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Showing content with the highest reputation on 2013-08-18 in all areas

  1. I'm not a programmer (explains it all :-) ) Removed the double loop. cheat.patch
    2 points
  2. i think special attacks and abilities could (sort of) be merged into one general function and vary between units and buildings. i'll use AOM in this example: in Age of Mythology, almost every myth unit and most of the campaign heroes had special attacks or other abilities that they had to recharge after using. for example, Arkantos had a battlecry ability which boosted the morale of allied units around him for a short time, while Ajax had a shield-bash attack that deals extra damage to the unit he's attacking as well as sending them flying. attacks got more fantastical than this in the context of AOM, like the Argus unit in the expansion pack literally spraying acid on a single unit and melting them, or the Frost Giant breathing ice on an enemy to freeze them in place in the context of 0ad, most potential abilities are probably already covered under various auras, but ones like battlecrys could be added as well. depending on the history behind a particular hero or champion unit, they could have various different abilities applied to them in broad strokes, and it would be foolish to give abilities like that to just one unit and not have it be a shared ability with other units. here's some examples: soldiers which are known to have revelled in battle or had a very strong militant culture could have either a "drain" ability, where they take back a small percentage of the damage they deal as health to regenerate their wounds in action, or they could have a "fervor" ability where, when they reach a certain percentage of health (say, 25%) they start dealing greater amounts of damage related to the above, some units could have a "berserk" ability where they occasionally fly into a rage to deal extra damage and start hitting multiple enemies at once (their targets receive the bulk of the damage, but every adjacent unit receives 50% of the damage of a normal attack as well), though the trade-off is that they themselves become more vulnerable to attack (taking 25% more damage or something) units with exceptionally large shields could conceivably have "shield-bash" attacks where they lash out with their shield rather than their sword or spear to stun an opponent and leave them immobile and open to attack for a few seconds, though it probably wouldn't work on mounted units or animals ranged units could have an "accurate shot" attack where they take a few seconds to aim an arrow, javelin, etc., and thus hit a target with 100% accuracy and for greater damage elephant units, specifically, can have a variety of special attacks: they could gore with their tusks, pick up an infantryman with their trunks and throw them, or they could knock over units and stomp on them for an instant kill some units with shields and spears could have a one-time use "javelin-attack" where they throw their spears at range and then switch to a sword
    2 points
  3. I think we currently lack a concept what the advantages and disadvantages of different food resources are meant to be. It's nice to simply have more variety of food resources but it should also have some impact on gameplay. In Age of Kings there was basically hunting for a boost in the beginning of the game and the berry-bushes for a fast start. After that these resources were more or less useless. Fishing was kind of an experiment and it depended on how the game developed if the investment paid back in the end. The main food source were farms. All resources were limited and depleted after a while (you can rebuild farms, but it costs wood). The only infinite resource income was trade. In our case I feel like we start mixing and mashing these concepts together without having a plan what it should do to the gameplay. Making farms, berries and fishes infinite decreases the value of trade. Trade is still useful because currently only food is an infinite resource and the bartering rates will become very bad if only food is used to barter other resources. Fields now only support a limited amount of gatherers (5) and you get food faster if you use less workers per field. The idea was to increase the value of territory and add a disadvantage to farms (you need a lot of territory to use them). In my opinion this doesn't have enough impact at the moment because you need to expand for other resources anyway and have plenty of space to place your fields. This is related to the question about the way resources regenerate. In my opinion the sigmoid approach is too complicated for players and doesn't add much value. It could be different if for example you could set a "gathering policy" like "clearing" or "sustainable" and your workers would automatically use the resources according to this policy. If you have to manually micro-manage your units, that's too much IMO. Such a policy-approach would be doable, but as long as we don't have the big picture it doesn't make sense. We're at a point now where we should start approaching the final gameplay and therefore we need such a "big picture" before we can tune little aspects like the resource regeneration algorithm. Some of the advantages/disadvantages of resources we could use: Required space (you need to expand and it's more difficult to defend your workers) Required micro-managing (We should generally avoid micro-managing as much as possible at least for the long-term resources. It could be part of the design for e.g. hunting in the beginning of the game) Available at which stage? (currently all resources are available from the beginning) Required number of workers What kind of workers are required (females are better for fields but they can't be used for fighting) Does it require a special resource or can it be used anywhere? (fish, berries, farm-land etc.) Can the resource be depleted? Is the maximal gather rate limited? (I mean something like regenerative berry bushes compared to fields where you can build as many as you want) How much is the initial cost to enable this kind of gathering (Build a dock + a fishing boat is quite expensive if you don't need the dock anyway) How easily can the enemy damage your economy. (what if, for example we made fields much more expensive and make them vulnerable to fire-arrows?) We could add some very interesting and strategical aspects if we put some more thoughts into the different sources of food and their pros and cons for the player.
    1 point
  4. One early "Lord of the Rings" game was like that the map weighted in at 4 by 6 Feet while a fullgame could last several hours Enjoy the Choice
    1 point
  5. It might also be a good idea to add a defaultnumber to the data/cheats/convertUnit.json file Working on it :-p not sure how someone like me could be able to pull it off, but I'll give it try.
    1 point
  6. wololo command is possibly to do a kind of convertion if is used with button instead a input?
    1 point
  7. i'd actually been thinking recently that a toggle button on temples could let the player worship a particular god, perhaps similar to the idea that Wonders have toggle abilities that will affect the territorial influence of the player, their allies, or their enemies. for example, the various Hellenes could choose to worship Athena for a while, which improves the rate at which buildings are constructed and repaired (though best known as the goddess of wisdom, she was also the goddess of architecture), and then after a while they switch over to worship Ares to give their soldiers a boost in combat. in the case of factions with a shared religion (like the Hellenes), it would probably be best to pick two or three gods which are given to all of them and then another which is more unique to their culture or embodies what they did historically. for example, only the Athenians would be able to worship Athena. i would also recommend this only in the sense of how that god can accurately apply to a game without any other mythological influences. for example, while Zeus immediately jumps to mind as a Greek god, i would actually suggest that he not be one of the Olympians that can be worshipped, because he embodies much more nature-oriented aspects than some of the others, as opposed to aspects of humanity like Athena does, for instance. in contrast, Poseidon would work well because, as both the god of the sea and the lord of horses, he has a wider applicable range to us mortals: he could improve the rate at which cavalry are trained and make it so that ships move faster, giving them safer passage across the sea i'll try to write up something about which gods could be applicable to all this; one of the benefits of working on a mythology RTS project as well is that i already have alot of ideas
    1 point
  8. With the if-else replaced by a ternary operator it'll look fine. Nice work
    1 point
  9. so a tug-of-war/capture-the-flag/hot-potato game mode? sounds fun frustrating, but fun
    1 point
  10. i was just using AOM as an example because it's a well-known commercial game that alot of us here have probably played. note that all of my actual examples for what could be in 0ad applied only to real soldiersand like i said, it would be better for special attacks and abilities to be reserved for champion units and heroes, and maybe one or two others depending (like the dragon that's planned for use in a random map script could potentially have a special attack where it swoops down to crush a bunch of units underfoot and then take off again)
    1 point
  11. Yeah, I'd like that too. Simple settings, advanced settings, just because I like doing random stuffs with my settings and I don't care about some stuffs (say shadow filtering or distance fog) but love having some others (AO…)
    1 point
  12. 0ad is a tree as well, just a much bigger one chess has 'paths' that you must follow as well 0ad doesn't have 1 path, there are always multiple strategies possible I would like to give it a try. I've started looking into the code today (I must say it's going to take me a long time to get somewhere - if anywhere) On a sidenote: I'll be studying computer science in the UK next year -> dream come true! Maybe I'll be able to contribute to the 0ad code in a few years :-)
    1 point
  13. I agree that it would be useful, but I generally only thinking of such things when I watch other people play the game.
    1 point
  14. Love that creative and competitive modes, Tower Defense, King of The Hill, Hot Spots.
    1 point
  15. I could see a game mode called "Alexander's Sarcophagus." Basically, a very very slow moving cart in the middle of the map where players try to capture it for X amount of time. It's similar to that Age of Mythology single player campaign scenario where you try to capture the "Piece of Osiris."
    1 point
  16. A tip: Hold shift while clicking the 'Idle Worker' button rapidly to select a bunch of idle workers quickly.
    1 point
  17. Nope. I prefer using constant regeneration for berries and sigmoid regeneration for fish. This strikes a good balance between optimal realism and optimal gameplay value. I outlined the advantages and disadvantages of sigmoid regeneration in this post, and I think I presented a convincing argument that sigmoid has considerably more advantages than disadvantages.
    1 point
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