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shieldwolf23 last won the day on August 11 2015

shieldwolf23 had the most liked content!

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About shieldwolf23

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  1. This is a mod I'll definitely play countless of hours!
  2. Maybe, I'm looking it in the perspective of realism and scenario making, and maybe you are looking in the perspective of multiplayer and continuous battles. Having children as a working unit like I suggested would open up tactical choices by the player. Think of children as Age of King's sheep, controllable while at the same time, capturable by the enemy. With children, there's a plus of having "free citizens" if you capture them. Or, if this can't happen, then maybe the suggestion of @Radagast. is more suitable, like a prop/ support for women? A little off-topic: Regarding mixing RTS with city-building, I am of the opinion that actually, those two could be combined, albeit with the city-building aspects simplified. I believe scenarios would be more realistic, and battles would be more interesting. I know though that multiplayer is a totally different area, and that a system that mixes both RTS and city-building must minimize or totally abandon the city-building aspects when in multiplayer. Maybe that could happen, maybe not. Most probably not. But I'll continue dreaming.
  3. @DarcReaver - may I congratulate you on a good dissertation. May you defend it well! On to my comments/ suggestions: I agree, but like @sphyrth, I’d like to retain one basic horseman as scout during the start of the game. Totally agree. House walls are a basic staple of my single player games against the AI – having less of use of them would definitely be a welcome change. Yes, something similar to Rise of Nation’s infantry units. You’ve made a good observation in that it would feel you are striving to become an Emperor instead of a glorified village chief. I can’t emphasize how I totally like this. The default game should be a slow game, with the higher/ more experienced players to be choosing a faster game if they want to. The reason why I personally don’t play multiplayer is that I suck at fast games. There were a bunch of times wherein I get owned by the AI since I am too slow. A slow game would be both strategic and tactical; strategic because you can plan how you want to attack the enemy, and tactical since, together with your other proposal of higher unit HPs, this will mean a better use of units you’ve trained and spent resources of. I support this, with a minor suggestion: let the women become efficient in gathering berries, since from time immemorial, it has always been the role of women (and children) to gather them. There is a reason for the emphasis. @Palaxin mentioned the calculation related to population. What I like with the Stronghold series is it’s realistic take on population and how aesthetically pleasing is it to see “peasants” grow. I know I may be daydreaming but may I put forward something similar to the way citizens are trained in Stronghold: Based on the formula Palaxin mentioned, a number of children may be produced as “free” citizens. They can’t be trained – they spawn freely after a certain time, outside the constraints of the population cap. In time, they “grow” to become either men or women (random pick), and only when there is a free population cap. What is their function? They can help the economy by helping women gather berries (since they are free, they are limited to gathering berries and maybe coaxing GAIA units – those units you call herdable, back to the player’s control). In turn, they CAN be killed/ captured (similar to a herdable sheep in Age of Empires) by the enemy. This will present another dynamic in enemy raiding – these children will be a free citizen that can grow to become citizens/ slaves. Many things have been said about the citizen soldier concept of 0 AD. Personally, I like it. But you and several others make valid points against the current way it is implemented. My suggestion is to take the approach of Rise of Nation to it – like its citizen militas, there is a button that will “transform” citizens to soldiers, and back. I disagree on it being timed, and being permanent. That button will make it the player’s choice to have his citizens be an economic unit or a military one. You said “choices, choices, and more choices”, so what better way there is but to let the player decide, right? Still on this, I also like how RON made a very good use of the selection rectangle, wherein if you select a bunch of mixed citizens and military units, you only select the military units. That way, dragging the selection within a group will not disrupt your economy. Incidentally, having citizen soldiers be either economic or military unit prevents buffoons like me of ordering citizen soldiers to collect resources when the intention is to have these units go on that area to guard them, not collect resources from them. I’m with you all the way with this. Again, I agree. With the added proposition by @Lion.Kanzen (in a separate post) of having neutral, capturable mines all over the map. Only proposal is for the technologies to be paired with either wood, metal or stone. Point being technologies should be planned and not be simply click-bait. For added realism, may I also suggest that food be a requirement for every human unit, paired with either wood, metal or stone. Machines should not require food. Don’t forget ships too. Here, I disagree. Food and wood being general, let metal be general too. Instead of splitting to get another resource, may I propose “Tech Points/ Knowledge” as an alternative? Please hear me. Empire Earth 2 and in general, Rise of Nations, made good use of this. EEII allowed universities to gather them, while in RON, libraries did this. In 0 AD, may I suggest tech points be used in, but not limited to, the following instances: 1. Discovery of a new line of technology (not upgrades of existing ones, but a totally different technology) 2. Phasing up 3. Recruit of champions/ high tier units (particularly siege engines) This is an agreeable concept. My suggestion is to pair all units that in real life, require metal to be built. Let it be that all buildings require stone (except the wooden ones of course), and paired with wood when applicable. This feature is clearly evident in games like Empire Earth II. There is a base speed, and, depending on where the unit is (units travelling in roads are faster), or the seasons (units in winter have slower speeds), the unit’s speed changes. This I think will really make battles realistic. There are just so many levels “endurance” can improve the game, of which most you've already covered. I agree. Spamming units would be a conscious choice, not a given fact. On Unit armor/ defenses as well as accuracy of attacks and ranging attack values, I totally agree. Really excited and hoping for you/ the community to pull this off. Totally digging this. This is why in a sense, I’m not a hardcore fan of Starcraft. May I also suggest to have a temporary building that will create a city border, a building without any use and timed HP? Let’s call it a camp. This I’m viewing more as a gameplay option wherein you want to build some barracks outside your borders, while incidentally being very useful for map-makers (instead of using the town centers to give an AI army its buildings, a camp can be a very good alternative). All of these, my two cents' worth.
  4. I hope the developers will approve, @DarcReaver!
  5. I second the suggestion of @Palaxin. Maybe that is the way to go? However, if this is too formal/ too large for the community (to gather people and have a meeting of ideas), maybe we can start off with a mod, wherein we can have a properly documented design process, and maybe ask the developers later on to recognize the changes if it is really on par or beyond what the core game offers. Of course, we need people, skilled ones who can really do the ground work. That I think is the challenge. All these ideas within the Forums are mostly with merit - if we can gather enough people to do something about it and make it organized, we can better move things forward.
  6. okay, fair enough.
  7. @DarcReaver - I totally understand your sentiments. There were times wherein if only I have the set of skills to make the changes myself, I would have done it quickly and presented it to the community. Like @Enrique said, your posts contain valid points of which we can learn. Will you be willing to be part of that process itself? We can have you in our team, if the Council will be okay with it. Can we do that @niektb? My only misgiving is to be patient with us - please do tone down the harshness level. We could definitely use your experience to the betterment of this game. @Lion.Kanzen - I also appreciate the "loyalty" to 0 A.D. You have provided ideas and contributions to the group as well. Let us accept constructive criticisms whenever we get it.
  8. What did I tell you guys? Told you LordGood will not promise, but will still deliver. And deliver he did! So far, things are looking good for the Kushites!
  9. Very nice info, Lion. The Council is doing a map for the Zapotecs. This will come in handy.
  10. @wowgetoffyourcellphone LOL!
  11. You are a hardworking fellow!
  12. Okay, I shall do that, and further have the objects deleted, especially the resources. I hope it'll be playable in the near future. Thanks @wraitii!
  13. Hi guys! I've revisited the map, and made minor adjustments. However, is it really natural for the scenario to lag when playing? I know that this map is my very first 0 AD map, and I may have used a lot of objects (resource items instead of eye-candies), but I do have a very powerful gaming laptop. I tried lowering all graphics choices but still the game lags! If somebody has the time, could you please see what's going on? Attaching the file here: Indus
  14. Ah, okay. Let me try that.
  15. If Jonathan says he doesn't promise, we'll definitely have it in due course!