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Showing content with the highest reputation on 2014-04-19 in all areas

  1. Sorry if the below suggestions have already been suggested before. I hope you'll permit me to raise them. I have played Alpha 15 and I have gathered the following observations/ suggestions: 1. If the player double clicks the hammer for the idle citizens, ALL idle citizens will be selected (not only 1). 2. Each unit should have an "explore" button, that, when pressed, would make that unit go to random locations, revealing the fog of war. 3. Ability to select military units only (the rectangle selection, if there are villagers, would not select those villagers). 4. Ability to select ALL citizen soldiers (very useful in having them stop their resource gathering). 5. Ability for recently created units to join a Group formation. For example, if I create 5 hoplites and I place the barrack's rally point to my created Group 1, those 5 hoplites would join Group 1 automatically. 6. More attack modes targeting specific groups (like attacking buildings only, or citizens only). I have also experienced quite huge lag in games having 4 AIs, but I read somewhere that for now, this can't be helped. Thanks for the time in reading.
    2 points
  2. I like this, the captured well could made your farms more profitable. This makes me thinking: what if you can build your farm around it and those farm will receive a slight bonus to production rate and maybe unit around it will receive a (very) small healing rate? Or should the well will benefit all your farms? The former is more interesting IMO, it require to player to actively capture and maintain a small farming colony, repel enemy's attacks in exchange for a boost in farming.
    2 points
  3. I like the idea of wells being a thing in the game. I've had similar thoughts for the past couple of years, but never wrote them down. My thoughts were that "water" wasn't another resource, but augmented your econ in some way. I settled on 2 possible ideas: Capture a well like you'd capture a sheep (or make it a little harder, like capturing a building or mercenary camp, but the idea is still the same: you task a unit to it) and it would either make your units train faster or make your farms more profitable. Wells are always neutral, but are an unlimited food source to which you can task a unit to bring buckets of water back to your base. It adds to your "food" stockpile just like any other "food" resource.So something like one of the options above.
    2 points
  4. First of all, nice to meet you all! My name is Aiden and I'm a big fan of RTS games, and I found out about 0 a.d like a month ago. (really love this game and I'm also glad to see that's it's still in development, means that it can be expanded) btw, I'm not a native english speaker so I hope you could understand my english :3 Anyways, I thought about a really cool feature that can add something new to the game (and make it a bit more interesting) Adding Wells feature to the game, making 'water' a resource. Women could go to lakes, and bring water to the wells, and the water will be a criteria for making livestock animals / horses on stable (if you'll add stables). Stables and such should have an incoming amount of water so that animals could be produced (making it different from basic resources like food, wood, stone etc) There could only be 1 / 2 well per territory, so people won't be able to make huge amounts of wells (making it unrealistic) I personally think It would be pretty darn cool watching women walking with jugs on their heads, and It'll add a factor that doesn't really exist on RTS games (not that I know of) What do you think? Will it make it more interesting, or rather more difficult? It'll make rushing less easy but building and planning more strategic, creative, realistic and such. I wanna hear your opinions about this idea, so please don't spare with words :3 (BTW, I hope this is the place to post this idea, since i've seen the pinned is post is unactive for like 10 years lol)
    1 point
  5. Thank you for your attention. For my part, I think I'll sent you some work in progress as you proposed, to have your thoughts. My exams are practically over and I started to start making music again, so, I hope I'll have news very soon. (I'm also looking for people to play a few things, as you said, to compensate the midi as you said, but that can take more time...) Anyway, until I'll have musicians, I'll record what I can record on my own, and make the rest midi. So, I'll come back as soon as I'll have something. Thanks for your answers.
    1 point
  6. niektb is derivated from my full name Niek ten Brinke. (Not the most original) I mostly use this one at other forums except steam where my name is THUNDERGUNNER! (In collaboration with my brother THUNDERHUNTER!). I live and study in the Netherlands, currently studying Electrical Engineering. GMT+1/+2.
    1 point
  7. I think that campaign should come first, people can make their own game modes in the game
    1 point
  8. A known bug with random maps in A15. This is fixed in svn.
    1 point
  9. I don't think it would add much to the game, we already have 4 kinds of resource (not counting population resource) and players already have to expand and capture territory to secure those resource. Adding more resource would introduce more micromanagement than needed, especially if this water resource only needed to produce livestock. Talking about water, there is this game I played sometime ago that have only 2 resources: food and water. Water must be gathered from wells, lakes or streams and bring back to the base. If your building is on fire you must use water to extinguish it or else to building will take more damage over time and destroyed. If the water ever get added, extinguish burning buildings can be another aspect, but even then I think it kinda require more work from the player's side.
    1 point
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