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Giotto

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Everything posted by Giotto

  1. I suppose this could be accomplished by downscaling all the player entities (buildings, troops etc). You would end up with realistically sized soldiers and the rest of the map could remain relatively intact as they take a while to make.
  2. Dude you are a machine! Well done, this mod looks awesome. One thing I really think is missing from the main game is more Tech's, especially later on. Also the idea of placing store houses + farms outisde the main territory is very interesting and I feel would fit in well with the idea of upscaling the size of the maps. Would lead as you say to strong centers and weak surroundings.
  3. Reminds me of the intro to AOE 1. Would make a killer cinematic. I mean this game looks awesom, has the sound track, all it needed was a good camera for videos.
  4. Sounds good, but just a few things I've noticed. Games that go from micro to full on macro tend to become games about rushing. There becomes this general formula for winning, build A, B and C then attack with X, Y and Z. What I like about 0ad is the diverse number of ways in which you can play the game, you have to ajust your plans when someone gets a little in front of you. "Bad" RTS games often kill diversity by advancing to macro too fast. Secondly LAG (fairly self explanatory). Finally games can get really monotonous at the end as time drags on. When an opponent puts up 4+ fortresses it adds another hour to the game and ends up being a competition to see who can run out of resources first. I just don't believe it's viable to go from a micro management game to a full on macro game. AOE succeeded because the number of troops did not get out of control and it still mattered which troops you got at the end of the game.
  5. In terms of boarding could you have a simple measure of the number of melee, ranged and seige weapons on a ship which would then determine its ranged and boarding power. I don't think much of an animation is needed. Perhaps just have them align next to eachother at which point they become interlocked and cannot move until one of them wins(other ships could join in as well). The problem is that you need some way to identify that the ships are in combat on the decks. Soldier animations would be nice but maybe just have them turn slightly gray/have a different coloured flag or something.
  6. Hero's really should get destroyed by 5 ish troops. They're not uper human, instead should increase moral more etc. Player has to think which battles to engage them in.
  7. I just mean something with the most effective troops, e.g pikemen would be at the top as your focus troop and listed bellow would be the troops it counters, such as spear cav etc. I know there aren't hard counters but some troops are more effective than others right?
  8. Hi. I think it would be a good idea to implement a basic ui similar to the tech tree which shows a basic combat guide, with the various counters each unit has. It can be frustrating trying to find which units to use in a particular battle with only the unit hack/pierce stats. It doesn't have to be complicated, maybe just an icon with the unit at the top and what units it is good against bellow and bad against bellow that. Its hard for new players to learn things like archers and melay cav are both good and bad against each other (due to the archers low armour and the horses speed but large target).
  9. Yea, I think it was spear cav. Will try swords. I definitely agree that choosing a civ over another is great. You should have to decide between hack champions and the other benefits of a civ without them. Civs should be unique in that respect.
  10. On the subject of catapults, I think the damage they do is fine, but they need to have less health or can be captured by the enemy. I played a game where at one point The ai had 5 catapults and I charged with my cav but it still took them a while. Also battering rams: what beats them?! OP in my opinion.
  11. Sneferu? If we have lots of improvements around Egyptians/buildings.
  12. Siege of Syracuse (214-212 BC), lots of interesting stuff. Resulted in the death of Archimedes who built some siege weapons to defend the city.
  13. What happened to the one damage type per unit thing btw is that planned still?
  14. Battering rams should be bad against infantry, good against buildings. Catapults should do considerable damage to only a few troops, the reason they were never used against people was because they are much more effective against buildings. Knocking around a couple of people is a little inefficient when compared to buildings. I reckon slower reload by higher damage against buildings. Bolt shooters? I honestly have no idea how to use them. Think they need a bit of a buff (from a 17 haven't tried on 18 yet)
  15. No game will please everybody. We all have different opinions about how it should look and play. Taking this into account you can't make game that everybody will like, what you can do is recognise your target market and alter the project to fit them. Kicking_bird I don't think you have understood that this project has a target market, or the general direction that the project is changing to fit that. The target market for this game is not the hardcore aoe players. If it was, sure alter the game to fit that, but it isn't. The fact is the people who are on these formus are the target market, and they all disagree with the major changes you want to make. Its not because the team is a conservative unchanging bunch of people, its because they are making the game THEY like and one that the community will like. I don't disagree about the art aspects, the game could use improvements in that respect, some textures are old, look strange now. Thanks for your contributions but you haven't tried to improve the the game which has been brought before you, you have tried to alter it to some alter aoe game. To the game developers: it is important to listen to what the community says, and consider putting their suggestions in the game, but it is also important to stay true to what you originally wanted to make and what you continue to what to make. Allow small alterations but be careful of massive changes like what kicking_bird suggests. I'm pretty sure you know what your doing though
  16. Yay! Looks like Ubuntu respository is out! Can't wait to play! Congrats again to everyone involved.
  17. Eh... Guess I'll just wait till new repository thing comes out for Ubuntu, hopefully in a couple of days. Looks really good guys! Can't wait to play.
  18. I still can't get it to work... Just won't give me the updated one! I have the ppa.launchpad.net/wfg/0ad/Ubuntu but it says it is disabled on upgrade to utopic.. Anyone know what that means?? How do I install svn, seems difficult
  19. Awesom! However... Im trying to install it on Linux but keep getting alpha 17... Have added repository and done update etc.
  20. When you start 0ad it says what version it is on the bottom left corner. It should be alpha 17 for both of you.
  21. 1. Are you both running the same version? 2. Are you connecting from the same IP? Ie are you both connecting from the same LAN?
  22. Like the 2nd one. Is it possible for the colouring to change depending on the tile it is on? Can't really imagine that on a desert map. Maybe just multiple models.
  23. I like how they look real at the moment. Increase the contrast or size of the fruit but leave the rest of the bush the way it is.
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