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Suggestions for 0 A.D.

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1 hour ago, IberianJavelinMan said:

I would need to spend more hours in game to be able to advice anyone who to play :)

But for example I saw that champions are not trained any more in fortresses. I think it's a quite important change to have in mind when you start a new game. There is no changelog for alpha releases? I can't find it. Maybe it would be nice to popup a window when the game starts after updating with a summary of latest changes (I don't know it's possible).

Which?

 

Here is the changelog for A22

https://trac.wildfiregames.com/wiki/Alpha22

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A few things I really hope will be eventually included in 0 A.D.:

  • make adding, renaming, or removing damage types as easy as changing resources; hack/pierce/crush is currently hard-coded; if one were to make a fantasy mod, he'd probably want to have different damage types, e.g. fire, ice, lightning, poison, etc.
  • have a generic armour, which applies to all damage types, unless otherwise specified
  • display gatherer counts ( https://trac.wildfiregames.com/ticket/643 )
  • automatically display attack multipliers (cf. auras) and remove the need to manually specify bonus attacks in tooltip strings

I guess these features have been requested before, but it doesn't hurt asking again :)

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I suggest AI range units should be programmed to not fire on enemy units that are within ally/friendly melee units range. This will make range units versus range units in the battlefield. And melee to melee too. This will also eliminate some micro on the range units. 

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4 hours ago, Servo said:

I suggest AI range units should be programmed to not fire on enemy units that are within ally/friendly melee units range. This will make range units versus range units in the battlefield. And melee to melee too. This will also eliminate some micro on the range units. 

No. this isn't realistic.

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What is unrealistic @Lion.Kanzen? To fire volleys of projectile on a couple of enemy/and or ally melee units and not being killed (with friendly fire) at the same time? 

If the projectile spread damage will be implimented which is real, all opposing melee units would be killed and only an unrealistic commander would order such command. In game you will see that more ranged units are being used and more often the projectiles are mostly aimed at the nearest enemy units (mostly melee) that are within the ranged units LOS and when those units are killed then the ranged versus range battle occur. If a player decides to engage on range to range fight the player/s have to micro units to do it which would take many fast clicks to win the battle but with so many spammed units it’s hard. With the dancing technique and if the player don’t pay much attention the fast clicker will always be in the advantage. 

I know it’s hard to program this but I’m sure the battle is more realistic. I think for now the spread damage to any units should be implemented so that the player/s can be cautious as to when to use their ranged units. 

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Not really sure if this has been suggested before

 

Civic center trains conscripts, levies, milita, etc. (or simply basic rank units)

  • Low cost
  • Low combat stat (Low damage, low armor, low health, very inexperienced and easy to eliminate)
  • Quick to train (Really quick)
  • Basically just an early game unit and not really recommended for combat during mid or late game

Barracks/Archery range/Stables trains sufficiently trained soldiers (or advanced rank units) *Available during town phase

  • Moderate cost *additional metal cost
  • Moderate combat stat (Ideal in game combat units)
  • Moderate training time
  • These guys will be the ideal combat units in the game, able to hold of on their own if used wisely, their purpose is not to die alone but also put off a good fight.

Fortresses/Castles trains highly efficient combat units (or elite rank units) *Available during city phase

  • High cost *additional metal cost
  • High combat stat (Almost on par with champion units, but champion units still overpower them)
  • Above moderate training time (Only trains a little longer than those who trained at the barracks, both received good training, only that castlefolk could be upper class citizens that  have drilled in the castle grounds)
  • These fighters are ideal for late game combat, they outmatch the regular fighters trained at the barracks and can hold off champions if used wisely.

 

One point here is to emphasize the role of basic rank units in building up economy, they are most vanilla of the citizen-soldiers and are tied really closely with the economy while still capable of providing military service under necessary circumstances, say if a territory is ambushed.

A player/commander can still train fresh citizens in the art of war, but this takes time, and one must be very clever in order to en masse a veteran army out of fresh recruits.

This makes the game interesting, well-off players are able to field decent soldiers while those who are falling in hard times must rely on the available militia for the defense of the territory, likewise a militia can still be effective if they are garrisoned or protected. This emphasizes that milita are quite good for local defense, and can also be trained as effective veterans if used cleverly during campaigns against the enemy.

There will be more variety of units for late game, this can help in developing more tactics and strategies against the enemy.

Plus there will be a good balance between the three ranks in the early to late phase of the game

A substantial amount of basic units will be deployed for resource gathering, it will be a waste of resource to invest on them as regular combat units

Majority of the population tasked with regular combat will then be invested in advanced rank units

It will be ideal to send tougher units during late game and this is where the elite ranks fits.

It will really depend in your strategy, you can carefully en masse elite units via promotion, as I've said, but this takes a lot of patience and time, you will have to use your healers more.

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it could be nice to have a tech tree interface for researching i always forgot theres a blacksmith for upgrades, and have different tabs:

Default: all technologies with their respective buildings.

Military: separate each unit classes and their upgrades.

Gathering: all upgrades for improve resource gathering.

Diplomacy: Allies vision, spy, merchant and market improvements.

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Btw i don't know if this was noticed before but if the ranged units have a minimun range attack they run away if their target is under the minimun range, this could make the IA skirmisher harder to kill and will force the player to send the cavalry or any infantry fast enough instead of the slower strong soldiers, this could be used for archers cavalry who learned the parthian tactics until the cavalry gets able to fire while walking.

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1 hour ago, Alexandermb said:

Btw i don't know if this was noticed before but if the ranged units have a minimun range attack they run away if their target is under the minimun range, this could make the IA skirmisher harder to kill and will force the player to send the cavalry or any infantry fast enough instead of the slower strong soldiers, this could be used for archers cavalry who learned the parthian tactics until the cavalry gets able to fire while walking.

It was like this before, and was very stressful (IRC, because when the soldier that attacked the cavalry initiated the attack animation, the cavalry ran away and then the attack was aborted in an infinite loop, also because the ranged cav was faster.)

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1 hour ago, Alexandermb said:

Btw i don't know if this was noticed before but if the ranged units have a minimun range attack they run away if their target is under the minimun range, this could make the IA skirmisher harder to kill and will force the player to send the cavalry or any infantry fast enough instead of the slower strong soldiers, this could be used for archers cavalry who learned the parthian tactics until the cavalry gets able to fire while walking.

The idea is have melee attack attack at this close combat.

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I put two cavalry close in the atlas using as minimum range 20 for the archer cavalry and the spear cavalry still killed the archer whitout losing more than 30% hp.

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On 5/19/2016 at 3:35 PM, wackyserious said:

2.) Wounded walk

  • The walk animation of units with lower than 15%  hp will switch to a wounded walk animation, unit speed also decreases by 50-75%

- Wounded unit rescuing will be harder

- Retreating becomes more crucial and can cause higher fatalities.

-The only RTS that I remember using this mechanics was Battle Realms by Liquid Entertainment.

I hope you guys find this suggestion interesting, it can add flavor to 0AD's combat system.

Gonna necro this one, in case this is possible to implement. :D Plus we have an active and capable animator right now ( @Alexandermb )

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Just now, wackyserious said:

Gonna necro this one, in case this is possible to implement. :D Plus we have an active and capable animator right now ( @Alexandermb )

I was thinking add death animation trying to be accurate by type of weapon that caused the death, similar to SC2 animation (the marines killed by Zerg or Protoss)

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1 hour ago, wackyserious said:

Gonna necro this one, in case this is possible to implement. :D Plus we have an active and capable animator right now ( @Alexandermb )

i was looking for that game some time ago and i wasn't able to remember the name.

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9 hours ago, wackyserious said:

Civic center trains conscripts, levies, milita, etc. (or simply basic rank units)

  • Low cost
  • Low combat stat (Low damage, low armor, low health, very inexperienced and easy to eliminate)
  • Quick to train (Really quick)
  • Basically just an early game unit and not really recommended for combat during mid or late game

Barracks/Archery range/Stables trains sufficiently trained soldiers (or advanced rank units) *Available during town phase

  • Moderate cost *additional metal cost
  • Moderate combat stat (Ideal in game combat units)
  • Moderate training time
  • These guys will be the ideal combat units in the game, able to hold of on their own if used wisely, their purpose is not to die alone but also put off a good fight.

Fortresses/Castles trains highly efficient combat units (or elite rank units) *Available during city phase

  • High cost *additional metal cost
  • High combat stat (Almost on par with champion units, but champion units still overpower them)
  • Above moderate training time (Only trains a little longer than those who trained at the barracks, both received good training, only that castlefolk could be upper class citizens that  have drilled in the castle grounds)
  • These fighters are ideal for late game combat, they outmatch the regular fighters trained at the barracks and can hold off champions if used wisely.

This is done verbatim in ponies ascendant lol

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Suggestion for a24 (or 23 if possible) :

imagine a mode that all the players who join cant know the names of other's who join. not in game and not in settings for game. everything is random or every1 choosing his own civil.

settings must be a fixed thing and something cant be changed. there shouldnt be a host guy cuz then ppl will know who did host. whene some1 write on chat it will be like : "player : hi guys". i mean every1 will have same name. the mode will be ffa 8 players or 6 players. the winner will get rated points. losers will lose points.  maybe top 4 will win some rated points depends on their place and last 4 will lose points depends on their place. the calculate of points will be depends on the rate of players who played. for example if i won game with feld and borg i will get big amount of points like 100 or something like that. after the game end u will be able to see the players who played in the game and see every1 place. i mean who died first, second, .... and who won the game. there will be a notice on chat : "Wendy has won a Rated Last man standing and his rate bla bla 1600 - > 1711".

some problems i could think of :

1. real life friends could talk on phone or skype or whatever to make strategy together and to win together the game which is unfair.

2. will be filled in future.

@elexis

Edited by Wendy22

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Feature freeze, string freeze, translation freeze, commit freeze and I'm frozen to this chair. The proposed feature reminds me of "hidden civs" feature, so that the opponent can't adapt to the enemies civ and has to scout first. @Wendy22 got some experience with coding?

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37 minutes ago, Wendy22 said:

i dont think i have enough knowledge in coding..

Gotta practice to boost dem skills.

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On 4/1/2018 at 6:57 PM, av93 said:

It was like this before, and was very stressful (IRC, because when the soldier that attacked the cavalry initiated the attack animation, the cavalry ran away and then the attack was aborted in an infinite loop, also because the ranged cav was faster.)

Game needs move-attack [not to be confused with attack-move]. Chasing units should be able to attack while still chasing the fleeing enemy unit. Would be nice to see, that way you don't see, f.e., a sword cavalry catching up to a fleeing enemy archer and stop to attack, only to see the archer run out of melee range.

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12 hours ago, elexis said:

Feature freeze, string freeze, translation freeze, commit freeze and I'm frozen to this chair. The proposed feature reminds me of "hidden civs" feature, so that the opponent can't adapt to the enemies civ and has to scout first. @Wendy22 got some experience with coding?

That would need first a change in gamesetup that allows player to chamge some settings (like civ, teams, colour), right?

8 minutes ago, wowgetoffyourcellphone said:

Game needs move-attack [not to be confused with attack-move]. Chasing units should be able to attack while still chasing the fleeing enemy unit. Would be nice to see, that way you don't see, f.e., a sword cavalry catching up to a fleeing enemy archer and stop to attack, only to see the archer run out of melee range.

Attack while moving seems a better name for the concept, no?

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Aethiopians (although it'd be a bit tricky since the kingdom of D'met was disestablished in 400 BC) and the Aksumite Empire wouldn't appear until 100 AD. There's the Kushites/Nubians that are being worked on IIRC (though not sure if they're gonna be Alpha 23, since that seems to be nothing more than a dribble update, or at the least a very private, secretly guarded feature update) and they're probably just going to be used as an excuse just to have the Aethiopian peoples classified under them, despite the latter being Greek-influenced rather than pre-foreign led Egypt.

Edited by XLightningStormL

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