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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

      27,3k
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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

      47,3k
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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

      31k
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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

      43,5k
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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

      148
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    7. 599
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  • Topics

  • Posts

    • The point is not that it be realistic, but that it be orderly and coherent. Wow, use a word "smash pit"? That's the problem with 0 AD ideas without improvement. The concept  of capture buildings is good, but it has weak points. Another -This RTS basically has no counters or hard counters,It's a good challenge to want that to work well, but it doesn't feel intuitive.I honestly wouldn't know how to improve it. CS concept It is unique, yes, but it must be limited; it is a very great power, as I already said. Very great economic power , It's an economic snowball effect.  I think I've reached the peak in terms of gameplay; this is its limit. That means this is the best in terms of gameplay that the vanilla version offered. It's sad to say, but it's the reality.  Someone will read this and do it with a different distribution philosophy. Someone will use Unity or something else to create their own RTs with these ideas.Unless nobody is interested in Rome and the classical age anymore.
    • I'm done with this. What I hope is that someone will come along, take the ideas, and create their own game with them.  interesting that no one has thought of it before.  I've been looking at recent Rome-themed( Classical) games and there aren't any new RTS games.   Search online for RTS games. Then search for recent ones; there's nothing.   We have this. It just appeared to me; it looks primitive but it doesn't look conceptually bad.
    • Dude, who do you think you're talking to? lol   You know nothing of code, let alone the code of any of these games.   You mentioned TW, so I riffed off of that. I've always said that it would be closer to BfME2. I've been talking about and debating the subject for like 15 years now. You assumed the motivation to include battalions was for "cosmetics." I gave examples of how it would not be merely cosmetic.    Battalions are a holistic approach. What you are talking about is a half-assed approach.    Yes. I've met this challenge before in very in-depth and well-debated discussions dating back years.   The pathfinding already needs significant work, and if battalions were taken as a new feature, then that work would go towards making battalions (formation fighting) work, instead of making mosh pit fighting and formation fighting work (your suggestion).    ^This guy says I underestimate ramifications...   ... I've been a part of the development of this game for 21 years. I understand perfectly what's feasible.   
    • Special abilities are indeed something lacking. Regardless of the direction the game takes in its design, having special abilities would be an asset in any case. And it's something that's realistic to implement.
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