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Showing content with the highest reputation on 2014-10-06 in all areas

  1. I will start by saying I think this game plays to an under served portion of the market. My two most favorite games are RON and EE. I feel this game has similar elements with an updated twist. Since both of those products were successful and there hasn't been any similar/updates in a long time, this game could be huge. Banished is the closest thing recently but it lacks war and easily becomes boring after a while (its nice but...). Personally I have been searching for this game (or a game like it) for many years and I'm glad to see it in development. I will be watching patiently to see it completed. I've only played a few hours but find it very entertaining. Still getting used to controls and how to advance but I like what I see. For what its worth (maybe nothing), here is some thoughts: 1) Not sure I get military units being used as gathers/builders. Not sure why citizens cant build walls or other military buildings. It feels unnatural at best and at worst cumbersome as my military spends time constructing when i want them prepared to defend/standing guard. Found myself having a group of military on build duty and the rest on military duty. 2) Camera control - Overall its good. Would like to be able to rotate camera by holding down the mouse wheel though. Tilt camera would be nice add as well (didn't notice if it already exists, my apologizes if it does). 3) Keeping track of everyone - since this is alpha I assume improvements in this area will come eventually. A separate idle button for military and citizen would be nice. Assigning citizens to certain tasks via control panel would be great. Since I'm really interested in seeing the final product I will continue to play and provide feedback about features. I feel my viewpoint is from a broader audience of those of us who play occasionally if there is something interesting to play. My biggest fear is that future game developers focus on mobile games like Clash of Clans (ugh) and this area of gaming fades away. Please, please keep going!
    1 point
  2. What I actually think is we should find something for gauls instead. But just my two cents.
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  3. There is no need to use caps, gameboy. Keep in mind that 0 A.D. is a project run entirely by volunteers. Some problems take longer to solve.
    1 point
  4. For the Maiden Guard units that's close to what I suggested as well, though I'd prefer not having unit/ships train units. Yoddha is still having his crush damage, however a "swordsman" class siege weapon might be confusing while all other swordsmen have the same, different role and siege maceman sounds like a unit from a fantasy game (or AOE online:p). You've missed my point. RTT games like Total War are also turn-based for their economy/training/infrastructure management part, so in battles you can have many micro-requiring things and it makes sense, you have all the time for it. Some RTS like Warcraft 3, keep economy to the very basics, with few workers, few techs (even fewer economic ones) so that they can fit in "rpg" elements and active skills and population is also limited, you won't have to control more than 25-30 units on average. AOE games which have a bigger focus on economy had either no or very minor active skill micro (AOE, AOK), or reduced the economical focus by removing the need for dropsites and added buildings that autogathered resources to fit in some more (AOE 3). 0 A.D. falls closer to AOK, but with the even larger population (and even more workers) leaves even less time for micro. Would you still enjoy the game if every unit (or half units) had a toggle like siege weapons then? Wouldn't it be much different? If/when the game is redesigned around formation combat, we can revisit the discussion of what fits there (but that alone will make it much more micro heavy imo).
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  5. Weapon toggling is too much micro, well then why even bother with RTS games? It wouldn't be much different from packing/unpacking siege weapons, which we already have.
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  6. Sander, enjoy what you've coded, thanks for all these epic features.
    1 point
  7. As they currently are when caught in melee, so it's the more or less the same effect, but requiring extra micro, changes and balance. From a realism point of view I can stand by that you said, but as a core mechanic I'd only apply that to a game that has extra developer manpower and a gameplay with enough time for tactics. Got what you said, my reply to stan just above is more or less my view on it (except from the micro part). Hellenic factions have a quite good rooster as well as many possible units left out, as their history is better recorded than most, so I see no need to add units they didn't have. I'm even for removing/replacing Spartan swordsmen (see op - spartans).
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  8. The images uploaded are in Imageshack. I guess they were not visible anymore but I got one month free and put them here via Imgur. I don't play 0AD anymore so I don't remember if there was a possibility of capturing buildings. If there was, the romans could seize those ports to seize the island. Without this the scenario seems to me nearly impossible. If there is capturing mode, I'd reconsider continuing it maybe.
    1 point
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