Morganiccc Posted April 7, 2013 Report Share Posted April 7, 2013 (edited) Will the Scythians included in the set of fraction?Faction SymbolInfantry Steppe spearmen (inf.Spear) Scythian axes (inf.Axe) Scythian Skirmisher (Inf.Jav) Steppe foot archers (Inf.Bow) Scythian archers-Hellenic (Inf.Bow) Cavalry Skirmish Cavalry (Cav.Jav) Steppe horsemen (Cav.Spear) Scythian heavy cavalry (Cav.Spear or Cav. Sword)Champions Scythian-Hellenic hoplites Bodyguards Scythian king The cavalry of the Royal Scythians Scythian royal infantryHeroes King AtheySiege RamShips RookSpecial Buildings Not foundWonder Stone grave Scythians (they say there kept most powerful and terrible weapons of the world) Edited April 7, 2013 by Morganiccc Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 7, 2013 Report Share Posted April 7, 2013 It's not planned as far as I know, but it could be interesting game-play wise to have a nomadic people.The next civ will probably be the Ptolemies: http://www.wildfiregames.com/forum/index.php?showtopic=16960 Quote Link to comment Share on other sites More sharing options...
Morganiccc Posted April 7, 2013 Author Report Share Posted April 7, 2013 I would really like the Scythians and what if I can then help them to tell me what to do and I'll try.Sorry for my bad english I'm from Ukraine and do not know much of the language. Quote Link to comment Share on other sites More sharing options...
gab Posted April 7, 2013 Report Share Posted April 7, 2013 I would also love the scythians ^-^(and a nomadic civilization vould indeed be some revolution in 0ad gameplay...) Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted April 7, 2013 Report Share Posted April 7, 2013 There has been some talk about nomadic civs being included the main issue/problem is how do you make a moving civ center Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
idanwin Posted April 7, 2013 Report Share Posted April 7, 2013 I would love a moving civ center!!! Quote Link to comment Share on other sites More sharing options...
gab Posted April 7, 2013 Report Share Posted April 7, 2013 in "company of heroes opposing fronts", the british had a mobile CC(deploying like a siege unit)in 0ad, the hard part would be to have a CC compatible with the "controled area" system...an idea would be to build a fix "milestone" when you build a building, the frontiers wouldn't depend directly of the buildings but rather of the milestones, you can move all your building but not out of your frontiers(your tribe control a given territory).but should the milestone be destructible ? should it be destroyed when then associated building is destroyed ? ... Quote Link to comment Share on other sites More sharing options...
feneur Posted April 7, 2013 Report Share Posted April 7, 2013 Or "mobile civilizations" could just ignore the territorial limits entirely The system supports both cases (as you can see with e.g. the docks), it would more be a matter of how to make sure it's balanced and plays well with the other civs Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 7, 2013 Report Share Posted April 7, 2013 in "company of heroes opposing fronts", the british had a mobile CC(deploying like a siege unit)in 0ad, the hard part would be to have a CC compatible with the "controled area" system...an idea would be to build a fix "milestone" when you build a building, the frontiers wouldn't depend directly of the buildings but rather of the milestones, you can move all your building but not out of your frontiers(your tribe control a given territory).but should the milestone be destructible ? should it be destroyed when then associated building is destroyed ? ...that be usefull for a faction in our Mod, The Sea Peoples. is interesting open a discuss for this, in part2 that be important for gameplay.Or "mobile civilizations" could just ignore the territorial limits entirely The system supports both cases (as you can see with e.g. the docks), it would more be a matter of how to make sure it's balanced and plays well with the other civs weak buildings, but thy can take easy a enemy building to make settlement in that. Quote Link to comment Share on other sites More sharing options...
idanwin Posted April 7, 2013 Report Share Posted April 7, 2013 I like that idea, living of some other player's work xD 1 Quote Link to comment Share on other sites More sharing options...
gab Posted April 7, 2013 Report Share Posted April 7, 2013 i just love territories : to have a civilization just ignoring then would feel odd(and could kill the balance)but enhanced raiding abilities would be a plus for a nomad civilization... Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 7, 2013 Report Share Posted April 7, 2013 I like that idea, living of some other player's work xDits like Infested Comand Center in Starcfraft XD but with Barbarian ornamentation. Quote Link to comment Share on other sites More sharing options...
Atenmeses52 Posted April 7, 2013 Report Share Posted April 7, 2013 What if the nomadic civs had buildings whose HPs decline as time goes on, so they can never stay in the same place for too long. This would also control the number of units that are trainable at a given time because they wouldn't be able to train that many units in one place if their buildings only temporary... Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted April 7, 2013 Report Share Posted April 7, 2013 Or "mobile civilizations" could just ignore the territorial limits entirely The system supports both cases (as you can see with e.g. the docks), it would more be a matter of how to make sure it's balanced and plays well with the other civs This is exactly how I see nomadic civs functioning, e.g. the Huns.What if the nomadic civs had buildings whose HPs decline as time goes on, so they can never stay in the same place for too long. This would also control the number of units that are trainable at a given time because they wouldn't be able to train that many units in one place if their buildings only temporary...This is also another great idea. We can easily try both approaches and see which works better.As for the Scythians, you make a fantastic presentation, Morganiccc. But I think we're starting to reach our limit of civs for Part 1. That's not to say we couldn't make a new Scythians faction in a DLC pack or something.For the Champion "Scythian-Hellenic hoplites", I'd name them Bosporan Hoplites or something like that. Basically, the Scythians' only good melee infantry unit (their citizen-soldier spearmen would basically be cannon fodder, and their axemen, while having high attack, would be relatively low-armored). Quote Link to comment Share on other sites More sharing options...
Morganiccc Posted April 7, 2013 Author Report Share Posted April 7, 2013 And how much will it cost DLS?And if I can not help what you tell me, maybe I can get a model of organizing presentations.You need these models?Once again, please forgive me for my bad english: ( Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted April 7, 2013 Report Share Posted April 7, 2013 And how much will it cost DLS?And if I can not help what you tell me, maybe I can get a model of organizing presentations.You need these models?Once again, please forgive me for my bad english: (I think any DLC we release would be free, but who knows. Regarding the models, we have our own models and prop system, so I don't think Total War models would be compatible with 0 A.D. Quote Link to comment Share on other sites More sharing options...
lilstewie Posted April 7, 2013 Report Share Posted April 7, 2013 A moving civ center. 2 Quote Link to comment Share on other sites More sharing options...
Morganiccc Posted April 10, 2013 Author Report Share Posted April 10, 2013 (edited) The Scythians were the best shooters and cavalry in the world, and not infantry (it was not). Also Scythians also eventually settled down and had a good example of Scythian Naples and Olbia.Developers will be very useful to see.http://www.twcenter....w-The-Scythians Edited April 10, 2013 by Morganiccc Quote Link to comment Share on other sites More sharing options...
Sunqur Posted April 11, 2013 Report Share Posted April 11, 2013 There has been some talk about nomadic civs being included the main issue/problem is how do you make a moving civ center Enjoy the Choice As Scythians lived in special tents called yurts, their civ center and/or houses could be yurts. Yurts as other tents need to be set up, so maybe this could work the same way as catapults and ballistas do now. Quote Link to comment Share on other sites More sharing options...
Morganiccc Posted April 11, 2013 Author Report Share Posted April 11, 2013 Then all the buildings will be if you want to make yurts nomadic Scythians. Quote Link to comment Share on other sites More sharing options...
idanwin Posted April 11, 2013 Report Share Posted April 11, 2013 I was thinking something along the same lines.I think they can make yurts(/houses) in the cc which are then created in mobile form, these can be unpacked anywhere. The other buildings would be upgraded or specialised versions of the basic yurt. Units can only be trained in specialised yurts also while moving. For cavalry they need to build a (cheap) corral, which is abandoned when moving to a new location.I still have to come up with a motivation for the player to move their buildings around.Something with decreasing gather rate when in one location for too long.I think they should have a better gather rate than other civs, but while immobile this gather rate decreases, so, in order to keep up with other players, they have to move.All yurts should auto-unpack when standing still and auto-pack when ordered to move in order to minimize microing. Quote Link to comment Share on other sites More sharing options...
Morganiccc Posted April 11, 2013 Author Report Share Posted April 11, 2013 (edited) May prevent them from the field (also corrals animals) and they will have to move to where more animals, and the radius of the construction around the Сivil Center to do very little, that would not be who did not build a warehouse for food near the border and the camp will constantly in motion. (Look for new herds of animals). Edited April 11, 2013 by Morganiccc Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted April 11, 2013 Report Share Posted April 11, 2013 Why not simply deprive them of another dropsite besides the civ center? It would be reason enough to move anywhere else when your mines are depleted. Plus, that tech to increase carrying capacity of workers would benefit them above all, and another tech could be added to adjust their walking speeds/gathering rates or whatever to make them still competitive against other civs that have dropsites. Quote Link to comment Share on other sites More sharing options...
dvangennip Posted April 11, 2013 Report Share Posted April 11, 2013 (edited) I actually tried to implement a packable civ center (and it works I will put a patch in trac soon when I iron out some details). However, a civ center should not be able to unpack everywhere, at the very least not close to another owned civ center and absolutely not on enemy territory. It would be too easy to capture large tracts of the map or severely limit another player (e.g., imagine building your civ close to the enemy's civ center, hereby rendering this player unable to expand).Another problem would be defense. Being on the move makes it hard to defend yourself against raids, making nomadic civs an easy target late in the game. Being nomadic means no fortified walls or other heavy defenses, so that requires a solution. Edited April 11, 2013 by dvangennip 1 Quote Link to comment Share on other sites More sharing options...
Morganiccc Posted April 11, 2013 Author Report Share Posted April 11, 2013 (edited) And do not understand why this nonsense to be engaged to move yurt.Warcraft 3 Night Elves can move and it did not create an imbalance simply reduce health buildings and will be all happy. Edited April 11, 2013 by Morganiccc Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.