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Palaxin last won the day on April 13 2016

Palaxin had the most liked content!

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About Palaxin

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  1. Palaxin

    vandalism / spam

    Today a trac user called "Mike William" replaced the contents of the wiki start page with spam. I restored the contents but I can't delete the attached file (special permission required?). Please correct! Thanks
  2. @Prodigal Son your application makes me write my first post after 8 months... One of the best things I've read on this forums so far, giving me new hope for the future of this game... I wish you and the team the best (may they accept your offer!)... Hopefully gameplay will no longer limit the true potential of 0 A.D.!
  3. Sorry for posting this so early... And sorry @sphyrth for stealing this idea from your April Fool's post. But I think there really is only one choice: Alpha 23 Wololo We certainly know that the term "wololo" isn't complete bullshit. And by adding a new cheat unit we could easily justify that name. Typing "wololooo" should spawn a super monk that will convert all enemies very fast by wololo-ing them. What do you think?
  4. I think something like this would fit best with the original logo style: tm-logo.svg
  5. Palaxin

    Siege Ram Defense

    One could argue that structures must include food costs then. I agree that minimizing micro is a valid point here, but I think 0 A.D. is missing some details that may or may not affect gameplay but create a UNIQUE ATMOSPHERE, e.g. something like children (Stronghold) and structures with animated workers (Settlers).
  6. Palaxin

    Victory Conditions Ideas

    They could be also interesting in other game modes once relic bonuses/auras have been added.
  7. Palaxin

    wowgetoffyourcellphone's gameplay design

    I could imagine @DarcReaver and @wowgetoffyourcellphone unifying their efforts in creating a coherent design document...?
  8. Palaxin

    wowgetoffyourcellphone's gameplay design

    Best design/gameplay concept for 0 A.D. I have read so far. Would totally go for it!
  9. Palaxin

    Gameplay guideline

    I feel like it is time to sort topics in different threads in ordner to not loose overview... E.g. "[gameplay] trade system", "[gameplay] resource system", "[gameplay] military system", ... Some ideas and unrelated stuff from my notes for the military system. Sorry that I won't tell much more, I currently have not that much time. Basically I think it would be nice to have more phases to emphasize the development/availability from weak to strong units. Something that mentioned @DarcReaver as well. foundation phase: allows training of support units tech that allows armament of support units village phase: allows training of basic units tech that allows basic -> advanced promotion town phase: tech that allows training of advanced units tech that allows advanced -> elite promotion city phase: tech that allows training of elite units allows training of champion units allows training of heroes world city phase: (after building wonder) e.g. tech that allows promotion of champion units e.g. tech that allows promotion of heroes support/basic/advanced/elite/champion/hero infantry HP: 20/60/80/100/140/320 ranged infantry HP: 20/40/50/60/80/160 melee cavalry HP: 30/90/120/150/210/480 ranged cavalry HP: 30/60/75/90/120/240 melee armor: 1/6/7/8/9/12 ranged armor: -/2/3/4/5/8 melee attack: 1/3/4/5/7/16 archer attack: 1/1.5/2/2.5/3.5/8 slinger attack: -/2.4/3.2/4/5.6/12.8 skirmisher attack: -/3/4/5/7/16 100% hack attack for swordsmen 50% pierce attack, 50% hack attack for spearmen 100% pierce attack for pikemen and ranged 25% crush attack, 75% pierce attack for slingers
  10. Palaxin

    Gameplay guideline

    Overall very good analysis and proposals. Here are some remarks (since you provided very much information and there is much more I agree with than I disagree with, I will only focus on things I think could be improved and/or implemented differently): I would favor "call to arms" to be a timed ability, since it seems to better distinguish "citizens" from professional full-time soldiers. However, we have to ensure there must be a trade-off for sending citizens to war. I'd suggest that if citizen are promoted in battle, they get a permanent malus in gathering speed (as it is now), e.g. -30% for advanced level and -50% for elite level. About women: not sure if this is what you proposed, but essentially women should have slower gathering rates for all resources and are cheaper (real life: lighter and eat less) and train a bit faster (real life: reach maturity earlier) compared to men. Furthermore I agree with @wraitii to link women with population and further suggest to link them with population growth. For example they could define a soft cap of max pop (hard cap would be houses) and/or define training speed. E.g. there could be a train time multiplier TTM that is calculated from the total number of women #w and the total number of men #m by TTM = #men/#women for #men > #women and TTM = #women/#men for #women > #men. I think it is important to use a continuous distribution of the TTM in order to avoid annoying micro. Not sure about splitting metal in two resources and their names (if so, I'd stick to "metal" and add "noble metal" to follow the current generic resource names). However, I think it would be nice to have an additional resource (does not necessarily need to be a materialistic resource) that is very scarce and difficult to obtain and that is only used for the most advanced units, techs and buildings. My general views and proposals about resources can be found in this thread. Additionally, MinMod tries to make metal collection more strategic and interesting. About buildings and phases: since 0 A.D.'s factions are not developing throughout the ages in a sense like in AoE, I generally question their existence (see also this thread). There have been planned cities like Alexandria that nearly went out of nowhere in a short time scale. If we could find gameplay mechanics that would still force a player to carefully plan (e.g. by means of increasing unit/building/tech costs and thus an increasing variety) his economy and military, I would favor to develop a phaseless concept and/or replace phases by more suitable limitations. About territories: It somewhere has been proposed to let territories define the core city with most buildings, but to allow building some economic buildings for resource production (storehouse, farmstead) and for scouting (outpost) outside of the territory. I would vote for such system. Regarding the directional attack system, my topic about LOS might be helpful to recognize technical limitations. I disagree with @wraitii that all details have to be presented now, since we need to start with general ideas and then further flesh them out as soon as some consensus is achieved.
  11. Palaxin

    Application - Gameplay Developer

    I appreciate your application @DarcReaver and hope that the team does as well! This is a huge chance for 0 A.D., take it
  12. Palaxin

    Testing Propositions

    I brought this point up, too, but no one seems to understand that. AoE 2 has 30s train time for villagers IIRC, we have 8s (?) for females. By the 10 min mark you did not have more than 23 villagers in AoE 2, in 0 A.D. 120 and more is possible easily (I remember a pure booming replay with 150). Training females in batches from a single CC in 0 A.D. is faster than producing villagers from 5 TCs in AoE 2. This just doesn't feel like "training" but merely like industrial production of humans. Ofc this is also a matter of personal taste, but such train times have obvious disadvantages. Such rapid growth limits your ability to effectively micro units in a stress-free manner. IMO This pace is just way to fast. And one of many reasons why I played 0 A.D. with game speed 0.5 or less. But no one cares so I don't know why I should continue to write posts with similar suggestions and proposals...
  13. Palaxin

    Testing Propositions

    May I propose: preparing a big meeting of dev team - dev team chooses an organizer for the meeting - dev invites some trusted community members to the party - each dev can invite one member - if one dev does not (want to) invite a member, another dev is allowed to invite an additional member - community members can ask to participate, but are not guaranteed to do so - organizer develops an agenda - invited members can make proposals - organizer summarizes the proposals - organizer publishes agenda - invited members think about the various points and send their feedback/answers to the organizer - organizer summarizes the feedback/answers in a way that they can be presented at the meeting during the meeting - presentation of brainstorming part of summary by organizer - discussion - brainstorming (if not all questions have been answered yet) - what makes a good team? - which tasks must be worked on? which departments are needed? how many people do we need? what skills do people need to work on tasks / in department? - which roles must be filled? which hierarchical structure do we need? what traits do people need to fill the role? - what motivates people to work on the game? - what are the goals of the game? - what is the priority of these goals? - presentation of observation part of summary by organizer - discussion - observation (if not all questions have been answered yet) - looking separately at each team member - what does that member wants to work on? - what should (according to current official role) that member work on? - what is that member actually working on? - how is it working? - how often/long/much is it working? - what are strengths? - what are weaknesses? - what are players saying about the game? - new players? players that have witnessed several Alphas? - players with experience from other RTS games? players new to RTS games? - pro players? casual players? - singleplayers? multiplayers? - presentation of analysis part of summary by organizer - discussion - analysis (if not all question have been answered yet) - identify differences between reality and requirements - can we currently fill all roles/tasks/departments? - do we need to reassign people? - do we need to recruit new people? - do we have at least three members that are willing to regularly work on gameplay solutions? - if not, start a campaign looking for new team members - if yes, do we have a member that has great amount of experience with multiple successful RTS? - if yes, do we have a member that also has technical/programming skills? - if yes, do we have a member that can ...? - define exact tasks the three members will work on and compare if all can be mastered with the available skills - what can we learn from the players? (not: how do we defend our concept against them) - critically analyzing the own workflow - why did the Design Committee fail? - what were past milestones? - Did we achieve them? - Why/How (not)? - What could we do better? - gameplay - what is bad, what is good - what works together, what not - what seems to attract players, what not after the meeting - ask new people and start a recruiting campaign - form a new department with at least three members, that - watch about 3 multiplayer games/week each - make notes about their observations - come together to compare their observations - identify fields of enhancement - think about possible solutions - formulate a conclusion - present that conclusion to the other devs and community - get feedback - pick the best solution - in cooperation with devs work on a monthly gameplay and balancing update - collect feedback - organize new meeting - ... Schemes like this should provide a direction for discussion and workflow. I'm pretty sure some of these things have been tried similarly in the past. And I'm aware that strictly following this scheme may overshoot. But it's not about strictly following this scheme, but making us think about our current workflow and develop solutions. Such process, of course, requires to bear (constructive) criticism, but this should be a trait one could expect from a member participating in a team. Conclusion: - Get back on track! - Ask: What can I learn? What can we learn? Learning is key to success! - Get new members with willpower and vision into the boat. I would be glad, if @DarcReaver would join the party.