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What do you think 0 A.D. lacks?
wowgetoffyourcellphone replied to Deicide4u's topic in General Discussion
Dude, who do you think you're talking to? lol You know nothing of code, let alone the code of any of these games. You mentioned TW, so I riffed off of that. I've always said that it would be closer to BfME2. I've been talking about and debating the subject for like 15 years now. Battalions are a holistic approach. What you are talking about is a half-assed approach. Yes. I've met this challenge before in very in-depth and well-debated discussions dating back years. The pathfinding already needs significant work, and if battalions were taken as a new feature, then that work would go towards making battalions (formation fighting) work, instead of making mosh pit fighting and formation fighting work (your suggestion). ^This guy says I underestimate ramifications... ... I've been a part of the development of this game for 21 years. I understand perfectly what's feasible. -
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Samurais
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Normanpsync started following What do you think 0 A.D. lacks?
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Special abilities are indeed something lacking. Regardless of the direction the game takes in its design, having special abilities would be an asset in any case. And it's something that's realistic to implement.
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Maybe it's better to focus on smaller changes first. Like implementing a "special attack" mechanic by giving some units either passive or active special abilities. These are even described on some documentation pages, but they're still not implemented. Perhaps the most famous is the ability of Hastati to throw pila at nearby enemies, before going into melee.
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That's exactly my point. Total War has its own features, its own mechanics. Code-wise, it is very different from Age of Empires and other RTS. You are giving the example of BFME2, which is both very different from Total War and very different from 0 A.D. in its mechanics. Implementing charging bonus, morale, fatigue, ammo etc. do not require battle formations. It is actually the battle formations which require new features to make sense. All the mechanics in battle should make sense with the formations. It requires a holistic approach. The challenge is to produce a well rounded design and balanced mechanics based on battle formations. While keeping the other features and design of 0 A.D., notably on the economy. And also making all that with the current engine, notably the pathfinding. This is a major overhaul. Total War and BFME2 were designed with this idea from the start, don't underestimate the ramifications. It would be great but I don't see how it is feasible with the current ressources and management.
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That's a good description of when the message appears but I agree that using the word rejoin in a situation when the user joins the game for their first time is misleading. The game used to be translated using Transifex, but when I last tried to make an account there it was quite a pain.
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There's an article talking about us
Perzival12 replied to ribasvilanova's topic in Introductions & Off-Topic Discussion
0 A.D. is changing stereotypes! -
Okay. Battalions seem like they could be a good idea, as long as they are OPTIONAL. Replacing individual unit training with battalions is not a good idea, but being able to turn a formation into a battalion (or a group of units into a battalion) seems like it would grant a lot of new features, while being unique.
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What do you think 0 A.D. lacks?
wowgetoffyourcellphone replied to Deicide4u's topic in General Discussion
Okay, so what is the Total War vibe, then? Why does Total War use battalions? Why not just have hundreds or thousands of little dudes running around individually? It's because battalions give the opportunity for greater control for the player, including directional attacks, flanking, charging bonuses, fatigue*, morale*, formation bonuses (and weaknesses)... all of the things that make ancient warfare interesting. You can have the benefit of 1000 soldiers vs. 1000 soldiers battles, but with easier player control and combat dynamics. You'd have a couple dozen entities (battalions) to manage in that example instead of 1000. For all those people who desperately want an 'ammo' feature*, battalions make it easier to do. And it would be less like Total War and more like Battle for Middle Earth 2: *Fatigue, Morale, Ammo aren't 100% necessary, just easier to implement and manage if desired. -
Merged the posts.
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No the meaming is that the game started without you, and they are no longer in the lobby game setup
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When I join an already running game I see the text: Which kinda implies that I had previously been in the game. I don't know if the intention is that this should only appear to players who are named participants in the game, OR if we can just change the translation. Line 366 in gamesetup_mp.js If it just needs a change to the translation to change rejoining to joining please point me at how translations are done and I will have a go myself.
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@Classic-Burger Please don't spam 4 posts in a row, there is an Edit button. Also, back when forums were the golden grail of internet discussions, that was called post-farming. Another thing, you should calmly collect your thoughts before posting anything. For example, you are constantly calling 0 A.D. a clone of Age of Empires. While that may be true in general part, it's a fact that this game has some unique features not present in Age of Empires. Features like Citizen Soldiers and capturing, Even the lack of a feature can be feature. For example, the lack of clear unit upgrade paths. Once again, as an author of this thread, don't spam post. It looks really bad and it makes me scroll more.
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I think you need to modify the engine. I'm not sure.
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There's an article talking about us
Classic-Burger replied to ribasvilanova's topic in Introductions & Off-Topic Discussion
https://interactivepasts.com/civilized-barbarians-in-0-a-d/ Another article. -
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Óscar-Bravo joined the community
- Last week
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Battalions can be useful if it helps to create features such as directional attack bonuses and formation bonuses.
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Persian Highlands with 8 Players?
Grautvornix replied to casualPlayer's topic in Scenario Design/Map making
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Indeed pathfinding may be one of the main issues of bridges - walking on objects could be done with fields already (as they represent buildable objects) but finding a single entrance and exit while actually walking on water (denied area) may not be so simple for pathfinding. Again - in settlers 4 or 5, I remember you could build bridges only at pre-dertmined sites that neeeded definition in the map itself (defined entrance and exit points). Actually, should it be possible to build a bridge everwhere you want? This might be an interesting feature like blocking ships from entering or leaving a river or even denying access to a beach (if building a U-shape bridge)?. A bonus of freely positioned bridges could be that they could be possibly built on land as well (zero height above terrain) and would then be called "roads". I guess that would be a completely different game then.
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Persian Highlands with 8 Players?
LienRag replied to casualPlayer's topic in Scenario Design/Map making
Thing is, I was never able to play a scenario - how is one supposed to do ? When I choose a scenario in the maps, nothing triggers. -
So it should be a parameter somewhere, in order to make it work for everyone (those who like you want to control finely the repair actions, and those who'd prefer it to be more automatic).
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You already have that option, and it's on by default when you install the game.
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It is a major feature, and there are posts discussing it from A23 era, so it should have been implemented, or at least been a mod, by now.
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As I said before, formations should just be turned into battalions, with a bit of Warzone 2100 unit grouping added.
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