MishFTW Posted December 19, 2012 Report Share Posted December 19, 2012 During the Latin exam today, there was a question regarding Cato and Carthage and then I started thinking and long story short: perhaps give the Romans the ability to deposit salt on fields which either leads to random death of one of the field owner's units or the death of one of the units harvesting the field to create a starvation effect. Ideally I would like sieges in which a walled settlement starves and all units within the walls just die. Quote Link to comment Share on other sites More sharing options...
longtomjr Posted December 22, 2012 Report Share Posted December 22, 2012 During the Latin exam today, there was a question regarding Cato and Carthage and then I started thinking and long story short: perhaps give the Romans the ability to deposit salt on fields which either leads to random death of one of the field owner's units or the death of one of the units harvesting the field to create a starvation effect. Ideally I would like sieges in which a walled settlement starves and all units within the walls just die.Yeh that will be cool... And mabe a spie systim like in setelers... Where you go in and get a list about all units and rescourses of the player... it will be cool... then only high level military and other spies can catch one another... Mabe only for capains to get info... Then you can have a tech CounterEspionage and Espionage... Espionage make the spie only visible to the enemie's higher units and increase spie speed... Presicely the opposite for CounterEspionage. Could make the gamplay better or more interesting...I would also love the Idea of different formations having different atvanteges... and disadvanteges Quote Link to comment Share on other sites More sharing options...
Not a Spartan Posted December 22, 2012 Report Share Posted December 22, 2012 Quickie suggestion: why not reuse old models to greater differentiate civilisations?The Spartans could get the old version of the dock from iirc 2 alphas ago, since they weren't big on their navy. The Gauls could also have the longhouse as their standard house, given that they were more 'urbanised' than the Brits.(then again I might not know what I'm talking about- history isn't exactly my forte!-, but those are the general impressions I'm getting) Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 22, 2012 Report Share Posted December 22, 2012 Yeah, eventually we'll add new buildings to differentiate the Celtic and Hellenic civs from one another. Right now we're primarily focused on the Mauryans though. Once the Mauryans are done, we'll turn attention to wonders and differentiating the Celtc and Hellenics. Quote Link to comment Share on other sites More sharing options...
oshron Posted December 22, 2012 Report Share Posted December 22, 2012 in the meantime, we'll gladly brainstorm and tell you our ideas when you're ready Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 22, 2012 Report Share Posted December 22, 2012 in the meantime, we'll gladly brainstorm and tell you our ideas when you're ready I'm thinking these changes for Celtics, to differentiate Britons from Gauls:BritonsRound defense towers (like the old old old Celtic towers from circa 2004)GaulsBlockhouses/LonghousesBoth (along with Iberians) would get a Blacksmith building. Perhaps these can be differentiated slightly.Now, for Hellenics (Athenians, Spartans, Macedonians):AtheniansIonic Order columns and entablature.SpartansDoric Order columns and entablature.MacedoniansCorinthian Order columns and entablature.I'm still not happy with the Hellenic market, but that can be reworked later. Quote Link to comment Share on other sites More sharing options...
nejhay361 Posted December 23, 2012 Report Share Posted December 23, 2012 Greek ships with greek fire and Archimedes claw this things will bust enemy ships........ Quote Link to comment Share on other sites More sharing options...
Not a Spartan Posted December 29, 2012 Report Share Posted December 29, 2012 Thanks for the reply!And speaking of ships, I think their armour needs to be upped a bit. I don't think wood on biremes should be weaker than human skin. Pierce armour especially should be up. It's fairly easy to sink ships with archers or with arrows from other ships, which shouldn't be the case if rams are going to be introduced later. Though I guess the weak armour's just an interim 'feature' until rams come up.Damage wise, Spartan women should have their attack upped a bit; I'd imagine that they'd be a bit fitter than other civs' female citizens. Not to soldier level, but enough to hinder attackers somewhat. Also, what happened to JuBot? It was my favourite bot- it'd actually garrison units, something which I didn't see qbot do. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 29, 2012 Report Share Posted December 29, 2012 Thanks for the reply!And speaking of ships, I think their armour needs to be upped a bit. I don't think wood on biremes should be weaker than human skin. Pierce armour especially should be up. It's fairly easy to sink ships with archers or with arrows from other ships, which shouldn't be the case if rams are going to be introduced later. Though I guess the weak armour's just an interim 'feature' until rams come up.Damage wise, Spartan women should have their attack upped a bit; I'd imagine that they'd be a bit fitter than other civs' female citizens. Not to soldier level, but enough to hinder attackers somewhat. Also, what happened to JuBot? It was my favourite bot- it'd actually garrison units, something which I didn't see qbot do. Use Outposts and tower for defense, Garison unit in a tower and a single in outpost. Quote Link to comment Share on other sites More sharing options...
feneur Posted December 29, 2012 Report Share Posted December 29, 2012 Also, what happened to JuBot?The developer got too busy to keep working on it. That's unfortunately the sad reality of a volunteer project Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 29, 2012 Report Share Posted December 29, 2012 The developer got too busy to keep working on it. That's unfortunately the sad reality of a volunteer project yeah, Jubalbarca was the Developer, i dont see that guys in several months Quote Link to comment Share on other sites More sharing options...
PraDragon{NexT} Posted December 29, 2012 Report Share Posted December 29, 2012 What about a "Replay" system. Its like a recording online match system. Quote Link to comment Share on other sites More sharing options...
zoot Posted December 30, 2012 Report Share Posted December 30, 2012 What about a "Replay" system. Its like a recording online match system.There is a ticket for it: http://trac.wildfiregames.com/ticket/9 Quote Link to comment Share on other sites More sharing options...
KingApplesauce Posted December 31, 2012 Report Share Posted December 31, 2012 An explore button maybe? To explore without manual control Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 31, 2012 Report Share Posted December 31, 2012 An explore button maybe? To explore without manual control http://www.wildfiregames.com/forum/index.php?showtopic=16932is planed but not a important feature, first its important make a new Pathfinding, than make that Command possibly. Quote Link to comment Share on other sites More sharing options...
nejhay361 Posted January 1, 2013 Report Share Posted January 1, 2013 Im not a game developer but an avid fan of strategy games and i want to thank all of you who created this and bring the game in the hands of gamer but can you develop the next alpha not to take 1 month or instead about 4 to fill all necessary things to the game cuz i or everybody love this game and want the next alpha more enhance than the other? Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted January 1, 2013 Report Share Posted January 1, 2013 Im not a game developer but an avid fan of strategy games and i want to thank all of you who created this and bring the game in the hands of gamer but can you develop the next alpha not to take 1 month or instead about 4 to fill all necessary things to the game cuz i or everybody love this game and want the next alpha more enhance than the other?Well, changes take time. Releasing a new alpha version isn't the easiest work in the world and to throw a new release for every new feature they implement would take an unecessarily great effort. You can compile the game yourself with the SVN version (the one the developers work in) if you follow the instructions. This way you can test every new feature as soon as the developers release it. Quote Link to comment Share on other sites More sharing options...
KingApplesauce Posted January 1, 2013 Report Share Posted January 1, 2013 For the map editor, can you add a rotation snap? That way its not so hard to rotate walls/building into the correct position Quote Link to comment Share on other sites More sharing options...
feneur Posted January 1, 2013 Report Share Posted January 1, 2013 Well, changes take time. Releasing a new alpha version isn't the easiest work in the world and to throw a new release for every new feature they implement would take an unecessarily great effort. You can compile the game yourself with the SVN version (the one the developers work in) if you follow the instructions. This way you can test every new feature as soon as the developers release it.I might be wrong, but I understood the poster to mean "please wait until you have enough good new features before releasing a new alpha rather than release one too soon with few new things" Quote Link to comment Share on other sites More sharing options...
Thorfinn the Shallow Minded Posted January 4, 2013 Report Share Posted January 4, 2013 I would suggest that there be a slight overhaul with the way that the Spartan civilization functions. As they work now, you have pereoikoi/skiritae, helots, and Spartans as the main classes of units. There are two additions that should be done with the present system. The first is to add in the slave helot class. These would be extremely cheap units which would not fight, but would be capable of building any structure. If they are left alone however, they will run away from you. One way to prevent this is by leaving several idle pereoikoi in their line of sight. Even with the pereoikoi though, they could be captured like sheep in Age of Empires II. The only units which would stop capture entirely would be Spartans, which would be divided into two classes: Spartan Cadets, or hypomeiones; and Spartan Officers, homioi (forgive me if I spelled it incorrectly.) Spartan cadets would be available in the town phase, and would have moderately powerful combat strength as they would serve the role of a champion unit which accumulates experience. Additionally, if they are near helots, it is possible to use those slaves as skirmishers. After a cadet has earned three chevrons of experience, they convert to Spartan Officers, units which are not only powerful, but also practical for the small attack increase they would provide for nearby units. There could also be an option to 'emancipate' experienced helots. This action could convert them to be either Skititae or perhaps Spartan Cadets. Such action should only be possible in one's territory. Quote Link to comment Share on other sites More sharing options...
oshron Posted January 4, 2013 Report Share Posted January 4, 2013 tbph, that's probably way too complicated for regular gameplay. why would teh Spartans spend precious resources creating a unit that not only can't fight but can run away or be captured like livestock (as opposed to captured like a female citizen) Quote Link to comment Share on other sites More sharing options...
KingApplesauce Posted January 4, 2013 Report Share Posted January 4, 2013 Every time I try to save a map, I get an error requiring a username and password from a user in the developer tools group. Is there a way you guys could edit that out? Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted January 6, 2013 Report Share Posted January 6, 2013 I just found something intersting about the Gauls (in fact, the Belgae, but it looks like all Belgae in 0 A.D. are considered Gauls).The Nervii used to construct dense hedges (by cutting and weaving bushes). Those hedges were too dense to loo though, so impossible to penetrate. They also gave a big disadvantage to cavalry (and since the Nervii was almost purely infantry, they had an advantage).So I was thinking about a hedge that could be build like a palisade (cheap and quick to build), but could also be harvested as a tree, to gain wood. Maybe it could even be possible to build the hedges in neutral area.Sources mentioning the hedges:http://www.livius.org/caa-can/caesar/caesar_t19.htmlhttp://en.wikipedia.org/wiki/Battle_of_the_Sabis Quote Link to comment Share on other sites More sharing options...
greenlaser Posted January 10, 2013 Report Share Posted January 10, 2013 (edited) I just started to try the scenario editor and I realized, that a few buildings where much to small. The theatre for example, is about as high as a unit. But in real this greek theaters had place for a lot of people. I know that the theatre would then barely fit in the building zone but then make the zone a bit bigger and the theatre a bit smaller than it should be.Did you thought about adding some animation for the destruction of buildings? So that it just stand there until it has 0 health and then ''bing'', not there any more, only rubble! If a catapult shoot it could take of a bit of the to, and then a other stone gets stuck in the wall, and so on until after the 10th shot the building collapses. Not that it disappears, but that i collapses and the stones are still there for a while(or that the units even have to move them to clear the place), like in real life.i know that this must be very complicated and i would surely help you, to create an even better game than it already is, if I had the skills knowledge and time todo so!By the way i have a mac and if i select something and press the delete button as it is written in the wiki it doesn't work Edited January 10, 2013 by greenlaser Quote Link to comment Share on other sites More sharing options...
quantumstate Posted January 11, 2013 Report Share Posted January 11, 2013 The game already has an unusually realistic unit to building size. I don't think we can reasonably make buildings much bigger.Animations for building destruction is a lot of work for eye candy. It is likely we will do something simpler to indicate building damage. Quote Link to comment Share on other sites More sharing options...
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