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I've slowly gathered 20 new suggestions, ordered from things that seem to need a fix to less conventional ideas. Eventually I'll come back to all this, select the least controversial, and make a poll, PR or whatever. Hopefully the most obvious would have been implemented by then. 41) UI fixes: on Matches > Random, map size can be selected, but on Skirmish and Scenario it seems size is not stated, which I would like to know before starting one. For the Menu, in Learn to Play > Manual, under Hotkeys, it says "Options > Hotkeys", when it should say "Settings -> Hotkeys" (There's "Settings > Options", but no Hotkeys there), but I think all that should be removed because it's redundant with Hotkeys. Then, a Tutorial appears both in Learn to Play and Single Player > New Campaign, apparently with the first one not being able to be completed. I'd remove it from both places and put it on Single Player > Tutorial, to separate what is playable, in Single Player, from what is readable, in Learn To Play, which could be renamed to Information, Resources, Library, Encyclopedia, whatever. The menu states Catafalque Overview, but the window has as title Catafalque Bonuses, which is a better name to avoid repetition with Civilisation Overview, although I'd put Catafalque Bonuses inside Civilisation Overview to present and concentrate all information from a given civilisation better. 42) Simplified self-rally: the CTRL modifier shouldn't be needed for self-rally, just right-clicking does nothing right now, and the hovering icon is a crossed flag, making one think it's just impossible to do. Besides, when rallying to other buildings the hovering icon is the garrisoning one, no need for CTRL. It would then be more consistent and intuitive. 43) Building rotation and placing: besides rotating a building with a couple of hotkeys, one can also keep pressing the right mouse button. The problem is that, if I'm not wrong, when one chooses to do it with the mouse (which I think is nicer), one can't then also move the building around. SHIFT could be used to allow that, since it doesn’t do anything in that situation. 44) Hidden foundations: why are foundations destroyable, if they are just a plan? It could be less annoying. 45) Merchantmen capacity: it's weird that they are as profitable as Traders for the same distance. Ships were not only faster, but also had way more capacity. 46) Animal behaviour: most should be faster and weaker. Foxes should not be so aggressive (except against smaller animals). Animal regeneration and feeding (hunting or grazing) would be nice. Starting doing it weakly shouldn't change gameplay at all. Some of these things have recently been proposed. 47) Button additions: one for "Capture" is needed. "Attack" should be called "Call to Arms" (given that that's how the action is commonly called, and it's not just "attack"). I see there's a PR for the "Turret" button naming already. A button for Idle Warrior was recently proposed, but maybe just right-clicking on Idle Worker could do (while slightly changing its appearance). 48) Palisades and Walls issues: I can't seem to build just a single block, and when trying to do it while pressing SHIFT, things get a bit stuck until I press ESC or right-click. Also, one should be able to build Towers just besides Palisades (while pressing CTRL), Walls don't have this problem. 49) Building stances: it would have been useful to me if buildings that shoot arrows had stances. Sometimes I don't want to shoot on enemy buildings because I want to (re)capture them. 50) Upgrade categorisation: I find it weird to say Immortals are "upgradeable": "switchable" might be better. It would be nice to have a clearer categorisation of choices that are singular (most techs, Tower upgrades), multiple (mutually exclusive techs, could eventually be done for building upgrades) or reversible (Immortal "upgrades", could eventually be done for some "techs", like choosing type for government, etc). 51) Construction panel simplification: having all buildable structures always on view when someone who can build them is selected seems unnecessarily too much for new players, maybe there could be just a couple of build buttons, Common Structures and Unique Structures, like in many other games. This would also make the use of future action hotkeys more streamlined. 52) Building Auras: it would be nice if some structures don't just become useless, for example the Forge after all its techs have been researched. Maybe it should have some other effect, bonus aura, whatever. 53) Just Towers and Walls: Wall Towers are confusing. Recently, for them to shoot arrows recently was proposed, as it was in the past. Personally, I wouldn't have included Wall Towers into Walls, I would have instead made it possible to build Towers into Walls themselves (at a Wall block cost discount), or upgrading Wall blocks to achieve the same result. This is not really an increase of micro, because Wall Towers don't even shoot when ungarrisoned in the first place. 54) Target Area: this button concept could reduce micro in many situations. The size of the pointer would change to an adjustable circle (maybe using the hotkeys that rotate structures) in which the action performed at the centre of it would also be repeated whenever possible inside that circle. This can be used for things like gathering, hunting, combat, garrison, boarding, repair, etc. I think there's a PR for something similar regarding just combat, but this generalises that idea. For example, one could order to hunt all animals inside that adjustable area, in that order, by queuing. One could garrison all towers inside that area, or repair all that needs to be repaired inside it. Ideally, units would get more evenly distributed according to available slots. This would make ship boarding much faster, and the landing spot could be converted to a landing area with this tool, for ships to distribute themselves alongside the coast inside it. 55) Task specification: I've mentioned the modifiers "target reset" and "cycle reset". As an example with cutting trees, target reset would cancel the gathering order after the target tree (or trees if combined with target area) is spent, and cycle reset would only make one travel to the dropsite (and proceed to a random targeted tree if combined with target area). The cycle reset target area combination would be quite useful when used on regenerating resources, or also when range attacking multiple units if one wants to wear down them equally and not for a given unit to get fixated in killing another one. 56) Separation criteria: I think the minimum distance restriction between certain fortifications is quite limiting and artificial, although it's clear that it helps "the gameplay and the realism", as pointed out somewhere when also criticised. It takes a bit of time to plan for their distribution to cover what needs to be defended. An alternative and more realistic way would be for these (tall shooting) buildings to block each other's line of "fire". This blocked view should be bigger than the buildings themselves, one could think to account for reaction and aiming times when an enemy comes into view, to make these structures quite inefficient if built near each other. In this way things would be more flexible and faster, while there would still be a relationship between separation, coverage, garrisoning, and costs. Things might have to be adjusted a bit so that the optimal separation approximates the present one. 57) Edge icons: I've read this idea around here, it would be nice if there were a few icons outside the edge of the map indicating that there's some foreign far away port/market in that direction, and the trading units would be able to interact with these icons, leaving the map and returning with profits after a given time dependent on how distant that place is said to be. Caesars III had something similar, making it more immersive, like a bigger interconnected world and not just an isolated scenario. Other things could come from outside the edges, like small barbarian raids, mercenaries, or migrating animals, with their size and frequency a gameplay option (all this could also be disabled). 58) Corral changes: as someone mentioned, there's no advantage between raising livestock in a Corral vs building more Fields. I think they should be rethought a bit for more interesting use cases. It's been mentioned that Field yields could depend on terrain fertility, and I've mentioned that the count limit for certain animals in the Corral could be dependent on surrounding territory (plains better for cows, mountains for goats), that being besides water could mean fish farming, and that it could train Britons' dogs, since probably there were no dedicated kennels for this. Also, having Corrals could improve Fields efficiency (traction, manure), and that would be the historical order. Chickens are notoriously missing. 59) Building orientation: to maybe fix useless Palisades and Walls, ugly mindless structure placement, and the teleportation exploit, I thought that garrisoning/ungarrisoning could happen through the door only. An ungarrisoning cooldown after garrisoning could also be useful, particularly for the Market to avoid continuous horrid looking Trader caravans (my making Traders, and Merchantmen, garrison for a bit instead of just touching the destination). 60) Map layers: as a possibility for people who want to experiment with it, I was wondering if certain actions could trigger other maps and options. For example, one could have a campaign map, where buildings are cities and units are armies moving slowly, and when one wants (city building), or with some triggers (battles), the map is "zoomed in" and there's another map, more local, like they normally are now in the game. Maybe this requires obscene amounts of memory. Previous 20 suggestions: https://wildfiregames.com/forum/topic/18003-suggestions-for-0-ad/page/176/#comment-634810
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My point was that if garrisoning does it, then yes it's possible to copy the code and do it. https://gitea.wildfiregames.com/0ad/0ad/wiki/TechModifications
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By Ultimate Aurelian · Posted
There is a Boeotian shield model in this thread that could be useful as prop or even for some units (might need new textures). -
By Ultimate Aurelian · Posted
Im not sure about having different variants for each phase since it would not be consistent with other civs, maybe just use the Spartan buildings as place holders. Some of the units seem to have Boeotian or Pilos helmets which are probably too late. I think most units could have Illyrian helmets, with Corinthian helmets(and a few Chalcidians maybe) for the more elite ones. Maybe i should post the Archaic Greek design doc i have.
