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Showing content with the highest reputation on 2017-03-21 in all areas

  1. Farm expiration has never been fun for me and is actually is one of my biggest gripes with AoK. AoK:TC was a little better with its farm queues, but even that resulted in repeated top-offs. AoE3 avoided the issue by using infinite farms like we currently have. I feel that if a field was paid for with wood and build time, then having it sit unused is an extremely obvious and adequate penalty. I don't see the need to introduce a variable rate which has the singular purpose to punish the player for leaving a farm unattended. Resource gathering in AoE3 does not have units shuffling back and forth like AoK. Our game didn't either at first. I remember us asking Philip to add it in. In hindsight, I don't think resource shuffling is a great idea; it complicates gameplay and hurts performance. However, it is so charming that I would still miss it if it were removed. For me, farm expiration adds a significant annoyance without any of the charm. I actually don't really like the female aura either because I have to space out the female citizens so that all the other gathering units are covered by the aura. This requires repeated micro-management during placement of gatherers for both new resource locations and for repositioning units that have roamed (wood cutters, etc.) It's rather a pain, so I mostly don't fool with it, but the best players will be required to bother with mundane details like that. Corrals properly paired with cavalry can collect ridiculous amounts of food quickly. I did it once - it requires a lot of planning; I imagine a more experienced player could really get the timing of the training and the positioning of the cavalry right. It was so much effort that it was not fun for me at all. I think the issue would be much more apparent if we used the computer player to optimize that strategy. Just some personal opinions. Other people have different experiences.
    5 points
  2. This has been the case for a while, and I've internally already suggested changing it, but I'm making a formal complain here : the way we gather wood from trees is really annoying. This is a collusion of various factors, so I'm just going to lay them all down: Trees tend to be all over the place and forests not large enough, which is annoying to place good dropsites. Trees can be worked on by up to 8 workers, which is imo far too much (should be like 3). Forests are either too sparse (units get inside and start bumping into each other) or not enough. Trees imo don't have enough wood individually. Returning with 10 wood is annoying because of all the above factors, this would be better if wood was gathered in batches of 20/30 by default. But iirc we don't have different carrying capacity for different resources. So we should: change our RMs to generate better forests and fewer stragglers across the board reduce the max number of workers per tree from 8 to 3/4 make sure Rms place wood in sane way (hard to do though) bump wood on all trees a little bit, even if that means having fewer per forests (not incompatible with the above) if possible, increase carrying capacity for wood only (might not be necessary if all of the above implemented). Edit: to clarify what I want: I'm asking for general input in view of actually making a patch on this.
    4 points
  3. AH, we read the same link I've found it remarkably interesting, particularly how many ideas they tried and ended giving up, particularly since a few of them we've had too. I really like how they intended to do capturing by having buildings become disabled when below 20%, and then whoever repaired them would gain control. I feel like that's far less intrusive, more realistic, and just better than our current system overall…
    3 points
  4. I don't know if it favors rushing per se, but it does make it more difficult to defend your food source and encourages scouting and claiming sections of land, which is okay to me since the weird way that 0 a.d. allow making farms in the middle of town protects the food source too much imho.
    3 points
  5. This sounds some off topic, what about Cossacks 3 Farming mechanic. https://steamcommunity.com/app/333420/discussions/0/350542683212516833/
    2 points
  6. All the replay commentary videos were already posted in the youtube topic, but I think it's still worth to link them to the respective replays here (please correct me if I mislinked any of them): [Anavultus] 0 A.D. Replay Commentary Part 1 Geometrically Confused [Amphibian Hoplite] 0 A.D. Alpha 21 - My First Crappy Gameplay Commentary [Anavultus] 0 A.D. Replay Commentary Part 2 Assimilation [Anavultus] 0 A.D. Replay Commentary Part 3: Top Tier Team Regicide Can't find the replay for this one: 2017-02-27_0005 fuego.rar from here: [Amphibian Hoplite] 0 A.D. Alpha 21 - Gameplay Commentary (Iberian Siege Power) [Anavultus] 0 A.D. Replay Commentary Part 4 A Challenger Approaches [Amphibian Hoplite] 0 A.D. Alpha 21 - Gameplay Commentary (Swordsman Spam)
    2 points
  7. Yep, my point exactly. Every infantry unit should start at same shuttling speed. Right now, it's way betteer economically to train slingers or javelin dudes to gather because they shuttle much faster. imho, this should not have to be a consideration, and they should shuttle at the same speed.
    2 points
  8. Delenda Eat places trees in groups (called tree grove or something) that could help too
    2 points
  9. this could balance out the speed discrepancy between infantry units, so skirmishers aren't so far ahead in gather rates from pikemen.
    2 points
  10. Perhaps then that each civic center casts its own territory, and new ones you build aren't at the highest tier, but are village centers, then are upgraded to town, city, etc. There's not one giant contiguous territory added to by civic centers, but rather dynamic provinces created. Your outer provinces are villages and towns, while inner provinces are cities.
    2 points
  11. Nonono, better not remove shuttling. If anything I would like some [minor!!!] complexity added with shuttling: I would like a shuttling speed added to the templates, so that dudes carrying slabs of stone back to the civic center can walk slower. That way, maybe wheelbarrow and handcart techs can affect shuttling speed as well.
    2 points
  12. You say it's not complex but your explanation tells different. It adds to the complexity of the farming concept without improving it (except for 'looking more natural') And of course people care about those two minutes that they need to invest before they get their nominal rate (these citizens can't gather anything else during that period). Wriatti mentioned that the patch is a go, hence my post that questioned wether it is a wanted feature...
    2 points
  13. Well, don't know if this is the right place, but now that there's a lot of discussion about design, I just found this on reddit. I hadn't read it https://es.scribd.com/document/318886164/AGE-2-Design-Document
    1 point
  14. Useless use of cat. You could just specify the file grep should use. (See http://pubs.opengroup.org/onlinepubs/9699919799/utilities/grep.html.) Or since you are already using pipes, just use commands.txt as the input. That said this looks very much like a perfect use case for sed, which has the stunning ability to delete lines (http://pubs.opengroup.org/onlinepubs/9699919799/utilities/sed.html), and quite a few common implementations provide a parameter to do that replacement in-place (-i). Happy shell golfing.
    1 point
  15. La técnica se llama unwrapping. Pero dudo que sea ese el problema. en Blender que es menos pesado y gratis podes hacer lo mismo. Y te puedo guiar mejor. Y no necesitas mucho, pararte que podes texturizar por separado. otra cosa que pode,os hacer es que busques un tutorial para que me enseñes como lo haces así puedo dectctar si hay algo que no es igual. me parece raro que salga con esa formas tan raras al unirlo.
    1 point
  16. I hid a few posts that were starting to drift off-topic. @Imarok @DarcReaver Let's keep this on feedback towards the OP, feel free to open another thread.
    1 point
  17. Map: mainland Players: Two players Type: 1vs1 Civ: Seleucids vs Mauryans. Summary: A really tight (about 2h30) 1vs1 with many turnovers. Looking at such a game, I can't really say that there is one way to play. 2017-03-18_0001.zip
    1 point
  18. trac is for feature- and bugreports, phabricator for reviews and automated tests of proposed patches. We didn't have a press release yet because the implementation isn't finished yet, for example we want automatic highlighting of coding style mistakes. http://trac.wildfiregames.com/wiki/SubmittingPatches http://trac.wildfiregames.com/wiki/Phabricator Relics (at least in the variant of a catafalque) will be in alpha 22, see D152 and
    1 point
  19. More information at: http://trac.wildfiregames.com/ticket/1492 http://trac.wildfiregames.com/ticket/1312 (Feel free to provide a patch;)
    1 point
  20. I'm saying, if the civic center represents the center of a town/city/metropolis, then why do you want it to act like some kind of forward resource camp? There's already such things: storehouse and farmstead.
    1 point
  21. Well, all of the aura in the game feel gamey. At the end of the day you have to accept some of these tropes and suspend disbelief. But perhaps the female aura is one step too far for you? For me, it's not so tedious as @WhiteTreePaladin says, because I use enough females that I'm relatively assured that if I send a few of them with the men to mine the stone that they'll have enough "coverage" for efficiant use of their aura. But I have no huge love for the feature though. At one point I removed it from DE -- but put it back again -- it felt charming to keep it, to use Brian [aka WhiteTreePaladin]'s word.
    1 point
  22. I definitely agree that we need some kind of system like that, but it's actually tricky to do correctly… Perhaps we could show which existing building the new building would be connected-with when you place a foundation?
    1 point
  23. The concept is indeed simple. "Keep your farms attended or else." Well, simple until a Raiding Party comes in. "Haha! Watch your farms rot while you stay in your buildings cowering in fear." I kinda like the system.
    1 point
  24. Regarding other forks in discussion in this thread... Berries seem fine imo. But I agree the fruit trees are alway confusing. Maybe a change in graphic could make them easy to spot. About cavalry being trainable from CC. I'm of the opinion that no military unit should be trainable from CC. Since CC is the main source of eco units. A player wanting to go for early aggression should have to a build a separate structure for military. Anyways merging eco and mlititary buildings make gameplay too convenient. the player never has to decide between investing in one of the above. Every decision which we remove from player, it makes game more casual and lose strategic depth. The same goes for having a single building for both infantry and cavalry. Citizen soldiers- again :). The current implementation is ofcourse not good for competitive gaming. But as you can see in my mod. A change in implementation is going to solve the problem. All you need to do is make sure soldiers like cav dont outperform a specialised food gatherer(woman) in food gathering. Soldiers who are meant to battle should be more profitable fighting than gathering. Being realistic- in those days no king would keep his soldiers gathering if there was a war to be fought. And would gather only when fighting was not required. But due to mechanics in the game currently. It is more efficient to just keep gathering and let the enemy come to you. Except some naked, commando or jav cav rushes. The citizen soldiers should never be best at gathering any resource. There should be a 2nd eco unit which can replace them for stone and metal gathering. Just increasing the train time, or make corral being a requirement is not going to cut it to balance cav. Lastly, even if it is still alpha, the player base is still important. Since it has accumulated slowly over time. And has started getting the game more attention recently. Which will be good for the future of the game. The game is quite playable already. Currently a gameplay mod with smaller changes will cause a sudden burst in players, if it makes for a better in-game experience. And with the increased popularity a second kickstarter campaign or something similar can be done. Will get a better response if players like what they see. And the remaining development will be completed much faster. Trying to completely rework the basic mechanics of the game- if alienates the players and many of them drop off. It will delay the development cycle and it will be apparent very late that the changes done made it better or not.
    1 point
  25. This is not the same as the female aura. With female aura its easier to assess since there are only 2 values. But here you want there to be a gradual change in the gathering rate of the farms. which the player has no way to assess. After a raid if the farms degenerate. How will the player know if he needs to put more people on farms to continue producing batches from 2 buildings(example) or not.. The player macro becomes random. This is where we should stop while pursuing realism. having said that, I liked the first change making farms capturable. It doesnt make sense seeing army attack a field. Also its loot bonus should be removed. I have implemented this part in Improvement mod. Corrals are broken because they are extremely effective. Players soon get multiple thousands of food in their bank. So food ceases to become a resource. And everything which costs food is free. With bartering at market, it outperforms even Traders. There shouldnt be 2 infinite sources of single resource. Because it just means one of them is redundant feature. Being an alternate source which is micro intense is not a good arguement. There are less people playing right now so it may seem just doing fields works against a guy doing corrals. But it would not in more intense competitive seen. The more skilled players with higher apm will always only use corrals, and not build a single farm. And the lower skilled casual players will always build only farms and not bother with corrals. There wont be an option here. Good players will be forced to use corrals to not auto-lose. And Corral is just a time consuming mundane mechanic, the kind which takes the fun away. Even those guys who can macro it, dont enjoy it. Garrisoning animals is to give it a strategic option. Assuming that first herdables are made to have faster gather rates than hunts. After finding a random sheep/goat. A player has an option to either garrison it in corral for a slow trickle. Or eat it up quickly for a fast but limited spike. Both these options would seem favourable in different situations. Also the additional build limit to sheep from corral will make it a finite resource so theres no conflict with farms.
    1 point
  26. Hi, I'm interested in helping out with the game. I'm not very familiar with it and its codebase yet, however that can be changed. The ticket list seems a bit intimidating since I don't know which one would need more and which one less work. I would love to contribute with something small first, so any pointers for which ticket to choose and how to assign it to myself would be welcome.
    1 point
  27. Oh sure! I think the proposed mechanisms add too much complexity (and unnecessary too) for a game like 0 A.D. It might be funny for a realism / city building mod
    1 point
  28. Something like this was tried by Relic on CoH2 and it was disastrous. It may sound cool, but ingame it's definately not that way, at least not in multiplayer. It's a cool feature on singleplayer though.
    1 point
  29. Disagreed. The meta-play here would be capturing the animals before the enemy does it, and then keeping control of the animals. This wouldn't be entirely unlike the relics or the sheep of AoE, as wow said. And it would be a completely different thing from farming. If we added mechanic such as shepherds having to guide the sheep instead of capturing them a-la AOE, and we allowed laming the shepherd and/or the sheep, we could even have an interesting, high skill-ceiling early gameplay just based on capturing the sheep. It shouldn't be a huge food income but give you a definite edge as the game drags on, making it worth it but not absolutely terrible if you don't do well. Obviously this is only worth it if we seriously slow down the early game. Regarding corrals, I'm really not a fan of how they are implemented now because they just seem to be extraordinarily "game mechanic"-y. Anyhow, I think hunting is not working properly and probably never will, and I think berries are a bad idea given our usual starts and we should either reduce the starting resources and the starting pop or remove berries from our RM.
    1 point
  30. I'm all for removing stupid features, and could name a few (corral, imo capturing, I'd do away with anything that's not some type of farms for food, tbh…) , but I feel like you're getting it wrong on citizen soldiers. First: the point of citizen soldier is, first and foremost, the historical goodie. If we were to remove something, it should be the women, not the fact that military units can gather. I'd like to add that departing from the classic RTS formula isn't necessarily a bad thing, AoM had military units that could make buildings and that was a refreshing change. Your point about resource explosion is a little silly. Units can either gather OR attack, and that doesn't change from other RTS, so I don't see why it'd explode any more than another game. It's the fact that we start games with a farcical number of units and fast gather rates, as well as units being fast to recruit, that leads to apparent "explosiveness". Now, your calculation makes it sound like attacking is not worth it. But the math could be inverted rather simply if we lower gather rates and raise unit costs (including training time). If your attack takes 10 guys away from your eco (let's say for 120 food/minute, which would be far less than we get now, admittedly) and you manage to kill 3 enemy units (let's say each cost 50 food), then you're coming out on top by attacking. Other things must be factored in (buildings efficiency, how easy it is to garrison in 0 A.D. - imo by far the poorest design choice), but it's nothing structurally broken like you make it seem. Likewise, progress from weak to strong units has nothing to do with citizen soldiers and everything to do with how we (haven't) implemented technologies correctly.
    1 point
  31. No. The code or data files should be fixed so that those errors do not occur. Hiding them or adding the ability to hide them will just result in nobody reporting them (as they are hidden) and nothing will get fixed.
    1 point
  32. There were many ideas about that concept. Currently the meaning is a lower food cost and a higher metal cost.
    1 point
  33. Depends on what kind of map you are talk about. For Skirmish maps, King of the Hill skirmish object can be place in most skirm maps by designer. But yeah, I would like to see Skirmish map be able to have multiple victory condition possible set by the designer in Atlas. Maybe even extend this to allow true and false and recommend. So, can choose recommended victory conditions, victory conditions that are allowable, but map not specifically designed for, and then victory condition it specifically does not allow. But maybe this is complicaed. I would like to see this be a wonder of the world, one of the 7 wonders. If it is desert map this wonder is the Hanging Gardens of Babylon (the Persian wonder is change to Gate of All Nations, I can't wait to see this, fam). If it is a temeperate map, this wonder is the Stonehenge (Britons get the White Horse of Uffington to replace). If it is a Greek map, it can be the Colossus of Rhodes (this can look really awesome). Egypt map? The Great Sphinx. Capture this wonder for X minutes and you are the king of the hill. Game can add cool structure from history to the game this way that you won't find with the current available civs. So, the Temple of Jerusalem can be one. Temple of Artemis.Thing like these.
    1 point
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