Could you included the Sioux? And have a cople Sioux city names, a cople US city names, a cople Canadian names, and maybe a cople Cubia names (I let out Mexico becuse the Astex could pick up there city names up.)

the infantry unit should not be represented in 3 men. Instead, everytime a person makes a infantry unit, 3 men get made, and it still takes up on space in population.

Could you included the Sioux? And have a cople Sioux city names, a cople US city names, a cople Canadian names, and maybe a cople Cubia names (I let out Mexico becuse the Astex could pick up there city names up.)
Former President, Vice-president and Foreign Minister of the Apolyton Civ2-Democracy Games as 123john321
It would be neat to make your formations and unit advances and be able to assign it to a formation button.

One thing I hate in RTS games is having to find the particular building or unit to research upgrades. I'm not sure if this is how it works in RoN, but maybe you could implement it in this way as well:
add a "windows start button" style interface for researching stuff. So you click the "research button", then select the building/item where the tech can be researched, then the individual tech. This would save a lot of time.
So, for example, I want to research "advanced cavalry", I would click Research->Stables->Advanced Cavalry. Much easier than trying to hunt for my stable. Additionally, you could use this to show what techs have been researched (denote them in another color, for example).
Do this, and I will be happy (Ok, I'll be happy anyways)
![]()
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"I never let my schooling get in the way of my education" -Mark Twain

there are keyboard shortcuts for each type of building
for example pressing "k" will select baracks(pressing again will select your second baracks, etc)
Co-Founder, Apolyton Civilization Site
Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
giannopoulos.info: my non-mobile non-photo news & articles blog

That's good. How many different building types are there?Originally posted by MarkG
there are keyboard shortcuts for each type of building
for example pressing "k" will select baracks(pressing again will select your second baracks, etc)
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"I never let my schooling get in the way of my education" -Mark Twain
We need these ideas at Gamescope. I plan on emailing BHG the list from GS, weekly. It's the best way to assure your voice is heard.
http://www.gamescope.net/index.php?viewCat=21
And don't forget to vote.TVA
Uh... You gotta have the right tool for the job Beavis.
Hi guys-- just finishing up a 90 hour week coding/designing. Have time for just a quick hello and a (few) answers to questions!
* Unit outlines when concealed behind buildings/trees: since RON uses a full 3D engine (which is why the animations and combat effects can be so cool), it is not technically feasible to include "outlines" for units the way some previous 2D games have done it (note that new 3D games like Age of Mythology also have not used outlines, even though previous 2D games in the series did). BUT, we do have a preference for you to be able to turn off the "solid" display.
* Research Building finder -> pressing TAB cycles you through all of your buildings where a research or upgrade is currently available.
* Taxation -> a way to gain more wealth based on the total amount of territory you control (and you can research various upgrades).
* Line of Sight -> yes, units see further "in front" than they do in back, to the sides, etc.
* Governments -> as you heard, some of our early attempts at this just didn't turn out to be the "fun" parts of the game, so we pulled them out. Actually I now have a fairly cool idea about how to represent them in the game and make them exciting, but rather than "ramming it in real quick and dirty" we've decided to focus on them for the expansion, when we can make them a really central feature and apply the resources to make them the coolest possible.
* Entrenchment -> any foot combat unit can be entrenched, but you have to have a General nearby to do it. And yeah, if the units are caught while still entrenching that's not so good.
* German City Names -> heh. That's a (very) beta file, not final.
* Hotkeys -> yes, for (virtually) everything
* Supply Wagons -> yes they can move... slooowwwwwly. "Depletion" of supply wagons has been in, out, back in, back out again, etc. Right now it's out because it was turning out to create more micromanagement than fun (always a balancing act).
* Circular Map -> Conquer-the-World, which depicts a global scale, has a circular map. The main game, which depicts a "theater" scope, does not.
* Satellites -> yeah, we have 4 "future techs" that are revealed once you've researched every normal tech in the Library. One of them lets you have a big satellite grid.
* Allies -> Yes, you can coordinate with your computer allies; you can "signal" or "ping" where you want to focus your mutual attack (or where you need help or whatever). There is also a "taunt" system where you can give specific instructions like "build a wonder" or "work on your economy" or "wait for my signal to attack" and stuff like that.
* Diplomacy -> Diplomatic status possibilities are War, Peace, Ally (note subtle difference from traditional War,Neutral,Ally). Peace means your units can't fight and severe attrition for going in their territory. Ally means you can work together, trade resources, use each other's buildings, etc. You can exchange resources as part of a diplomatic deal, and you can agree to mutual attacks on foes. It costs money to break alliances and peace treaties. AI players will demand (and pay) tributes under the right circumstances.
* Americans -> okay, okay, mea culpa, I'm sorry we cut them.Maybe they can be revived for the expansion. The other night I came up with this mad scheme where if you're playing the British in Enlightenment Age you get this choice between "Commonwealth" and "Revolution"... Okay, I'll go back and work on the game now before I get in too much trouble.
Enjoy!
Brian Reynolds
Big Huge Games

hi brian, many thanks for the update!
i havent seen this in our copy(beta 1). is it something that has been implemented now?* Taxation -> a way to gain more wealth based on the total amount of territory you control (and you can research various upgrades).
Co-Founder, Apolyton Civilization Site
Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
giannopoulos.info: my non-mobile non-photo news & articles blog
I hope there will be a printed user's manual. Please do not go the route so many other companys have been taking lately, by omitting the manual and suggesting we print out the help files.

I've often thought about how revolution could be successfully implemented in a game where you control both the "mother country" and the colonies. Unfortunately, all the schemes are fairly complicated, but they usually amount to choosing a side in the revolution. If you remain as the mother country, and you're able to reconquer the colonies, you would get some kind of bonus from those colonies. If the revolutionaries, you would have to defeat X number of enemy soldiers before you would be considered Independent.
In any case, it's not easy to implement, and almost certainly it's near impossible in a RTS![]()
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"I never let my schooling get in the way of my education" -Mark Twain

will the people from bhg take a look at the gamescope ideas? http://www.gamescope.net

hmmm....if the game is to have governments, and americans come as a result of a type of government change. Then it would be an across the board change.
So maybe if it was similar to the way AOM does it with gods, that you get different civ bonuses or unique units depending on which god/ government you pick. RON can use a similar scheme and when they change with revolution brits become american and get different bonuses and UU's then a commonwealth brit.
Are you down with ODV?

but odv, there are still people living in britain today, what about the british civ?
nah, then i think it is better to just make more civs.
Intriguing. AoM’s system of deities interests me, and I agree it might serve as a model for government development in RoN (or another game).Originally posted by One_Dead_Villy
So maybe if it was similar to the way AOM does it with gods, that you get different civ bonuses or unique units depending on which god/ government you pick...
Can anyone here comment on just how much diversity AoM’s system brings to each of its three cultures?

a lot of diversity...
each civ (greek,.norse, egypt) you start with one of three primary gods , then at each age up, you choose between two minor gods. (there are a total of 9 minor gods) each step up restricts the choices you have in the next.
Each god could complement or suppliment your existance god's effect on your civ. Say you pick a god good for attacking in the 1st age, then pick a god better at economy the next, and maybe you find that your enemy is going archers, so you pick a god that gives you cavalry bonuses next to counter their troops etc.
So essentually you have 3 x 2 x 2 x 2 different civs advancement paths for each of the 3 civs.
Are you down with ODV?

well nothing says that brits cant have a republican revolution (in the french way) and do without a monarchy, and in effect become more like americans at least in its government workings.Originally posted by Viking Berserk
but odv, there are still people living in britain today, what about the british civ?
nah, then i think it is better to just make more civs.
of course there is still a reason to make an American civ that goes from ancient to info age. its apparent that RON and in fact most games that uses unique powers concepts uses a particular national characteristic/stereotype/historically important event..as a basis for modelling the civ. They could simply make an American civ like a british civ but with a more scientific and commerical leaning. but it maybe a little hard to come up with unique units in the older ages.
as i posted on gamescope. i would be opposed to having native americans morph into todays americans, if that means they dont get a civ of their own. As they deserve a civ of their own in my opinion. Thats the conundrum really cause America isnt just one people. They are derived primarily from the British tradition, but through the addition of not so insignificant contributions from just about every peoples in the world.
Are you down with ODV?

well well...
anyway, something that concerns me alot more than an american civ is:
swordsmen and pikemen follows the same line...
you cant build swordsmen and pikemen at the same time...
THIS SUCK, change it fast!

BHG,
I was wandering if you would be able to change the zoom function to go however you want it like EE. I think it might anoy people if they can't get closeups of their units. Personally I think the ability to do that was cool!![]()

I agree, what kind of a history game does this!![]()

lol![]()

how closer than this?I think it might anoy people if they can't get closeups of their units.
http://apolyton.net/forums/attachmen...postid=1455982
Co-Founder, Apolyton Civilization Site
Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
giannopoulos.info: my non-mobile non-photo news & articles blog

actually, thats not so close.
you could go up in their faces in ee...

what would be the point?
you already get some cool graphics to watch at that zoom level of the screen i linked to, i dont think it would make much of difference to have even more....
Co-Founder, Apolyton Civilization Site
Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
giannopoulos.info: my non-mobile non-photo news & articles blog

well, free zoom would still be cool. one of the few things i liked about ee.

First of all, I want to compliment the superb work with this webiste!! *applauses* It seems that you have put a lot of effort into this amazing RON Website, and it is filled with information that I read and also look forward to daily! Keep up the good work.
I also wanted to mention how rare it is to see the developers, such as yourself Brain Reynolds, out on the forums communicating directly with fans. I have to say that is a very special aspect of Big Huge Games you must keep doing!! Keep it up. Now that I am here, I also wanted to contribute my thoughts and ideas. I will also be creating a RON Fansite at www.webquad.com Please look forward to it Big Huge Games!!! Here are my ideas:
First of all, I am extremely excited about Rise of Nations, although I will not be able to even run it considering my situation with my computer (never mind upgrading or getting a new one because of money problems). However, I want to contribute my ideas and thoughts to this impressive game, also through creating an extensive RON Website tooI am also thankful that this game includes a wide variety of options, including the various ages - my favorites being the Modern Age and Information Age. So, here are my ideas for the game...
Rise of Nations Ideas:
1) Sensors and Security Systems. I think that it would be useful to have laser sensors or advanced security systems to alarm a player of invasion, only in the Modern Age and Information Age. Along with this, the sensors can alarm automatic weapons, missile turrets, and bunkers.
2) Hidden Weaponry. This idea also fits well with the Modern and Information Ages. I think it would be useful to have such weapons as mines, hidden, underground bunkers, missile turrets concealed in the side of buildings, etc.
3) Nuclear Weapons. Nuclear weapons should not only be used to destroy large armies, or perhaps cities, but also leave terrible amounts of radiation behind. Any unit that steps within this radius of radiation will lose life quickly. Therefore, there can be deadly zones cutting off supplies. Nuclear weapons should also be able to be launched from submarines; this would call for heavy emphasis on Naval Warfare!
4) Medical Camps. I think it would also be useful to have medical camps in the Enlightment Age or during such times; troops that are injured can be healed through these medical camps, and perhaps cannons can shelter in trenches just forward of the medical camps. I think that this would be very useful!
5) Detectors Against Cloaked Units. There should be various units, buildings, and other devices to detect against General's that cloak their units.
6) Amphibious Assault Vehicles. Considering that Amphibious Assualt Vehicles (AAV's) can go from land to water, and vise versa, they should definitely be included in the game as transports, and perhaps offensive military vehicles
7) Paratroopers and Supplies From Above. I think it would also be very impressive to have paratroopers in the game. As well as this, aircraft can also launch and deploy much needed supplies, reinforcements, or any other nessecary materials on the battlefield; such aircraft can also be used for trade between allied nations.
8) Supply Routes. I think it would also be interesting to see supply routes between ally's borders. Not only this, but opposing players can perhaps capture supply trucks or vehicles, then pose as ally's, and spy on their enemy through this method. Even more so, they can use such intelligence to plant bombs, plan air raids, bomb raids, deploy paratroops, and other such things.
9) Navy SEALS. As one of the most secretive forces on the military, I think that Navy SEALS should have the opportunity to cloak for a certain amount of time, considering of their sneaky actions; they can then set explosive charges, find out information (upgrades, technologies, unit training of enemy), etc.
10) Extra Details. As more military detail for the Modern Age, I think it would especially be cool to see: Tracer Bullets from specific guns, Snipers (with special capabilities as a target system), the capture of vehicles (such as aircraft), power generators (if destroyed shuts down power and function of entire city for a certain amount of time), etc.
Well, those are the most significant ideas! Please tell me what you think! And again, to everyone, keep up the kind, good work!!
As always, thanks!
Robby![]()

One thing that tends to bug me in these kinds of games are how medical units are handled. Too often, they need to be manually moved around to heal troops. They usually don't heal themselves, thus requiring two medics in each army that one makes. I'd like to see the following happen with medics:
1. Medics either heal everyone individually nearby automatically OR they have a range around them in which troops heal. More medics means faster healing. (Think a mobile hospital from EE)
2. Medics and other support units stay in the rear when fighting starts. Nothing is more annoying than watching the medic run into the fray to be killed.
3. Even better, it would be nice to have a tech that would disallow medics from being killed by direct fire. (i.e. Geneva convention or something). They would still suffer attrition damage, so they wouldn't be used as scouts or anything.
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"I never let my schooling get in the way of my education" -Mark Twain

#3 is a good idea, also they should be able to die from
splash damage or killed by the other team for which
they would get fined (units would not attack medics
unless you told them to so they don't just kill them and
get you charged with a fine which should be somewhat large)

1) interesting idea on 3 but maybe might make it a bit of a pain to retake a city
2) fining? who is the world authority that is fining people in an RTS world?
Are you down with ODV?

In terms of capturing cities, I think medics should be similar to settlers in civ- they have no combat use (apart from healing troops).
As far as a "fine", perhaps if a medic is specifically targeted by direct fire, the attacking player would refund (part/all) of the cost of the medic. Any other type of damage would not incur a fine.
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"I never let my schooling get in the way of my education" -Mark Twain
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