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    • In theory, but I'd have my independence, I could modify the engine. But that's a next step. First nerf everything that's wrong, then buff everything that's wrong, in its historical context. Try different tactics. Add new gameplay. Add new technologies (probably a fork of the current mod). Redesign many things. New game modes. Go full for the campaigns. A mod would kill the project. I can also keep it for myself and just record it on YouTube.
    • You don't have to fork 0 A.D. A "fork" is just another word for a major mod. We have those already.
    • Here's what I've been saying. Anything you don't like should be ostracized to a mod. A fork of 0A.D. would have to be made. That's going to end up happening.
    • My preference would a "next" button - just in case you are a bit distracted or it takes a bit longer to read, then you might miss that page. Also, if you introduce a preset timeout, there will be arguments both to reduce it and to increase it depending on whom you ask.  Making that "next" a user decision avoids these discussions.
    • There are some but for sure, some could be added. I'd love for towers to have a tech for LoS.   I think one game that balance fast units correctly is Total War series. Their games are very much mostly SP, yet, cavalry units (and any fast units in general) aren't nub-friendly. They are high risk, high reward units: In Pharaoh for example, chariots are super expensive but still EASILY one shoted by any cheap spear, jav, and even to lesser extend other missiles units. You can't just rely on having bough a expensive unit to throw into the fray and win fights that way. You need to have the right timing, micro, and combo with other units to make the most out of them. But when you do, the rampage is real. That's what makes a game interesting in my humble opinion. In 0AD Pers and Sele have these champ cav that have for example 2x the HP of a Spartan champ hoplite, with more base armor; and to be a "counter" the infantry has x2.5 bonus damage against them... And that's the best counter there is to them... If ever the spartans can ever reach the cav. You see, it's just obviously bad balance.  
    • I want to implement a system for unit speech/dialogue in cutscenes next, inspired by that mockup.  Should I add a "next" button (to the bottom right probably) for the player to click through the dialogue themselves? Or always switch to the next line after a set amount of time, like a predefined cutscene? How do other games do it? It would of course be possible to provide both options and leave the choice up to campaign makers. Could that be worth it? Or would one option of those two be always be preferred anyway?
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