This member has provided no bio about themself...
Your outpost stops losing health once your territory has grown to encompass it.
They're good in the early game, and help the player spot rushes or attacks early on. :)
They last 5+ minutes.
All buildings lose Health when they are not connected to a Civic Centre.
Trying to keep it as simple as possible for now. After a lot of playtesting, it isn't "annoying" to me, because I know that it's only a temporary scouting solution. And the Outposts stop losing Health once they are engulfed by your territory. They are also repairable.
Do Moddb videos lag ("buffering!!!") considerably for anybody else?
That was sort of intentional, as an homage. :)
Yup. A click-drag wall system is planned for an upcoming Alpha.
The game already includes 4 random map scripts. Choose "random maps" from the drop menu in the game setup screen.
If I had continued the game to its conclusion, I would have been constructing lots of Fortresses and Towers, which cost a lot of Stone. :) Hope that helps. (Plus if other resources run out I could have bartered away Stone for the resources I need at the Market.)
I highly recommend clicking "view original."
You should also try 1v1 instead of 5 people.
We plan to have that, actually. :)
Yeah, the fishing boat is committed.
I think people, especially those of Iranian descent, will be pleased with how we represent the Persians in 0 A.D. I hope so at least. :)
They receive a proto-cataphract in the form of the "Bactrian Heavy Lancer" (Persian: Bakhtrish Asabara or "Bactrian Cavalry"). The rider is heavily armored, but the horse is not. I hope it meets your approval. :) Their archers are Sogdian, not Syrian, but the Elite Sogdian Archer is armored (bronze scale).
That would indeed be awesome, but probably outside our manpower capabilities.
Could be either/or. We kind of mixed Persian and Babylonian (and Assyrian) elements throughout the building set. The Persian Empire was quite cosmopolitan.
You have my sword.
"But it's also a curse. It's blocking stuff we want to see..."
Can't give everything away in one pre-release screenshot. ;)
It's the standard of Cyrus the Great and the symbol of the Achaemenid Empire.
My biggest gripe is the nearly isometric camera FOV. I'm guessing 20 degrees or so. Definitely not 45 degrees.
The elephants look ridiculous.
Cavalry powerhouse with a good navy.
You can place walls in-game with more control by using the [ and ] keys. (more control than click-dragging to rotate)
The is the like the "command center" or "town center" for the Roman player.
There's not much really to say, other than most of your buildings have a territorial affect radius. The more important the building, the larger the effect. :) Alpha 8 is coming in a few weeks. I hope you like it! :D
Right now the main focus is just to get the game out the door with a Gold 1.0 release. However, since the beginning there has always been a secondary goal of releasing a "Part 2" expansion/sequel to the game that adds 6 more factions from AD 1 to AD 500. These could include:
- Imperial Romans (Trajan/Hadrian era, 2nd century AD)
- Eastern Romans/Early Byzantines (Constantine, Justinian, Belasarius)
- Germanics (Visigoths, Ostrogoths, Franks)
- Huns (Atilla, Bleda, et al.)
- Parthians (the successors of the Achemaenids and Seleucids)
- Dacians (Dacian War era)
Those would be in addition to the Part 1 factions we are working on now.
There are also ideas floating around for possible additional content patches/expansions, including an Eastern expansion (Mauryan Indians, Han China), making the Macedonians their own separate faction while revamping the Greeks with more sub-factions, tweaking the Republican Romans to include late-Republic heroes and units, among others. Some on our forums are even planning a "mythological" expansion/mod for the game. But as I said, our strict goal right now is to just get to the Gold release of what we are working on now. :)