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Palaxin last won the day on April 13 2016

Palaxin had the most liked content!

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  1. terrain grid, I suppose Yeah its mainly for aesthetics and also efficient use of building space to a small degree. Furthermore it feels more satisfying / less tiring trying to build houses with same distance to one another or in a certain pattern (more important for single player use or map creation than for multiplayer)
  2. Would be nice though to have snap-to-grid building placement in the options... (has been proposed/discussed before, I don't remember the reason why this is undesirable and still don't see it, at least as an option it wouldn't hurt anybody)
  3. I know from Terasology that they applied several years in a row before they were accepted the first time, and after that they were every year IIRC. Sounds a bit like a hidden queue for newcomers. But persistence will pay off probably...
  4. 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
  5. @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.!
  6. 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?
  7. I think something like this would fit best with the original logo style: tm-logo.svg
  8. 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).
  9. They could be also interesting in other game modes once relic bonuses/auras have been added.
  10. I could imagine @DarcReaver and @wowgetoffyourcellphone unifying their efforts in creating a coherent design document...?
  11. Best design/gameplay concept for 0 A.D. I have read so far. Would totally go for it!
  12. 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
  13. 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.
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