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Showing content with the highest reputation on 2013-09-08 in all areas

  1. Hi everyone. First of all, I want to say I saw this game today and I think the whole concept is awesome. Having played 2 short games, I wanted to sugest something that is in Age of Empires 3: missile units that are in melee should have to fight with a sidearm instead of shooting their opponents at point blank range. I'm not saying that they should have a minimum range (I saw that was in-game and later removed)... What I'm saying is, if an infantryman/light cavalryman (with low armor, imagine) runs towards an archer, the archer should do what they do best and keep shooting them in the face UNTIL the guy reaches him. At that point, it is irrealistic that the archer can keep shooting him while getting hacked to pieces. He should have to pull out a knife/sword/whatever and fight for his life. Else, the infantryman's/cavalryman's natural advantage, a close-quarter fight, is denied... My view is that this idea would improve gameplay: the archer is a support unit and, therefore, he should have be supported. If he isn't, he should die most of the time he is forced to fight in melee. This would encourage "combined arms" tactics and, therefore, in my opinion, a better gameplay. What do you guys think? P.S.: It would also help with archer variety. You could have a very good archer that sucks in melee and, on the other hand, a mediocre archer that fights rather well, or something in between...
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  2. Important part starts at 5m30s: http://www.youtube.com/watch?v=sSLbU-CGKMc
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  3. Explain, the pair technology system. If you choose one you can reach the other one.
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  4. Some stuff from my enormous repository of screenshots. I'm a prolific screenshotter but I hardly ever bother to review them later. Like what I do with vacation photos. But anyway, here's some Macedonian phalangites and cavalry doing some general rampaging and whatnot;
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  5. Hello! The earlier post I was typing out disappeared (ugh, backspace button, must you do that?), but anyway, first of all, I do love the new effects and secondary features, but I do have a complaint: I don't like how the spear units' stats have been modified and standardised. I don't think hoplites would be equal to Celtic warriors, and I'd like the differences between the standard units of the factions to be more than cosmetic. Hoplite battles also take seconds to finish now, and I'd prefer if they lasted a while, like before. Javelin units are almost sitting ducks now; it's definitely an alternative to long chases, but I'd prefer if minimum distance for ranged units could be switched on/off (as a global setting perhaps). Oh yes, and last but not least, I'm excited for the diadochi factions- thank for rolling out all these features!
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  6. OK, thanks for the tip. I actually started 14 of the alpha version to play, yet be so sure that will be is unknown to me.
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  8. Thanks! What's the status of the patch, how far is to be in a committable status? It looks that every new feature added have some issues, making the merging more difficult. And this is just with a very limited amount of testers, exposing such a big patch in a release will probably reveal a whole lot of problems as it get used by users with many different systems and playing behaviors. Would be possible to stop adding features in the same patch and just concentrate on bug fixing? Even better some stable features could have a separate patch and eventually committed separately.
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  9. Good work Lordgood! I'm so glad to see you're now so at ease with Blender! I don't regret having invited you to participate to 0 A.D. !
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  10. I think this is a planned feature already, even melee units such as the hastatus might have a pillum or two to toss before lines meet.
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  11. I posted about the campaign on RPS. Someone made the 0AD joke, as expected, and some people made an annoyed comment about being "excited for this game 7 years ago," but at least one person said they would back it so 2 minutes of my life well used. It will be really interesting to see how far the engine can progress in a year or two with a dedicated Jorma on the case.
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  12. Other than not liking the tops of the roof supports sticking through the roof, the tower looks very good.
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  13. I've watched quite a few gameplay videos and wow, the unit cards are seriously unintelligible. I "get" the artistic direction they were trying to achieve. The "red fired vase" look. But they are very confusing and difficult to differentiate from a quick glance, which is what they need to do. The unit cards just need to be redone, period. Period. Also, the bottom UI in battles is HUUUUGE. Wayyyy bigger than 0 A.D.'s. It covers up about 1/3 of the screen. lol. I like the round UI buttons and overall "gradient" look to the UI, but the layouts are super confusing. And battles always seem to devolve into massive mosh pits. I feel like some of the better RTW1 mods (Rome:Total Realism, Europa Barbarorum, et al.) were way better games than this. RTW2 streamlined or dumbed down features that didn't need to be dumbed down. They decimated the family system. The campaign map is the coolest part about the game, including the evolving cities. Just about the only thing they did right with the game that I can tell.
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  14. lol took me a while to realize the normals were inside out on the shields
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  15. I know, for many player, but thst why we are in Fundriser campaing to paid programmers that work several hours to fix this.
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  16. Hi Lion.Kanzen, I wrote the announcement so I will answer the question. In English, the word "free" can have two meanings, one is "at no cost" (i.e., gratis) and one is "unrestricted" (related to freedom or liberty). In the free, open-source software community, people often want to use just one meaning. This is usually handled by borrowing words like "gratis" and "libre". 0 A.D. is both gratis ("free as in free beer") and gives its users many freedoms ("free as in freedom"). I used both words to make sure I am being understood. Hope this helps.
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