Which I think fits with my aims for the Roman myth/godpower side of things being primarily in support roles, with the human soldiers being the primary form of offense. I'm probably going to go pretty Nymph and Guiding Spirit heavy with myth units. The two column models are visible in the "Rome 6.png" render. I would hope that this would give a Roman player an incentive to plan out his city for maximum favor. I am aware that this is pretty much Monuments with a few extra rules, but as you say all the other feasible ways are already taken. The same would be true in the reverse direction with a civilian column surrounded by barrackses and fortresses. Thus, a civilian column nearby to a group of villagers working on farms would generate favor more quickly than a military column in the same place. When units and structures of their variety are within a given radius their generation rate increases substantially. I think I can get them to work like a mix between Greek praying and Egyptian monuments: There are two types of column, Military and Civilian, which generate a tiny trickle of favor by default. I want to use Triumphal Columns as Roman favor generation. More info as I locate my design documents - tech tree is in a sort of mid-level of wipness. Many godpowers and heroes will give area-of-effect bonuses to units - upping defense or attack or productivity or the like, and myth units will be more spectral in nature than the Cyclopses and Fenris Wolves of the other factions. Since I'm limiting myself with the "limit Greek overlap" rule, I intend to go for a more superstitious than mythological Rome. In AoM, the Greeks were a very standard AoE side with all the unit roles you expect from an AoE game, they just had some mythical creatures and magical powers in their lineup too. The Romans don't fit perfectly since most of their mythology was directly lifted from the Greeks, a faction which is already present.īecause of this, I'm making an attempt to avoid the things the two sides have in common and going for the things that set them apart. The game is made up a hundreds of files of XML, so I'm learning a little bit of that (but it's definitely my weakness).Īnywho, from the title you can probably guess that I'm having a go at adding in the Romans. Also, the game is the first Age of Empires to tread the 3D realm so there are all the subtle differences is implementation of movement, splash damage, pathfinding, and so on. Technically, there's a reasonable amount that can be done with it, since Age of Mythology deviates from the standard Age of Empires formula with godpowers, a slightly more complex combat system, some passive resource generation mechanics, and some very special weapon effects. The engine is beginning to show its age a little, but I still believe that visually the game holds up surprisingly well in terms of the visual design which went into it. In a few of my off hours during the year I investigated the possibilities of the Age of Mythology engine for a rather substantial mod. (In Private Mods because I'm still researching the functionality of the engine) Attach signature (signatures can be changed in profile)
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