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Wijitmaker

Suggestions for 0 A.D.

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Lion.Kanzen -> i agree with you, but i personnaly think that only wood walls should be buildable... dont forget that the ally who has built the embassy, still isnt in his territory ... then, only the dude who has build the CC or the Colony could build stone wall (because he is "at home")...

zzippy -> sure dude :yes3:

My proposition is only based on my 0AD feelings, and only aims to increase team work, if somebody has another idea, i would enjoy to read , and analyze it.

:bye:

Edited by Tango_

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Embassy is no bad idea, but too much art work for our team of only 2..4 artists. If you can reinforce the team e.g. by recruiting, then it might be different.

I think allowing to build more buildings in allied territory is better. And you always can send gatherers as those can already use the allied storehouses if I'm not wrong.

Please tell me if I miss the point and that is not enough for team play.

Sending soldiers to the ally, the ally then can control as mercenaries is also helpful?

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Lion.Kanzen -> i agree with you, but i personnaly think that only wood walls should be buildable...

in the frontier because some times to block a common enemy I Ieper and me one time we play togheter as team and we defeat a guys that spawn elite Spartites , but to defeat his big army were build walls in leper territory to my archers and turrets bets thst army but I can build in his territory, the map was Corinthian Isthmus Edited by Lion.Kanzen

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Hephaestion -> "Embassy is no bad idea, but too much art work for our team of only 2..4 artists. If you can reinforce the team e.g. by recruiting, then it might be different."

I can understand that this embassy represents a huge work, but i think this idea really worth it. about recruiting, i'm a noob at computer science, and know anybody really good at, so... :sorry:

"I think allowing to build more buildings in allied territory is better. And you always can send gatherers as those can already use the allied storehouses if I'm not wrong."

About allowing more building, i dont agree. If you build an embassy, it aims to take the fight. so, it only needs military production units, or some defense buildings( but only really simple : wood walls, outpost...), and why not storehouse (if we consider that the embassy cant be used as a stock place). I see this embassy as the building which allows you to build in your ally territory, so it means its not yours, you're just present on your ally territory to help, this should not be the place you will make your eco... But nothing prevent you to build a CC near your ally ...

Moreover, if me and my ally should put our building on the same restricted zone, its gonna be a huge @#$%house ( cause we dont always have the time to place our building precisely)

About the storehouse, on the actual A16, its not possible yet.

"Sending soldiers to the ally, the ally then can control as mercenaries is also helpful?"

This seems to be a really good idea, especially when your ally is in a bad situation, and that he needs some units to make his eco. But i think it gonna be badly used. I'm sure some teams gonna accord on the principle that one fights and makes little economy, and the other doesnt fight, makes a huge economy and stays hidden behind huge walls. if this last one send constantly units to his ally as mercenaries, the ally fighting will hold on againt the opponents, however it wont be a 2v2, but a 2 (each opponent army) vs 1 (double army). so it gonna kill the game on my mind.

If you can use your ally storehouse, an option as " 1) ressources go in my own stock. 2) ressources go in my ally stock" would be interesting, and bearing the first situation.

Lion.Kanzen -> So in the situation you quote, i suppose you all were age 3 ? Then i understand why you think stone wall should be buildable in ally territory (spartans hoplites :bomb: ).

Why the embassy could not have some improvement? something as:

-age 1/ age 2: only barracks, stables (and storehouse), and an improvement which allow to build outpost and wood walls near or on the border

-age 3 : same as age1/age2, and another improvement which allow you to build stone walls and defense towers near or on the border, and why not fortress?

:wavey:

Edited by Tango_

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hm.. in principle it could be added without embassy even. Just by being allied it could be allowed. Though I see the embassy would be very attractive to be attacked by the enemy as all your buildings in ally territory would decay quickly thereafter. It's surely worth considering, but 0AD decisions are centralized.

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Hephaestion->"Though I see the embassy would be very attractive to be attacked by the enemy as all your buildings in ally territory would decay quickly thereafter"

Sure, but thats the same for CC ...

A,d dont forget the embassy shoud be build in your ally territory, and, your ally have at least a CC close to it. so there's still defense.

Lion.Kanzen->

ok, so wait and see :thumbsup:

Edited by Tango_
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Sanguivorant-> in late game, i think women have done their job , so i never hesitate to suicide some of them to make soldiers :thumbsup:

And, if this tech should be implemented, its better to do it for everyciv

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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?

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Shardas45 -> mmmmh, good question, didnt thought about it.

i see 3 options :

- the embassy and buildings around slowly loose pointlife as usually, and at the end are destroyed.

- the embassy and buildings around slowly loose pointlife as usually, and at the end the building begin to win point life, but its now the building of the player in his territory...

- the embassy and buildings around become gaia property, they can be destroyed (as when a player leave a game), or caught (if something like this become possible)

Edited by Tango_

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Another idea to increase team work, could be : an emissary.

Indeed, emissaries :viking_face: were generally men who were send by a lord to his ally, or his enemy, to announce something.

I think all civilisations had emissaries, or at least something which worked as. So, the historical base of 0AD would be respected, or improved.

i think this emissary idea should more or less run as the embassy. Except that you should not build an embassy in your ally territory, but send an emissary. This emissary would still allow you to build in a delimited zone, or just to be your military production building in ally territory, which is still not your territory (just a zone where you can build.). Emissaries should have (relatively) high lifepoints, but less than a real military production building, to allow you to fight, but who could be "easily" killed. Emissaries cost should be well thought, to be high enough to dont abuse of it, and not too high to be buildable in usefull time.

Why not differents kind of emissaries, where each have their own role (military, economic, trading...)?

Why not create this emissary with a kind of little caravan, which allow to product unit only in the ally territory, or to do things (in function of the kind of emissary)?

So? :dots:

>>> this idea is i think easier for mods to do, and generally too (so could maybe appear sooner ?). but i'm still convinced that the embassy is the actual better solution

Edited by Tango_

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emissaries indeed were planned for the Rome mod once ...

I like the caravan / provide escort idea though should the emissaries only be allowed to walk around allied territory? Isn't it easiest to simply create it at home and send it to an allied building to be garrisoned inside? (like traders, where you specify markets)


It's another special unit which we should surely add! The trumpeters/signal givers are also noted. As are the standard bearers who should raise moral.

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Hephaestion -> i see this emissary as a kind of trolley, with the emissary on it , or as a cav ,moving next to this trolley. You product this unit, or double-unit, from the CC or from a specific building that you should build. You have to send this unit in ally territory, when its there, put it where you want.

Some details:

-Depending if this emissary is buildable from CC or specific building, his price wont be the same. Of course more expensive if buildable from CC

- to use this emissary, you have to be in ally territory only (not your , not no man's land), the process should be like the catas (a short(smthg as 10sec to give an idea) preparing time.

- when preparing time is finised, you can use the trolley to product units (for the example of a military emissary).

- this trolley can, after another preparing time, be moved, and "rebuild" further.

- lifepoints should be weaker than a building as a barrack or a stable e.g

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trading emissary -> i see it still as a kind of trolley, that you product from CC or your market. This emissary could have 2 goal:

- be send next to your ally market (the one your are trading with) -> this emissary, when ready to work (after a short preparing time), looks as a kind of old time shop, whih allow a trading bonus (+5%, +10%, +15% ...)

- be send in ally territory, whereever it is inside. you put it in place (preparing time), and it works as a little independant market only for trade. so this looks as an inferior market ( why not give it a trading malus? -5%, -10%, -15%...), which only allow you to trade. so that kind of emissary is a movable market, but this capacity include a disadvantage, this trading malus.

Economic emissary : still the same, a kind of trolley that you send in your ally territory, on your ally spot, to increase gathering rate. 2 options:

- this emissary is only a benefit or your ally: you come, put your emissary (still looking an old shop) near the spot ( food, wood, stone or metal) your ally use, to give him a little gathering bonus (" oh cool, my ally is close to me, i'll work harder", see you?), +5%, +10%, +15% ...

- same process than the other economical emissary propostion, except that this option is only available if you can use your ally storehouse or farmstead or cc to stock ressources. still give a gathering rate bonus, but this time for you and your ally. So this gathering rate bonus should be inferior than in the other economical emissary proposition.

Edited by Tango_

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Just to give a short feedback: In my opinion this can be done and I have an imagination of how your proposals could be added. The point is I still wonder if it's okay if your ally is not asked to allow the emissary to enter?

2.5 solutions:

a ) the ally first has to build an embassy where the ambassadors of all allies can gather. If your ambassador (only one per civ!?) is in your allies' country, then loyalty will increase through the dialogue, i.e. the alliance will be tighter. Also, while your ambassador resides in the ally-built embassy it will allow you to use all buildings of your ally with your units, e.g. dropsites et alia.

If you send it to the ally's market, then it works as your trade emissary (as Tango_ described excellently).

If you send it to a dropsite or resource, it's economic inspector/emissary.

and so on.

b ) You cannot send an emissary but only request one in the diplomacy options. Once your ally agrees (the AI could be made agree always or depending on loyalty, e.g. if allied and loyalty > 50 then yes, otherwise you have to first raise your allies trust by e.g. defending his buildings, freeing the ally's captured slaves and such).

c ) Simply always force to welcome an emissary . I.e. it can't be denied access. The denial of access (e.g. solution a or B) could be used for neutral parties.

Not sure if it should be possible to request an enemy to accept an ambassador at least for an emergency meeting?

a ) + b ) can also be combined. Both approaches use the same emissary + escort (e.g. a horse, post chariot ...) as in Tango_'s post.

The b ) has the benefit of requiring less artwork. Though it could still be nice to call in all ambassadors (chief emissaries) of all your allies for a council.

Edited by Hephaestion

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-Depending if this emissary is buildable from CC or specific building, his price wont be the same. Of course more expensive if buildable from CC

Note different price per building is not doable.

Anyway, to not overstretch the art sector, I would prefer not having a separate unit type at all. Instead simply choose one of your units as emissary once you have researched an ambassador/diplomacy tech. It's up to discussion if this unit should loose the gathering/fighting skills for the time being ambassador or one of the emissaries.

The un-/packing (e.g. putting up a tent or a shop/market stand) then of course won't be possible but it'd be a nice start. Once we have exchangable entity templates (gameplay) we could make a technology upgrade for emissaries, i.e. transforming them in a real un-packing unit. Sander told me we have to unify the promotion functionality for this to work. Though this might possibly be a not-so-easy task.

Alternatively we could create a companion later, e.g. a horse pulling a cart, which could be unpacked and turned into a small market/stand/shop/tent/small embassy in the allied territory. (as we plan vehicles we could even make it a buckboard or wagon with which the emissary could garrison inside to move quicker. This would also work for a horse, i.e. Pony Express would be possible too. LordGood, our master of ponies, might well be interested. Or a 0AD extension Wild West)

The prior post's embassy then could be abstracted to a tag in a similar way. i.e. mark a building (or even just coordinates) as gather place for the next alliance council.

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A suggestion:

When we get these warnings that we are under attack by X player we never know exactly where it is coming from. The ability to hit a button that isn't currently being used like the backspace button(obviously when not chatting) to go straight to the location of the attack would be very useful. This is used in the game Tribal Trouble(you can download the demo for free on all systems to see what I'm talking about in action, using Tab instead) along with a similar sound and a Big red arrow pointing to the location as well.

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Attacked units does flash on the minimap as well, but it could of course still be a useful addition to be able to press a key to go to it directly. Iirc AoK had a similar feature where you could cycle through the last notification sounds (i.e. things like building created etc as well) by pressing Home.

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Greetings! I'm new to the game in general, and forums too!

What I've noticed so far, that has apparently been untouched in the forums;

Improvements in the minimap would be nice.

I really like the idea, that instead of rotating the polygon, you rotate the map accordingly when spinning the world around!

But a few things kinda bug me:

I'd like some explanation on what exactly the colors mean. For instance, I see dark orange patches in a few places but don't see anything special in the world. No idea what they could be.

Related to that, it seems like the vision polygon is targeting slightly off the screen, seems like it counts in also the UI bar at the top. I feel that's kinda unnecessary?

Please make player colors stronger or more vibrant related to the map. Currently, it's not impossible to notice troops/buildings, but it could be better.

When something happens, eg. I'm getting attacked, or a building is complete, I'd want some major alert pointing towards the event on the map (not necessarily just a flash). I'm sure this could also have it's own options, as to what it should point out and how. I mean, if it should only flash the new building a few times or actually properly point it out for a moment.

Edited by Jourei

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Orange patches on the minimap are for berry bushes, green for trees, brown for huntables, white for treasures/Gaia gray for stone, etc.

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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. :hammer:

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