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Giotto

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Everything posted by Giotto

  1. Don't they still attack the single unit you click on? Oh! Nvm. I got it.
  2. It seems like the current nethod of attacking is really strange. You can click on a single unit or simply press h to halt your army, but this means either too much micromanagement or too little control. This topic is just to get some basic ideas for improving the attacking mechanism. My suggestion/idea: "front" attacks. Basically after selecting you army and hovering the mouse over the enemy a line will appear on the front side of their army depending on where the mouse is. If you click all your troops will attack units along that line. The size of the line could be increased or decreased as you scroll the mouse. This way battles would look much more realistic and the user would easily be able to strategise.
  3. Wow! I love all those wave like patterns.
  4. I see SC2 as star control 2 (a game from 1994 which is getting a reboot right now) which is definitely not a RTS game. Out of interest what is SC2 to you?
  5. But it is impossible or at the very least annoying to memorise every units 5-6 different traits (attack damage, rate or fire and all the armour resistance stuff). There needs to be some way to eliminate some stuff in order to convey a units strengths and weaknesses easily. My proposal means the user can see clearly where a unit is advantaged or disadvantaged. Another option is to make the combat stats as realist as possible so that the user can easily work out what counters what. E.g pikemen really should beat swordmen, because they have huge melee range, but should lose to skirmisher cavlry because they are faster. It just has to be completely realistic so that the user can figure out what beats what without needing stats.
  6. I think hack 41% pierce 41% crush 71% should just be 0%, 0%, 0% because lots of units have it and understanding which units were strong/weak against something is easier when you have a simple base platform to compare to.
  7. At present a lot of units have a standard 70 crush resistance (something like that). Why not make this the standard at 0? It would make it clear which units have an advantage or disadvantage. Take the mode of all units hack, pierce and crush damage and make it = 0. That way you end up withunits that have something like -30, 20, 0 and you can instantly tell how weak/strong they are.
  8. I have nothing in my public folder yet the game runs fine (Ubuntu)
  9. Ok. Thanks for clearing that up
  10. Again Q2, you wouldn't have to make entirely new buildings, you would just have to lower the quality of the original ones. Why is this hard to accomplish?
  11. For Q2 why can't you just compress the model? Create it with 3x memory (or information about it) for the normal one and 1x for the far away one.
  12. Any news about when it will be released?
  13. One of them destroyed around 5 of my towers cause I was busy and didn't see it on the minimap as an army
  14. It seems that your strategy is simply to manipulate the AI's pathfinder, leading them into towers with 5 or so civilians, I doubt any actual player would do that. It would be good to see you play a real opponent.
  15. Should definitely make building on things like shrubs possible (that annoyingly restrictive Gaulish 3 player skirmish map). I agree with the point about auto building locking placement. Would make city's look more authentic. Buildings can't be killed by arrows? (To stop towers instantly destroying stuff) When a resource collecting building is destroyed a small amount if treasure is placed, to allow the enemy to make effective raids. Seems like something that would be easy enough.
  16. I think between 4-8 main cultures would be good with 2-3 separate civs in each. More than that will make the game too complicated. Don't get me wrong I love the idea of having lots of different civs but there is a limit to how unique you can make them without more strategic capability. At the moment there is just not enough content in the game to make loads of unique civs. If you can get definite differences between the cultures im all for having loads of civs, it just seems hard to do. Even in the current version of 0ad the civs are not that different from eachother, making more factions under that seems very hard. Make the cultures really different and then make individual civs under that. People will mainly use the culture for their strategic approach. But still go for it!
  17. Holy **** sounds amazing. Aren't you concerned that balancing will be impossible with all that different stuff?
  18. Could anyone set up an autohosting server with this? So lots can exist in the lobby without draining one persons broadband?
  19. Rams are OP. Keep their high resistance against ranged unit but make them come down quickly when facing melee troops.
  20. Nice post! I think the game needs to become more macro so I would argue only charge as a group and take an average stamina in a group.
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