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BCM

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Tiro

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  1. And how about russian folk, at time of czar?
  2. About the "King-mode": searching it manualy wouldn't be fun (and if it is in a building, you even can't). So I suggest one more new unit: spion if an enemy king is close enough to your spion, the king should be marked (for example with a flag) - even if it is in a building, mark the building. Spions should be (almost) invisible to the opponents. They can ... (sorry, don't know good english word) ... "mask", put on opponents clothes. There should be thought about, WHEN/HOW the are detected. Maybe only if an opponent military unit is VERY close to a spion. Other mods ... Something like different (military) "tasks", like conquer a hill, or conquer a canyon seems nothing other like a part from a mission-set, where the mission will continue and finaly kill your opponent - so nothing new. And unmilitary targets, like creating a special building, or beeing first reaching a special point is probably not fitting to 0ad - that's kind of other games.
  3. Yes, I'm afraid of it ... => but still I believe, 2) would be good, also now. In this way it wouldn't be only possible to make the AI weaker, it's also possible to make it stronger.
  4. At the moment I'm in a very "unstable" mood, meaning I become very fast sad/frustrated. Playing 0ad, loosing very fast by a rushing computer, or even resist longer loosing then, is such a thing (and reading that the AI is weak is one more stroke). So I thought, what could be done to make 0ad less frustratring. Here is my result: make more friendly game targets: managing a very fast strong rushing attack, almost killing the opponent, but finaly loosing makes more sad, than playing a long static game killing the enemy, even getting a "score" like this: "that was very slow, played very bad!" and also even if the rushing attack would be the right idea and would get success in one of the next tries. => winning (even slow) give a good feeling and power to try it again, trying to win faster! The sollution to all is the "difficulty", so here my suggestions: 1. for each scenario, there should be shown the difficulty-value (given for example by experience of players). => always loosing without knowing why is bad. It's bad, if the reason is a strong difficulty scenario without knowing that better play an other easier one. 2. for each scenario, the difficulty should be able to be changed => this could be simply done by the start-condition: make the game easier/difficultier, by giving one side more or less resources and/or more or less units. One simply way would be to put more or less treasures close to one camp. In this way, the strength could be set by a value instead of a few steps (for example easy, normal, hard) and create almost infinite steps. 3. Tutorials (there is an other thread) would be nice. 4. Missions with different steps of help would be a nice thing. (I understand tutorials as only learn all things about the game.) Without help, there should be only written things like "kill your opponent ;-) " or smaller targets, like: "Occupy the hill" Setting to a little bit of help gives general scenario specific hints, like: "first build a fortress at the entry of the canyon, than ..." And a more detailed level would give specific hints, like concentrate this percent to wood and that to stone ... (Of course the hints should be tested if they are really good/working, maybe with discussion in the forum which strategy would be best.) Thanks.
  5. When I'd written this words, I hadn't (much) experience and this was only result of my thinkings. But in the meantime I've confirmed it: in my last game (Death Canyon II), finaly I concentrated only on getting food and exchanged it to the other resources. Still I don't won the game, but that was the closest one I'd played on Death Canyon II. So finaly I have to say, that I don't like the Bazar (at least not in the current working kind). Am I the only one thinking so?
  6. You can use other programs (goodies), staying always on top - still I don't know, if it will work in full-screen-mode. BUT (!!!) 0 A.D. can also be used in (resizeable!!!) windows-mode. Then you can keep a part of your screen for all things you need, like, clock, emails, browser, ... I'm using windows, so it wouldn't be of any help for you. There I'm using the free BB FlashBack Express Recorder. It's still possible to record a virtual Linux running on Windows. Here you can see an example of a recording of an Ubuntu session I've done: (Unfortunately 0 A.D. is not running propperly in VirtualBox.)
  7. Because of romans coming with next version, this seems a good thing. At first I favoured (like some others) IMPERIUM, but then I thought, it's nothing special. EVERYONE would use this word, for any game, book, film, ... How about a Roman auxiliaray regiment? Maybe Illyricorum or Ituraeorum? Doesn't it sounds something special? And else ... at the moment, I would think that IANUS would be sounding most "special".
  8. Hi, at first I have to say, that I'm very impressed about 0 A.D. I haven't played games on my computer for a long time, but 0 A.D. let me start doing it again. Still there are so many great things of the game, I won't like boring you in reading too much in things not helping, I will write suggestions. But don't feel sad about my criticism - it's realy a great game. I know that 0 A.D. is based on Age of Empires and not of The Settlers. I don't know anythoung about AoE, but a lot about The Settlers. Of course I know, that 0 A.D. will NOT be a clone of The Settlers (even I would like if someone would make a fork of 0 A.D. and implement Settlers 1 or 2 ). One thing of 0 A.D. looks very strange to me: you collect resources somewhere, but can use it EVERYWHERE in NO TIME. So you can go with a citizen far, far away, build a new civic center and the many other buildings, using all the resources collected in the far away part in no time. I would like to know, if it is the same in AoE? I strongly assume 0 A.D. will not implement single-resource-localization (like it is concept of The Settlers). But how about this suggestion: without showing animated transportation of the resources, maybe simple make the building-time depending on the distance of the closest resource dropsite? So for example, when the closest resource dropsite is on the left part of the screen, a building in the center will be build two times faster than the same building on the right side (of course by the same count of citizens). Still this idea has a big lack: in the example above, going far, far away, you can build first a resource dropsite and then other buildings close to it. So in this case, at least each dropsite has to keep the amount of resources in it. Opinions? Suggestions? And by the way one thing more: I'm not so happy about the (new) trade-system. Because of different geographic areas, some resources are hard to get, for example (often) metal. Concentrating on creating food in a lot of easier way and trade it to metal (or the need of getting wood in a dessert) looks not so nice to me. Of course I know that the trade-rate is changing, the more you use it, I don't like it. Oh, I can say it in other words: different maps have different personality: one is a very dry dessert, other a very woody wood, ... This should result in different strategies. But with trading: simple get the most easy resource and trade it to others. Opinions? Suggestions? Finaly repeating: don't worry about my criticism, 0 A.D. is really a great game!!!
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