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Shardas45

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  • Gender
    Male
  • Location
    Utah
  • Interests
    Video games-Uh duh-
    Books
    Science (aerospace, outer atmosphere)
    History ( Rome, Americas colonization, Medieval ages, etc)

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  1. No problem, I don't blame you. I place blame on two main entities: 1. Apple- For just being apple and as you said, SUPREMELY HARD TO WORK WITH! 2. My family and I for being so cheap with our computers
  2. Super sad! When release 16 came out, I was with a buddy for a while, so we tried it out, as always, AMAZING! This week I get home, download, then figure out to my dismay that I need a bloody mac OS 18, and for my dinosaur I can only do 16.8 before they cut support.
  3. Okay, just one problem with the embassy ( nice Tango, never would have thought of it.), what if your ally decides that break the alliance? I know that later on buildings should assimilate to the faction that owns the territory is on, but would that work well with an embassy? Would it decay or stick around?
  4. Wow, this game is shaping up from what I have seen from earlier indev footage or gameplay, and even better, you guys have only barely passed the middle of the alphabet, so even more massive updates in store! YAY!
  5. Whoa.... Several weeks? This zombie skeletal fighting is really getting to me! Could have sworn is was a week and a halve ago!
  6. Ok, thanks! There will always be that fun art/design balance. Hmmmm. I wonder how long it will take to learn how to make digital pictures..
  7. To Yes I was thinking of that moment in time. Thanks Hephaestion, and sorry of lack of over all idea completeness, and thanks for bothering to reply Just for a quick touch-up, do you mean (Lion.Kanzen) that the idea that I gave for 2,3,4, doesn't have enough info to get a clear picture, or if you guys are lacking enough ideas to be worth implementing into the game right now. To complete#5, I meant that almost every civ that at least had made headway into sailing, should have mid and late-game "expensive" (my term) ships. I have thought out the idea a bit more. Almost all civs have access to at least the light or medium frigates, and to counter-MORE FRIGATES! ( in my experience). Im thinking of adding in a either a building upgrade, or even another building that has to be unlocked by researched tech, and from there you have a few more "expensive" Ships. At first they are just a bit (or way more) expensive to create, and just offer up maybe a slightly stronger attack strength, or extra speed. In order to make these ships better, you will have to purchase upgrades, like for example, a heavy frigate-like ship. There will be offensive, defensive, and passive upgrades. For offensive, you could do things such as adding turret emplacements to install ( yes install, not just be a passenger) siege weapons like Scorpios or Balistas. It will also be very nation specific, like for the Ibearians, the ability to have a slightly slower balista at the helm that will fire flaming bolts that can slightly cripple and start setting ships aflame. For defensive, there could be maybe a steel lined hull, increases damage resistance by 20 or whatever you see fit, but will expediently raise steel cost, along with making the ships capabilities for speed less so. And for passive, there would be items like "Improved Triangle Mast Riggings" for increases speed, like for raiding ships. There also could be other things like"On-Duty Water Line Brigade" which prevents fires from doing more than 40 damage before going out. The amount of how much upgrades a ship could have will differ from ship to ship, so If there was a Light, Med, Heavy, and an exploration/slope ships, lets say the the heavy only gets 2 damage upgrades, 2 defensive, and one passive, but the light ship can get three attack OR passive skills, which could range to having extra arrows/cannons ( saw your comment Lion EXCITED) or maybe containing a tactical riggings for improved ship boarding, or lasso bolts, to temporarily "break" the mast and decrease speed. The amount of upgrades each ship can have will differ ship to ship in each civ, along with having unique upgrades for different civs. And scince these could get over powered in some games, hosts should be able to specify "expensive" ships or none. This next point I have is still indev, (for me), there could be work docks where you not just maybe specialize ships even more, but modify it to be the perfect boarding ship, but is still unique. In order to speed up time for the specialization upgrades and produce a more "potent" upgrade, you will need citizens working the docks. The time for refit should also be very long. I will have to get back to you guys on my ideas, but here is my ten cents for the day. Thanks for the awesome responses! If you want me to go into more detail on things, just ask. I still have more. Ibearians
  8. Hey, you guys could put a lock on how many comments you can make for the first bit, that could weed out a bit of potential spammers They get full commenting abilities after a month or so. Just an idea
  9. Please say there will be a torch and burn option! I would hate people to just wall or house spam and make us wait to either slowly siege it or wait for it to assimilate loyalties and delete it! That would be the worst!
  10. Mr. Romulus, First, Wildfire have gone out and said in thier homepages that usually between realism and better game play, they want to make it better gameplay. Just because romans might have scaled high mountains to get to the punic areas doesn't mean they do in 0A.D., and by the way, ever heard of ransacking and razing? Common way of destruction. Mobs burning down homes, markets, even trying to capture, assimilate, or torch castle(not that the latter of the list really worked well in the end for any PO'ed peasents), and don't get snooty with a game it ALPHA!! It isnt even Beta, meaning that all the concepts are either not finalized or implemented into the game. Its like getting PO'ed at Minecraft's alpha version for not being able to mine after a few levels. Its not finished right now, so the best we can do as community members that cant code or make art to support this indev game is to give respectable feedback.
  11. Hey Wildfire, First thing right off the bat, I loved soooo much about the game, the strategy , units, art, everything! There is also the civs, which I can't wait to see all of. In order to help with what I think could dethrone Age of Empires, I want to list some ideas. 1: Eastern Asian CIvs- maybe as an expansion, but I could think of tons of unique attributes about Chines, Monguls, Tibetans, etc, from their different fighting styles and tactics to their economy base, and to help validate why these might be in the game historically, Rome and China have clashed, besides also having the silk road. I could be a few years ahead of 1 ad though. I don't need to explain what to put in for these guys, you people seem to do your homework. Just wanted to help bring it to attention 2: Artifacts- Could you add in items of power, for example in AoE 2, an artifact when brought to a temple made gold. Instead, why not add artifacts the are hidden, but require a leveled up priest or campion could "Divine" it by offering maybe resources, fauna, units, whatever will balance, and each with a specific "Divination translation". Once you find the item, you will have to secure it in maybe an alter or a wonder permantly, while changing the name to for example Joseph's Store house. Afterwards, instead of a trickle of gold, it could cast an aura, along with other buffs or debuff, like lets say for example, I find " The Spear of Suma-abum", which increases the strength and speed of nearby warriors and citizen-warriors. For an added affect you could garrison up to 5 units at a time, which if left to worship the artifact long enough, then they will slowly gain the artifacts buffs permanently, but at the cost of temporarily shutting down the aura. There could also be agricultural artifacts that increase the amount of food yield or multiplies the gathered food. To copy my first name, If I found Joseph's Sickle, and put it in a wonder or alter, it would change to be name specific, like Joseph's Storehouse. There could also be a multiplier for aura/worship depending if the artifact is stored in a wonder or a lesser building, like an alter. I think this would be a great concept for the game, but I do realize that you guys at wildfire are usually going for historic accuracy, so I would understand why this couldn't be implemented, but maybe if you guy were to create an option for "Magic"? I could also see some spin-off story lines for future campaigns or scenarios. 3: Castle/wall connections- Would it be a good idea to make it so forts could directly connect to walls, or maybe build over a wall and add to it? Just want to get cogs going. 4:Intractable land- what I mean by this is the ability to build for instance temporary ports, docks, jetties, and booms for larger sea maps. There would have to be a set distance for how far from shore along with making theses "sea walls" very expensive for balancing issues. The ability to create a small but fortified pier would be amazing, with even stone-augmented docks, like the romans, and having a hull-shredding boom like a gate that can be upgraded for more damage or durability. I would like to ask and see if this would be possible to fit in with your plans for epic sea battles. This leads to my next topic. 5: More Ships- If in a game you seriously pour some resources into costly research, you build new ships from either a new or upgraded dock. This would be great by huge ship battles. I have a few ideas to throw your guys way with a bit of persuasion. <<<oops.. I accidentally submitted. Ha, what a noob.>>>>>>>>>>
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