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#1601 oshron

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Posted 09 January 2012 - 08:52 PM

that, of course, was the idea with Age of Empires, too
Hey! Check out the plans for my mythology mod on my site! Post input and comments in the discussion thread!

#1602 Spahbod

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Posted 11 January 2012 - 03:57 PM

How about adding "options" for Random Maps? They are defined in the .json file for each map as dropboxes. In match making gui a button appears called "Map Options". Clicking it would open a small GUI which contains the "options" we defined in .json file. For example I define these options: "Name:Biome Option1:Temperate Option2:Desert Option3:Polar". So a dropbox named "Biome" will appear there containing those options. Then we can make the biome in .js depending on the option selected. This feature is present in Civilization 4 and makes match making more flexible.
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#1603 fricus-mazighen

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Posted 12 January 2012 - 03:25 PM

i don't know if you guys know karl sanders and a bit of his musical work but i think it will really help you specially with the middle-eastern civilisation Posted Image

#1604 Ganon

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Posted 13 January 2012 - 01:04 AM

Hello every body.

Today three players make a large game. We saw that elephants are too strong, almost invincible by other units.

In general it's need to banalance civ.


#1605 Mythos_Ruler

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Posted 13 January 2012 - 02:15 AM

View PostGanon, on 13 January 2012 - 01:04 AM, said:

Today three players make a large game. We saw that elephants are too strong, almost invincible by other units.

In Alpha 9 we will have Attack Bonuses. The Swordsmen and Skirmishers will have a 2x attack bonus vs. eles.
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#1606 Kimball

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Posted 13 January 2012 - 03:01 AM

View PostGanon, on 13 January 2012 - 01:04 AM, said:

Hello every body.

Today three players make a large game. We saw that elephants are too strong, almost invincible by other units.

In general it's need to banalance civ.

Also, remember that right now we're working to implement features and art. We intend to work on balancing and optimizing performance once we reach a beta version.

Rob Kimball
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#1607 Argantonius

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Posted 13 January 2012 - 08:53 AM

As of now there are no camel units (other than traders and wild animals), right?

#1608 Kimball

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Posted 13 January 2012 - 09:10 AM

View PostArgantonius, on 13 January 2012 - 08:53 AM, said:

As of now there are no camel units (other than traders and wild animals), right?

Persian and Carthaginian traders are both camels. As for "battle camels", you are correct.

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#1609 oshron

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Posted 13 January 2012 - 07:30 PM

was camelry even utilized in the ancient world?
Hey! Check out the plans for my mythology mod on my site! Post input and comments in the discussion thread!

#1610 Kimball

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Posted 13 January 2012 - 07:54 PM

View Postoshron, on 13 January 2012 - 07:30 PM, said:

was camelry even utilized in the ancient world?

Absolutely, quite often. Usually for long journeys across the desert (for example, its use in the Gobi Desert along the silk road was instrumental to keeping trade consistent), and India actually used camels in battle. See here: http://en.wikipedia....le_of_Rajasthan

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#1611 oshron

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Posted 15 January 2012 - 12:36 AM

cool, cuz in my own research i learned that the egyptians apparently never used camelry, but i wasnt sure about more easterly peoples like the arabs and indians

Edited by oshron, 15 January 2012 - 09:09 AM.

Hey! Check out the plans for my mythology mod on my site! Post input and comments in the discussion thread!

#1612 Seru

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Posted 15 January 2012 - 06:30 AM

View PostArgantonius, on 13 January 2012 - 08:53 AM, said:

As of now there are no camel units (other than traders and wild animals), right?

i agree with this guy, the camels are so important for some factions in desert.

#1613 Thorfinn the Shallow Minded

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Posted 15 January 2012 - 12:23 PM

If I am not mistaken, there will be an special unit for custom scenarios that is a camel rider mounted on a camel who can fight.
To win, we must endeavour to be the stronger of the two at the point of impact. Our only hope of this lies in making our own choice of operations, not in waiting passively for whatever the enemy chooses for us."—Schlieffen

#1614 Spahbod

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Posted 15 January 2012 - 02:47 PM

View PostLion.Kanzen, on 15 January 2012 - 12:38 PM, said:

Special Unit that can train in a Tradepost bulding like AoE III, if is that way i agree with your ideaPosted ImagePosted Image

I agree with it. We can have Minor races in the game this way.
Omid Davoodi [ aka Spahbod ]

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#1615 nyancat

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Posted 18 January 2012 - 09:16 PM

When I order to garrison a dock or civic center, a unit carrying resources should automatically store them there.
There is no point to keep them. ;)

#1616 Mythos_Ruler

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Posted 18 January 2012 - 10:48 PM

View Postnyancat, on 18 January 2012 - 09:16 PM, said:

When I order to garrison a dock or civic center, a unit carrying resources should automatically store them there.
There is no point to keep them. ;)

Agreed.
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#1617 Spahbod

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Posted 19 January 2012 - 06:03 AM

How about having some maps that are not random but you can select your civ in the beginning. If you've player Warcraft/C&C games/BFME you'd know what I mean. Maps are premade. Each of them has some "special entity" which will turn into player base and it's units in the game. Player units are defined in their .json files already. And we'd have more beautiful maps playable with different civs. What do you think of it?
Omid Davoodi [ aka Spahbod ]

Wildfire Games Random Map Designer, Low-level Programmer
Contact me: myops37@yahoo.com


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#1618 Zeta1127

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Posted 19 January 2012 - 06:15 AM

I second Spahbod's recommendation for scenarios with selectable civilizations.
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#1619 nyancat

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Posted 19 January 2012 - 01:02 PM

How about civilization-specific thumbnails for women?
I mean, greek women wear peploi while persian women are supposed to be more colorful.

#1620 Geek377

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Posted 21 January 2012 - 12:15 AM

I'm considering filing a "bug" report about this issue. What really bugs me is that when I construct buildings on slopes, either the buildings stick out of the ground or are partially buried. Too see what I mean, just build an outpost on a slope. I think that the building footprint should be flattened.
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