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Wijitmaker

Suggestions for 0 A.D.

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I've played almost every day since I downloaded the game a year ago, and so far there's only one design feature that bothers me: it takes 6 CLICKS to exit the game.

  1. Menu
  2. Exit
  3. Confirm
  4. Continue
  5. Exit
  6. Confirm

UI design should almost never include confirmations. They give a false sense of security and according to (I believe it was him) Jared Spool (or his buddy Jakob Nielsen) more data is lost when tools use confirmations than when they simply accept the input.

If those are killed, we're down to 4 clicks.

If I want to see the stats screen (where I have to click 'Continue') I can go look at it. Why is it a required step to exit the game?

I understand there may be a desire to exit the game being played, but not terminate the application itself. Perhaps 2 menu items, 'Leave Game' and 'Exit 0A.D.')

Then it's only 2 clicks:

  1. Menu
  2. Exit 0A.D.

If not, at least it's down to 3 steps

  1. Menu
  2. Exit Game
  3. Exit 0A.D.

which is heaps better.

Thanks for a marvelous game.

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Ah. Yes. Groovy. Thanks.

Between working with databases and fighting with USB drives, the idea of just yanking an app never occurred to me.

Sorta feels like cheating but I'm willing to risk it.

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hotkey overlay

A optional hotkey overlay would be nice to learn the hotkeys fast.

In particular atm. I am thinking about "add first, second etc. unit type to queue". This might be memorable for the CC, as the first is a women and 4th a cav, but when adding a barrack to the selection the hotkey changes for the unit (as it is not the 4th anymore).

So in game one could easy see the first 2 times, ok in this building-group makes cav on "V" and in the third time you don't need to look anymore.

This is also good for newer players to learn hotkeys like next Idle worker is ".", not just the button.

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select all wounded units

Alt + O should select all wounded units on the map. Alt + . already selects all idle workers on the map and mouse selection + O selects wounded.

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team line style

Indicate teams with line style on the border. E.g. Team 1 full line "---------", Team 2 dashed "- - - -", Team 3 "- . - . - . -"

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Selective panic

Alarm mode for selected units instead of one bell for all units. The bell makes no sense when one has more than one CC or even one bigger divided base.

Just select units near your current raid and raise a alarm that sends women in houses and men in next tower/cc/fort. This should only give the one command and don't need a "stop bell"

In almost any situation a bell makes more problems than it solves.

Lets say A gets a cav raid. Bell would affect all workers and the player would never financially recover from ringing the bell. For civs with 3 women house capacity its almost impossible to micromanage "select 3 women - send in one house".

Edited by ffm2

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Action macros

Save some commands to a macro and play them when the situation appears (execute order 66).

Usefull e.g.:

  • you expect a cav rush.
  • you have one to send rams to a fort and another to pull the rams back and repair them, repeat at wish
  • send all cav back (from a raid) to your farmsteads, which have now produced some animals for them
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15 hours ago, ffm2 said:

select all wounded units

Alt + O should select all wounded units on the map. Alt + . already selects all idle workers on the map and mouse selection + O selects wounded.

You can do this with the most recent version of autociv creating your own custom  entity (unit) selection hotkey and specifying what to select with filters 

Example for your case (add line to user.cfg):

hotkey.autociv.session.entity.by.class.select.Soldier&!Ship.by.health.wounded "Alt+O"  

Edited by nani
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16 hours ago, ffm2 said:

team line style

Indicate teams with line style on the border. E.g. Team 1 full line "---------", Team 2 dashed "- - - -", Team 3 "- . - . - . -"

This can be done easy with a dotted sprite and some code changes

Edited by nani
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One thing I want to see added is the ability to change what state units are trained in. It's slightly annoying to have to manually change them to defensive from aggressive each time I train a new batch. 

The thing that probably needs the most improvement is the unit pathfinding; it's agonizing to launch an attack or order a retreat then watch my units waddle back and forth after each other just because one of them got stuck in a tree or something. This is especially a problem on wooded maps. 

Just a quick note, I'm not entirely sure all of the translations for the Mauryans are correct. A temple would be a "mandir", not a "devalaya" which just translates to "god place" in Sanskrit, for example. I can help to some extent with that, but I don't know enough Sanskrit or Prakrit to do the voice overs. 

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First of all, I would like to congratulate all the team behind this project. This is the best RTS I've ever played, because it combines almost everything: art, realism, strategy, originality, etc. I've played a lot of RTS like WC and SC, (they have great technical gameplay). So I'd like to give you some recommendations to improve the game because there are things that can be better without much effort. I hope the developers can read this. And again, this is a great game!

First, the selection of specific units and targets is sometimes very tedious. The main inconvenience of this type happens on naval maps, when we construct the buildings more together, they cover the units and it is difficult to select them when they are behind a building or put a meeting point near your buildings. Another example when you finish mastering an enemy tower and want to select it to self-destruct, it is often difficult to click it because the units around it cover it, sometimes also the trees cover it. I know this is fixed many times by moving the camera, but that's not practical. Something similar happens sometimes when you decide to attack an enemy unit that is between trees with infantry and often you will take out wood and not chase it (of course if you adjust your camera this can help, but as I said before it is not practical).
SOLUTION: I -- as a novice player I am -- I think that happens because the unit selection is made around the unit, but I think it would be improved if the selection of the units would be made around their circle of selection that they have in the field. 

Second. Obligatory garrison of towers (and siege towers) and ships to have a decent attack. This slows down the strategic gameplay because you have to add soldiers at all times to these types of units. It also takes away realism (although it seems otherwise) as all soldiers give the same damage regardless of whether or not they have more damage due to rank or a damage update. This could be explained if the soldier finds other weapons in those structures and replaced their weapons, but usually that didn't happen.

POSSIBLE SOLUTION: I think this problem is the solution to another problem where you sought to balance the towers and boats so that they are not op. Perhaps one of the options they ruled out was to make the construction of towers occupy population, but the solution can be a combination of both factors . It would more or less look like this:
Advanced tower (wooden): occupies 1-0 population, gives 0-1 garrison (this tower is the one that presents the least incovenient, could leave it as it is)
Tower 1: occupies 2-5 population, gives 3-5 garrison
Tower 2: occupies 3-10 population, gives 5-10 garrison
Fixed siege tower (if it exists): occupies 5-10, gives 2-5 garrison
Mobilble siege tower (built in fortresses) occupies 5-12 population, gives 10-12 garrison approximately
Light and medium boats: 2-5 population, gives approximately 8-30 garrison
Heavier boats: 5-8 population, gives 30-45 garrison

By making these changes, you would have to increase the damage of towers and ships as they occupy population, in addition to other adjustments such as build distance or perhaps, only perhaps a limit for certain types of structures according to the level of the CC. The goal of this is to make ships and towers more military, something like siege machines.

Third. The phallic Babilonic tanks and elephants with archers are almost useless in the current game. First there is the penchygeon stroller, it is only driven by 1 person who does not seem to drive and essentially only has more life and mobility than an archer. They should make it cost 2 population (driver and archer as it really was), make it possible for you to attack automatically while moving and so that it is not OP to lower the range as it is difficult to shoot great distances with precision while moving at high speed. In addition, I saw that they have a detail on their tires and that detail can be used to make melee units (perhaps not lancers) attacking the Babylonian falcado tank lose life. Something similar could be done to the elephant with Hindu archer, the damage to melee units could be caused by the elephant. The goal is to make them more useful. But not as OPs as battering rams xd

Like many other players, I don't lack ideas, so just say the ones I think seem most useful to developers (there's more where they came from).
I've seen many of your discussions in these forums and I know that your game, the way you're developing it, has a lot of potential, from soldier-workers' ideas to naval and territorial battles. Remember that there are games like Dota 2 that came from independent projects, where marketing doesn't matter and where the dreams of a community are reflected with total freedom. Playing something that has been done with such fullness does not need strategy to be played, the game creates the kind of strategy needed to be played. It is only in you to decide the right path to the greatness of this game. 

Forgive the grammar, I don't write English often. Thank you for this great game and don't forget to make rams only can attack buildings by putting 0 their cut damage (maybe) and reduce the size of merchant and warships as they are often stuck in a epic way. And making women unable to build military buildings, so Spartans would be more useful.

 

 

Edited by Heródoto
Tipography
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10 minutes ago, Mr.lie said:

Would be nice if we could have a "bow wave" and "tail wave" for ships something like this:

(Pictures taken from https://skotschir.de/2019/04/anno-1800-schiffs-uebersicht/)

https://skotschir.de/wp-content/uploads/2019/04/Schoner.jpg

 

https://skotschir.de/wp-content/uploads/2019/04/Fregatte-1024x576.jpg

 

https://skotschir.de/wp-content/uploads/2019/04/Imperiales-F%C3%BChrungsschiff.jpg

 

https://skotschir.de/wp-content/uploads/2019/04/%C3%96ltanker-1024x576.jpg

 

Without this the ships seems to be floating:

 

 

Nice idea I believe @wraitii and @vladislavbelov did some prototyping with waves https://code.wildfiregames.com/M4 

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I have tried the svn, and the siege workshops are all the same price, it is not logical
In order to produce tastings, bolts, siege tower and rams, you need a greater capacity, size and tools than to produce just one ram for example
the Macedonian siege workshop has to be somewhat more expensive, have more health and capture points, since it is the one with the highest capacity
instead the Celts would be cheaper since they only produce one thing
Could the castle of Athens and Sparta be given the improvement of the bulwark tower? so it would be useful against a siege of slingers
I love the new sounds of javelins, bows and slingers
I like the new regular unit icons
I need to try more to comment more, the A24 looks good

the Iberian brulets, need a favorable balance, now they are a huge expense that can bankruptcy in the naval games, especially against cata ship, rome and especially ptl, if the fire could be activated when taking damage or at contact, it would be useful and not

Edited by soloooy0
me deje una cosa
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2 minutes ago, soloooy0 said:

I have tried the svn, and the siege workshops are all the same price, it is not logical
In order to produce tastings, bolts, siege tower and rams, you need a greater capacity, size and tools than to produce just one ram for example
the Macedonian siege workshop has to be somewhat more expensive, have more health and capture points, since it is the one with the highest capacity
instead the Celts would be cheaper since they only produce one thing
Could the castle of Athens and Sparta be given the improvement of the bulwark tower? so it would be useful against a siege of slingers
I love the new sounds of javelins, bows and slingers
I like the new regular unit icons
I need to try more to comment more, the A24 looks good

Nice thoughts, lots of these are gameplay related so I ping @Nescio  please look at his thread and patches and try to comment there 

 

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To make archers unique, what if archers have circular splash damage: same damage as normal, ~1 meter or less range with friendly fire. Then, if they miss and hit a different unit, it would still deal damage.

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4 hours ago, Charles Martel said:

To make archers unique, what if archers have circular splash damage: same damage as normal, ~1 meter or less range with friendly fire. Then, if they miss and hit a different unit, it would still deal damage.

This mitigates "dancing" if the splash damage catches the dancer, anyhow that was my thinking last month. I put 10m range splash damage for cannon in the Aye Pirates mod ... but I'm not a dancer so I cannot confirm that it is effective.

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