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Wijitmaker

Suggestions for 0 A.D.

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How this? You get resources back.

You sure about that?

I tried to test it, but the AI wouldn't destroy the partially-completed CC. Attacked my troops and marched on my base instead. Gives me the idea - kill the builders but leave it standing so it ties up resources.

Anyway, maybe you shouldn't get the resources back, if that's how it works - that would make the tactic a lot riskier. Or maybe you could get back only the percentage that hasn't been completed.

Capturing buildings would also make the tactic risky.

Edited by greenknight32
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Maps should make each game different expiriance because gamers should adjust their strategies to map atributes. Maps should have more and less fertile places for farms, animals which are difficult to hunt, local minor enemies allies and neutrals, even hordes and pirates to invade map periodicly. That way maps should matter. Current state is bad- maps aspect is underestimated.

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With the territory system, Farmsteads can't be built very far from Civic Centers anyway, so there is really no point in trying to prevent farming around Civic Centers.

Edited by Zeta1127

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Maps should make each game different expiriance because gamers should adjust their strategies to map atributes. Maps should have more and less fertile places for farms, animals which are difficult to hunt, local minor enemies allies and neutrals, even hordes and pirates to invade map periodicly. That way maps should matter. Current state is bad- maps aspect is underestimated.

Maps always kind of matter. Playing on the savanna map with the spread out trees and elephants everywhere isn't quite the same as playing on the jungle map with tigers and stuff.

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Maps always kind of matter. Playing on the savanna map with the spread out trees and elephants everywhere isn't quite the same as playing on the jungle map with tigers and stuff.

Agree Just wrote few ideas to make them matter much more.

Edited by gracian

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I'm all for making maps more interesting, I suppose.

I've actually suggested a few ideas similar to your own in the past.

So.. hmm, we as long as we agree that maps aren't 100% stale right now, then it's fine I guess. carry on my gracious fellow.

something worth noting is that anyone can make their own maps though. so maybe have a stab at the atlas editor. it's not too hard actually, that tool is quite powerful.

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A technology tree would be great to have. The game is very complex technologically, and since every civ has different techs and units, it'd be great to plan ahead and build strategies, as well as knowing what to upgrade (for newer players). Also, it'll be more user friendly to RTS players and everyone in general if they don't have to play lots of games to find a favorite civ to play. Sure it won't take much time, and it'll also be good to have the balance changes noted in every version so you can see all the differences in one place from within the game.

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A technology tree would be great to have. The game is very complex technologically, and since every civ has different techs and units, it'd be great to plan ahead and build strategies, as well as knowing what to upgrade (for newer players). Also, it'll be more user friendly to RTS players and everyone in general if they don't have to play lots of games to find a favorite civ to play. Sure it won't take much time, and it'll also be good to have the balance changes noted in every version so you can see all the differences in one place from within the game.

I think totally opposite: Do not chew game for players, let them explore it, they will love it much more. Do not provide them shortcuts, because they will get bored much faster. The less information they get, the more information they find out themselves,the better.

Edited by gracian

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I think totally opposite: Do not chew game for players, let them explore it, they will love it much more. Do not provide them shortcuts, because they will get bored much faster. The less information they get, the more information they find out themselves,the better.

The tech tree is information that allows players to understand what unlocks what, it's actually really fundamental information for an RTS. The reason people play RTS isn't to discover tech trees it's to play around with what's in the said tech trees. Knowing what goes where allows players to get the information they need to start playing around more quickly. I can easily imagine someone getting frustrated because they don't know what they need to get certain units or technologies.

Luckily we have well-written tool tips which mostly helps us out with that.

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Some games do have it, some do not. I did not like it in AoM.

It shows too much.

Still i think that should not be included, for earlier arguments. At least in the beginning you should choose nation because of your fondness for it and your knowledge of its history. Not because of tech tree.

Even worse i think game should never give you exact number of villagers working on certain resource at moment, and some other info also.

explore, discover, check, count

Tech tree is in no way fundamental.

Totally agree there re some easy-to-frustrate gamers. Let them drive GTA

Opinions are meant to differ :))

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The problem is that you can't objectively state that an RTS game should have this feature or not have this feature based off your personal preferences. Some play the game for the pleasure of base building and having a little story during their game: I did that a lot in the past as a kid.

However other people play RTS to win games / develop strategies. I completely disagree that someone would have to manually count workers per resources or something since that gets in the way of the meat of RTS gaming: strategy, micro, macro, that sort of thing.

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I think totally opposite: Do not chew game for players, let them explore it, they will love it much more. Do not provide them shortcuts, because they will get bored much faster. The less information they get, the more information they find out themselves,the better.

People may end frustrated; especially since its a free game. It is unfortunate, but I feel people tend to have less patience with free games and we want as high a number of players as possible for this. Anyway, a TT is standard for all RTS games. Why miss out on it? There is no particular benefit to not having it in there. AND, 0AD ; to me feels unchained from the DRM and long loading times of most other games. You can access it easily, no DRM and signing into 5 accounts needed and you can play. Keeping with that easy to get(free to download and DRM-free for activation since it doesn't require it, MT free as well), easy to access(no signing into access it); they should add something that makes it easy to get into the game mechanically. Ie, something that'll allow people to pick the game, and allow them to make educated choices from the get go.

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We will most likely include a technology tree in one way or another, if people don't want to use it -- then they don't have to ;)

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Hello,

My name is Helder lopes, and I'm here to say as a historical lover, I want to congratulate you, for this wonderful game, for a open source I cand say that its prefect, I hope, that you continue.. This game will surpass, all RTS that I play... and Im not just talking for Historical but the graphics an ambient... you are in this in congratulations... Ok, now, the critics... In my opinion, you and all RTS games, that make game about ancient ages, for get is the Oriental Empires, as China, Mongol, huns and India... I think your game will be more right if you dont for get this empires... China and Mongols have a important place in history... the same for Egypt, babylon and other's... but the important ones, are china, Mongols, huns and Indian and last Egypt... If you can put this ones on the game and the game will be complete... The game is awesome.. I really like it... good job...

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And the Egyptians too...

Also the Huns come a few centuries later.

Babylon was conquered by Persia and the Mongols were nothing more than a small nomadic tribe (the became great during the Medieval times, not during the Ancient Times). And for China we have a mod called 'Rise of the East':

http://www.wildfiregames.com/forum/index.php?showtopic=19233

Edited by niektb
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Slave Unit idea

Slave Unit should be cheap, not available in first phase. It should be great in mining and not so good in constructing. It should be much more useful than other gatherers, and became core gathering unit (of Athens for example) in later phases. It should rebel and became hostile when no military units nearby to watch them.

Slaves can not be forgotten just because they re forgotten in previous rts games. They played an important role in this period- for example in Athenian democracy there were 4 slaves per 1 citizen.

i saw there was idea of slave unit, pity it was abandoned.

Edited by gracian

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4 different kinds of gatherers in the game. That sounds great!But as it includes fishermen and trading, there re only 2 regular gatherers. Still better than 1.

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4 different kinds of gatherers in the game. That sounds great!But as it includes fishermen and trading, there re only 2 regular gatherers. Still better than 1.

villagers

infantry

cavalry

caravans

I dissociate infantry and cavalry as they don't function the same way at all. Fishing boats would make that 5.

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I downloaded the game and I was impressed by the progress.

I have some criticism:

-density of trees is too low (add some dense forests for more wood)

-the dialogue of military units is always the same and annoying

-no advancing/changing buildings or units

-the fact that military soldiers can build and gather is a bit overpowered and not logical (soldiers are trained to kill and not to chop wood or construct buildings)

Compliments:

-I love the choice of music ,just beautiful

-unit and buildings are modelled very nicely

-overall graphics are amazing

-great map design

I don't want to offend anyone with my criticism ,I just want to help the game to develop

All in all its an amazing game and is very fun

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