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    • I really like that UI concept: the minimap on the extreme left, actions on the extreme right, and unit cards in the middle, not subject to a panel that would inevitably end with lots of dead space most of the time. Now I remember that, in 0 A.D., having all buildable structures always on view just because someone who could build them was selected seemed weird to me, unnecessarily too much. Maybe there should be a Common Structures and a Unique Structures build buttons, like it is in many games. This would also make the use of (eventual?) hotkeys more streamlined. While some here complain about reducing the size of trees and ships, they are even bigger in that game, which looks better to me (although some transparency effect might be lacking). I like the irrigation being part of the fields (which in 0 A.D. seems the blandest of all structures, almost as it would be better off by being spawned by Farmsteads instead). The personalisation of warriors and seeing them training during production is quite interesting, as is showing how ships are built, and how troops are shown on them and on elephants. And still, "most critics felt the game was unoriginal, bringing nothing new to the genre", which seems a really hard thing to do, impossible to reach if constrained by that "people don't want to learn new build orders" .
    • -Más facciones africanas:   Libios (Libia)   Edificios   Unidades     ¿Qué opinan?     Disculpen las molestias*
    • -Más facciones africanas:   Urewe (Uganda)   Edificios   Unidades   ¿Qué opinan?     Disculpen las molestias*
    • -Más facciones africanas:   Batwa (República democrática del Congo)   Edificios   Unidades   ¿Qué opinan?     Disculpen las molestias*
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