Quote Link to comment Share on other sites More sharing options...
Oimat Posted February 6, 2013 Report Share Posted February 6, 2013 There is a pad http://piratepad.eu/Dj9wtFr9Ev for brainstorming.In no color are the tech already implemented, and the rest are our ideas.You're welcome ! Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 7, 2013 Report Share Posted February 7, 2013 There is a pad http://piratepad.eu/Dj9wtFr9Ev for brainstorming.In no color are the tech already implemented, and the rest are our ideas.You're welcome ! nice idea, i like, i want to work some, Economic Upgrades, based in Classic RTS. Quote Link to comment Share on other sites More sharing options...
Oimat Posted February 10, 2013 Report Share Posted February 10, 2013 Ok, very good work people !A friend found an incredible program do to tech trees called "blockdiag" (http://blockdiag.com/en/index.html) which is pretty easy to learn and who gives beautiful organigrams.So i'm still earning the basis of the syntax, but this week i should have done a first tech tree.And after it'll be easy to be improved i think. 1 Quote Link to comment Share on other sites More sharing options...
Pureon Posted February 10, 2013 Report Share Posted February 10, 2013 blockdiag looks like a good solution. I agree the syntax doesn't look too complex, although I'm not sure it can handle our labyrinth of a 'tech tree' Quote Link to comment Share on other sites More sharing options...
Oimat Posted February 10, 2013 Report Share Posted February 10, 2013 (edited) I'll see that. I have some problems with that but i think i would handle that in a few times with trainig Currently i'm able to do this : http://image.noelsha...0533544-0ad.pngI have to perfect that Edit :After a discussion with Pureon, i think HTML-CSS is easir to use than blockdiag.It's easier to use, generate, and flexible. Plus, blockdiag doesn't allow to have centered organigrams, so it's no very beautiful. Edited February 11, 2013 by Oimat Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 11, 2013 Report Share Posted February 11, 2013 (edited) http://en.wikipedia....ry_BC_.28BCE.29Some Inventions in 1st Century BCgood to know for some Tech names. Edited February 11, 2013 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 14, 2013 Report Share Posted May 14, 2013 Now we have new tech and new buildings, can we suggest name by sor technologies for example Agema technology name are twice.And farm are limited at 5 workers, but how that can work in tiny island map. Archipelago And what new technologies we can upgrade for weapons, special body armor that have many kind, linotorax, bronze, Iron, leather. Etc. Quote Link to comment Share on other sites More sharing options...
Nolanjoker Posted August 19, 2013 Report Share Posted August 19, 2013 I suggest 3 levels of technological research for each resource in the game, in this case 4 resources and three levels each, and there are stone and metal, but not food and wood, and food must be 3 or 2 per collection type, one for hunting, one for fishing, one for farming and one for collecting fruit bushes. 1 Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted August 31, 2013 Author Report Share Posted August 31, 2013 Some extra "special technology" ideas. These are in addition to the "standard" techs that will be available to all civs.Athenian Gymnasion/Spartan Syssition/Macedonian Fortress1a: "Hoplitodromos" (aka Hoplite Racing, this was a real thing) - Faster Running and Charging for Champions..1b: "Olympic Wrestling" - Greater Health for Champions.Athenian Docks1a: "Arsenal of Philon" - Athenian warships repair themselves when within range of a Dock.1b: "Zea Ship Sheds" - Faster build time for warships.Athenian Temple"Phidean Workshop" - Faster build time for temples and The Parthenon wonder, but also higher cost.All Hellenic and Successor Barracks"Pankration" (Greek Martial Arts) - Stronger Attack for Melee Infantry, but slower train time.Persian & Mauryan Barracks"Archery Tradition" - Faster Rate of Fire and longer range for Bow-using Units.Persian and Mauryan Blacksmith1a: "Composite Bows" - Longer Range for Bow-using Units, but slightly more expensive.1b: "Flaming Arrows" - Stronger Attack vs. Buildings and Ships for Bow-using Units, but slower Rate of Fire.Mauryan Blacksmith1a: "Steel Arrows" - Stronger Attack for Archers vs. Elephants and Cavalry.1b: "Poison Arrows" - Stronger Attack for Archers vs. All Infantry (not just Swordsmen). Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted August 31, 2013 Author Report Share Posted August 31, 2013 I was also thinking of overlapping Special Buildings and Special Techs(or special bonus) for the Hellenic civs (Athenians, Spartans, Macedonians) and the Successor civs (Macedonians, Ptolemies, Seleucids). Macedonia is the link between the two, so gets both sets of special buildings and special bonus.So, Hellenics (Athenians, Spartans, Macedonians):TheatronSpecial Bonus: Oikoumene ("Known world") - Building a Theatron increases territory effects for all buildings by 20%. Effect is removed if the Theatron is destroyed.Special Techs: The Theatron also comes with some special technologies for all Hellenic civs (Plays of Sophocles, Tragedies of Aeschylus) that affect culture.Successors (Macedonians, Ptolemies, Seleucids):LibrarySpecial Bonus: Hellenization - Soldiers are better at capturing enemy units and buildings.Special Techs: Hellenistic Metropolis - Double Civic Center health and number of arrows. And perhaps some other techs regarding "learning", that reduce research time and other things. Quote Link to comment Share on other sites More sharing options...
av93 Posted September 2, 2013 Report Share Posted September 2, 2013 Some ideas1.General gameplay Bach Training. Avaliable only researching a technology that allows that, in second phase, or could be a autoresearched with the upgrade to the next phase. This way the first phase, would be more slow paced. About the tech that allow making women in houses. Allow to make women one by one but not in batches.Why this changes? In Aoe you have mainly 1 building that was important in order to train the economic unit, and you have to focus the decisions in early game (train more villagers, research tech or age up). With citizien soldiers and bach-training, you can spawn faster in a lot of buildings. I think that this way i a good mix between the two gameplays. (sorry for the bad english, it isn't easy for me explain this complex idea reagarding the metagame, but think about the gameplay that will bring this changes) - In first phase, units trained one by one. small raides. - In second phase, your economy and population increase faster cause you can make units more cheaper and faster by batch-training and building new civic centers. Raides become real warfare - In third phase, you can expand your economy further making new women in houses.I know that is the general idea of 0 ad and that i'm not giving too new elements, but considerer this2. Technologies (paired) Outpost techs 1A Permament guards. Outpost give 100% (for example, i mean a big boost) L.O.S. 1B Frontier life. Gives to the outposts attack capacity (only on the player territory) Both are first phase techs. 2A Vigilance system. Outpost don't decay in neutral territory. (Second phase) 2B Militia laws. Allows outposts and houses to train light infantry (skirmishers) one by one (third phase) The two techs are dependent, so if you want research 2A you have to research 1A , you can't choose 1B and 2a.Techs regarding farms 1A State owning/communal lands. Double the capacity of the fields. Regarding decreasing returns, two workers count as one, so having 10 workers in a field is efficient like having 2 farms of 5. 2B Landowners. Workers generate also a trickle of gold (metal). Like 20% (f.e)3. General technologiesLike somebody said before, every resource should had 3 techs. By another way independent paired techs could encourage some nice bonus. The last tech of a line could be special for every civ, depending upon if the civ is weak, average or strong on the resource. for example, an Iberic tech line of food:Phase one1 Farm tech 1 1A Masters of hunting. 20% Bonus to hunting1B Ancient knowledge of berries. Berries last 50% morePhase two2 farm tech 22A Communal lands2B LandownersPhase three3 Special iberian farm tech. the regular tech give for example 30%. Iberians are strong on farming so they get 50% instead. a weak civ could get 20% instead...3A3B....Also give to the blacksmith, give regular lines like aoe. Melee weapons, Ranged weapons, Horse armor, Heavy infantry armor nad light infantry armor.I think that paired techs had to give very special bonus or gameplay features to help player building one strategy (Boom, Turtle, Rush, Raiding..)4 Training techsFinally soldiers trained in barracks should be able to be trained. How? I have some ideas- A tech that all soldiers trained in barracks get the second rank, and later the third. Maybe give some req. to research the tech, like get 50 elite soldiers...- A tech that allows to the barracks to garrison soldiers that increase the experience over timebye! 1 Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 13, 2013 Author Report Share Posted September 13, 2013 All Celtic Temples"Druidic Conclave" - Druids train twice as fast. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 13, 2013 Report Share Posted September 13, 2013 (edited) Michael in Total War Rome 2 are good ideas for technology because they use town phase for the evolution of a colony civic and military.In military have 3 principals points. Tactics, Siege and equip.I'll put some screenshots to conceptual design see the similitude. With our game, but I don't know if you can put this for current tech or for Campaing mode.The have evolves for example in farming have evolves for wine for grain.Cavalry have a tech named veterinary. Add support to health of Cavalry units.Have many civic technologies that are perfect for civic centre. Edited September 13, 2013 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 13, 2013 Author Report Share Posted September 13, 2013 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 14, 2013 Report Share Posted September 14, 2013 (edited) Thank you thst is one of 4 or 5tech tree. One for Civil, commerce , military culturally. Thanks I'm too busy working in my finals test.I like the names for thst and adapt the icons to Pureons art or something. Thst the best of that game, more clearly than Rome I where the tech and building are the same thing.http://wiki.totalwar.com/w/Tech_Tree_Panoramic Edited September 14, 2013 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 14, 2013 Report Share Posted September 14, 2013 All love this names group. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 14, 2013 Report Share Posted September 14, 2013 Obviusly we can extract the more common.Example "seed Selection" bonus level 2 to gathering food in farming. Quote Link to comment Share on other sites More sharing options...
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