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  2. I was in a game where it was used quite recently. I think its just that people prefer the comfort of knowing their position to come up with strategies before the game starts. I like it both ways.
  3. Caesar III is a city builder add more layers of complexity. It doesn't mean that I don't close myself off to these ideas. But those ideas don't come alone.
  4. @Asher here are three examples of Athens Spearman. Keep in mind you still can't attack in formation, and brace is stand guard. So if you are in Phalanx and Brace, you only receive the extra resistances until you engage. You can't move with both of them because brace is 0 movement.
  5. It could change in the second phase. As I understand it, the first phase is a rural settlement. ---These ideas are already in DE.--- 1. Land Use and ZoningIn antiquity, land near the city center was highly valuable. The game could reflect this through strict building zones: Central Urban Zone: The area immediately surrounding the Civic Center would only allow houses, temples, markets, blacksmiths, and government structures. Farming Restrictions: The game would completely block players from placing large crop fields inside the city's central radius. What existed were family gardens in the houses.
  6. Is it worth reporting cheaters who host rated matches on the forum? Does it actually do anything? I feel like the forum is inactive... I did not find information about this topic, just about that there is a forum to report, but nothing else
  7. Today
  8. I have a question: the programming is different regarding the movement and behavior of a LOTR BFME battalion. How do you plan to modify that without touching the engine?
  9. 2, I have them for the Hylians in Hyrule Conquest: Revival.
  10. That section can expand vertically to accommodate the extra stats (or there could be a vertical scrollbar). The Historical section can shrink vertically to give room, since it has a scrollbar.
  11. I was thinking that because it seems you'll need way more stats for some units (for kinds of damage, range, spread, etc), then icons would give you space for a 4th column, if not also a 5th one.
  12. You're assuming it's a game, and the problem is that it would stop being fun. Games have internal logic; you don't expect that much realism. Games have a fun curve. Why does realism sometimes harm the experience? Fun Curve: In video games, extreme realism often makes controls worse. Selection of Details: The human brain ignores many things. An excess of realistic details can distract from the narrative. --- Not to mention that it ruins the experience.
  13. https://game-studies.fandom.com/wiki/The_Art_of_Game_Design:_A_Book_of_Lenses?__cf_chl_f_tk=fa4sKWZua3gfigepm6bbTQxdawl.9m8tH11Ybr6uiK8-1783016138-1.0.1.1-M854n8mjY6x1rfJt5zx3Fs0JvutGq7w3_zukY9AIIto The Art of Game Design: A Book of Lenses ISBN-13: 978-0123694966, ISBN-10: 0123694965 It is a good source that explains the balance between fun and when a game is no longer fun.
  14. @Nicolaus_von_Kues I agree, although regarding "Imagine an RTS where you add physiological needs; it would be realistic but not logical or believable", I don't see why it wouldn't be believable, maybe what you mean convincing as something viable. Regarding the rest, what you say is key to understand well written fiction and fantasy: many tend to dismiss critiques on believability of those shows because there's magic, dragons or whatever in it already anyway, completely missing the point of internal consistency. But we have gone quite off-topic
  15. I would of course love to have tooltips for most items you suggest! I'd prefer the base stats to stay text though, but that's just me. For auras, there is currently not a gameplay distinction between 'passive' or 'active' auras. The only distinctions we currently have are: ranged, global, formation, and garrisoned auras. And yes, such an aura is best as a Formation effect, but those only exist in 1 mod, not the base game or DE.
  16. As far as I know, it's only implemented for minimaps. I am not sure if it's currently possible for other UI elements or if it would need new code beyond just creating sprite XMLs, etc.
  17. @real_tabasco_sauce Just friendly reminder that you made a shuffler for feldmp this dudes aked for and they never use it just like the 90% of the game dev made. Looks like need to know about Requirements engineering.
  18. In video games( and movies) there is something called "credibility" which is not the same as realism. Many of the things you do in a video game have to be believable.It should be logical, not absurd or exaggerated. The game is an abstraction of reality. Imagine an RTS where you add physiological needs; it would be realistic but not logical or believable. ---Clear Definitions--- Realism: Attempts to replicate reality as faithfully as possible (physics, human behavior, visual appearance, logical consequences, etc.). Credibility (or plausibility/verisimilitude): Makes the audience believe in the world even if it is impossible. It is based on internal consistency, consistent rules, and emotional/narrative logic within the created universe. Realism seeks external precision. Credibility seeks convincing suspension of disbelief.
  19. Very nice, clear, and useful. I hope something like this is eventually implemented in the base game. I guess it's also a mock-up because there are a very few small issues. But my questions are: does hovering over classes give some info regarding them? If so, maybe showing them as tags would be nice. Are those base stats (which I'd state with small icons, their names shown if hovering over them), or already include the applied techs effects? If so, it would be nice to have some break down of that anyway, maybe by hovering over them. Finally, when I see that aura, I wonder if it's "passive" or "active" (if there are active auras at all), and if that wouldn't be better as a Formation effect or similar.
  20. @wow, larga o celular In the current version of 0ad, is it already possible to implement customized for each civ?
  21. A way has to be found to create those portraits. I personally don't like the current style, but especially when they're seen on a large scale.
  22. I can create some in a little I think, making some minor adjustments now that these new features are added. IE pike and spear dmg reduced if they are in normal stance .
  23. Anybody have any screenshots they'd want to share?
  24. ======================================================================================== ================================================================================================
  25. A couple more new ideas/features thanks to @stevenlau Pikeman/Spearman went set to stand ground receive "brace" mixin bonuses. Formations can now have - resistance to help offset some of the speed bonuses! So it may be risky to use certian formations, but they decrease travel time.
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