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    • I think it's a good thing that siege units are required to break walls. In fact, I support making building capture more difficult. The same applies to towers, which are currently too easy to capture—especially due to formation capture behavior, where an absurd number of units can overlap, allowing buildings to be captured in a very small space at an excessively fast rate. Building capture itself is not a flaw; it just needs refinement. It’s one of the game’s original mechanics, and we should stop trying to homogenize the game with others. Instead, polishing its unique aspects will make 0 A.D. even more distinctive. Yes, turtling is a valid playstyle (albeit a boring and somewhat lame one), and it’s already viable—you just have to execute it properly. I also think that making capture more difficult would make it even more effective. However, making walls cheaper and faster to build would only encourage this dynamic, which, while valid, would significantly harm multiplayer matches. It also depends heavily on the map. On closed maps with chokepoints and natural boundaries, turtling is already quite effective. On Ambush Nomad, for example, when playing with Wonder victory, turtling is very common and effective. So I don’t think it’s impossible—I just wouldn’t encourage it.
    • Thanks, much better in my opinion https://greenscreenanimals.com/footage/clip/1471/f/green-screen-video-of-chicken-walking-across-right-to-left I found a nice reference for an idle animation: https://greenscreenanimals.com/footage/clip/1468/f/green-screen-video-of-chicken-looking-forward-then-pecking-at-ground I'm not sure what you mean, I don't think you'd need a specific field of view for baking highpoly to lowpoly. But yeah, the lion could definitely use an upgrade :D  
    • Agree. I disagree. Turtling is a valid playstyle like all other playstyles, and it needs to have place in this game, when executed properly. Right now it's almost impossible anyway, especially because we first need to fix walls. Walls are currently the only thing that's not capturable in this game, which means you need siege to break down stone walls effectively. Everything else can just be captured with overwhelming force of units, and that makes turtling nearly impossible. By turtling, I mean investing in defensive towers, Fortresses and CCs to expand, not camping in base amassing CS (what we do now, essentially). Towers are made of wet tissue paper, it's laughable how easy they are to capture. Fortresses are buffed in R28, but I still find myself capturing garrisoned Forts with masses of units. This shouldn't be possible, which is why I still believe capturing feature was a mistake. It just made the game harder to balance in the long run, and it has created some ridiculous tactics. Like capture+delete of building with 2000+ hit points and ~500 capture points.
    • Because upgrades are susceptible to change the proprieties of the production queue etc. So it is only supported to upgrade an entity that has an empty queue be right now, else bad things could happen. I project to make a mitigation for this and allow for upgrades to be queued regardless but not sure how this will go.
    • Isn't all other meat just a giant steak when carried?
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