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Showing content with the highest reputation on 2014-10-27 in all areas
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Hi, I have not seen a post asking this feature ... so I trying : Is it possible to have the "Restart" function in solo mode, and if possible also on random maps. A "Restart" button in the menu (with resign and exit) would be fine, and / or why not in the summary to better compare the differences. This would avoid having to reconfigure the "Game Setup", but especially with a replay exactly the same card (eg to improve its rush, or to claim revenge on "Petra / hard" in the same conditions). If not possible, it's a shame because I find it indispensable to progress efficiently.4 points
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I'm not an experienced player, therefore I may be wrong, but it appeared to me that everybody was using the same paired techs. That could mean two things : One, they were not balanced and therefore you were right, two they were and therefore were not adding anything to the game provided that they were not used. I personnally hate to have to make that kind of decisions (ie : upgrade bowmen to crossbowmen and therefore having units that cost different resources without having the ability to switch back to bowmen if I have only wood) However I think that used in a proper way and mixed with non paired techs that could be a great addition to the game, making it more unique. This is why I would suggest having some back in the game. It also appears to me than more and more people are turning towards mods instead of making the main game the best it could be. I mean this is just weird to split a whole and a little community over this so harsh. I believe we are not a bunch of little kids fighting to see who has the best superhero, why can't we have a constructive discussion instead of you say that, I say this, without this and that having any connections ? I believe founders and players despite having a different view of the game can come up with something greater if they just discuss it. As we are still on alpha stage nothing is fixed, a lot of things can still change. Making them change the best way know could maybe allow the team and the players to take the best decision and use the different views to come one big project instead of rivalry mods... Just my two cents Regards. Stan.2 points
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(No, I'm not trying to 're-envision' how techs work in 0ad, don't worry!) A while ago, Pureon showcased some of the icons the art team had been working on (http://www.wildfiregames.com/forum/index.php?showtopic=17025) and along with a selection of icons, he also displayed a Tech/Structure tree concept: I liked the idea (as did the commenters in that topic) and so I decided to attempt to implement it - with a little interpretation. After months of on/off development (mostly off than on) and various revisions, I have got it to a point where I'm happy to share it with the community. Here's a screenshot: A live interactable version can be found here: http://s06eye.co.uk/0ad/techtree-v2 And the code is on github here: https://github.com/s0600204/0ad-techtree-v2 Please note that this is no more finished than 0ad is. There are changes to come, efficiency improvements, appearance tweaks and such. But I thought I'd share my progress and get some (hopefully favourable) feedback. Enjoy! Update! It is now possible to see this in-game. See this post for details! Code Updates: 21st October : Tooltip positioning is better. 22nd October : Stats are now loaded from parent templates properly 23rd October : Tooltips now have the same descriptions used in-game; and for units and structures, attack and armour stats are shown where applicable. 3rd December : Three more community mods available for comparison, rewrite much of the data parsing code. 30th March : Big update to mods' simulation data, and modifications to permit aristeia's phase-pair techs1 point
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I don't like the battering ram needing soldiers to move. The ram cost more population allready which is a simulation of men inside it to move.1 point
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Multiplayer restart would be far more complex, but I think it's something we can do for single player. It would be nice for development/testing too.1 point
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Why do you say that the pair A/B would be a hard exclusion of one of them ? we can also think of duplication of pairs: for example a same pair would be available in phase 1 and 3 (with increased cost in the later phase). Thus you have a strategic choice to do for your start game development, but are not fully tied by this initial choice as the other tech will be available again later. In addition, this kind of pair would have some "realistic" aspect: different civs may invest in different techs, but because of spying or trade, all tech start to propagate to every civs.1 point
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Wonderful, I got it. I can now edit maps with SVN atlas and run them with Hannibal as mod in release. Thanks.1 point
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Replay value in an RTS is arguably limitless; a meta-game will always evolve if the RTS is well-designed (I believe that 0 AD's design is quite sound) given that strategies evolve as players adapt to them. Imagine I come up with a "Rush A". Since the game is well designed, "Rush A" has a counter named "Safe Play B". So if I scout someone who is going for "Rush A" and I am able to successfully pull of "Safe Play B" (in terms of my build order and my execution), then I have a counter to "Rush A". The thing is that "Safe Play B" also has a counter. If everyone is going "Rush A" then that rush is going to be very strong until everyone starts using "Safe Play B" to counter it. At that point, it will be possible to develop "Greedy Opening C" to counter "Safe Play B". The thing with "Greedy Opening C" is that either loses to "Rush A" or it perhaps loses to "Rush D" which is a different rush from "Rush A" but it remains a rush. This is over-simplified but hopefully the point comes across. If the game is balanced and well designed, this is a way that the meta-game may evolve. You'll notice that you won't ever see the development of "Greedy Opening C" if "Rush A" hadn't brought up "Safe Play B". There is your replay value. A successful RTS player will have strong game knowledge (he scouts and he knows about strategies A, B, C and D), strong execution (he will be able to execute any of those strategies). The truly best players are the one who will develop the new strategies. So what does this have to do with un-paired techs? It's quite simple: if you have access to a large variety of tools in the form of upgrades (Blacksmith upgrades, Storehouse upgrades), you have more tools to work with to develop strategies. If you pair upgrades like it was done before A17, you limit the different strategies that people can use or invent. See the slinger rush example I talked about earlier in the thread. There will be no reason for me to attempt a slinger rush supplemented with the stone gathering upgrade if I'm going to penalize myself down the line by not being able to obtain the metal gathering upgrade. Yes, it's a "choice" to research the stone gathering upgrade. However that "choice" is fairly one-dimensional: if you choose to use a build that will hamper your strength down the line, it means that build is limited to being an all-in instead of a rush or pressure build, so your transition is weaker. If people figure out how to hold off slinger rushes, then the slinger rush becomes obsolete since it has no transition. Again, it's a very simple example, but you get the gist of it.1 point
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We might still be in the Alpha stage, but a lot of things in the main game are at the stage where we really shouldn't add too many things to them at this point, so there's less room for completely new and game-changing things (re-adding paired techs with more relevant pairs is not what I'm talking about, rather the kind of completely game-changing new features some people have suggested). It's perfectly fine for people to implement them in mods though so they can be tried and tested, and if people like them included in part 2. When they can be a part of the game design from the start. As for things which actually can go in the game, I think the route of modding might be good here too. Because if something is implemented in a mod and works well -- then it's proven that it works well and can be added to the game. That's far better than arguing and not getting anywhere -- a mod to show how things work in practice is a lot more compelling than arguments alone1 point
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As Enrique say, the pairing of techs add more replay value that is now lost in A17. The pairs give the player interesting choices and trees that can be different every time they play. Now, all techs are in straight line and expensive, meaning you make fewer choices in a game. There could be a mix of small choices and big choices with a mix of a lot of pairs with some single techs, inexpensive and expensive. Instead now there is only big choices in a straight line and no pairs. Not as interesting as before as it could be. I do not think you will agree (given I was made fun for suggesting vision and imagination) so I make my own mod and play my own way.1 point
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Really? I can understand that they were removed for the sake of easier rebalance to set the new gameplay direction, but I hope they come back. IMHO the tech pairing system added another layer of strategy, also it was a nice personality touch to the game, and in top of that increased the replay value of the matches.1 point
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Rebuilt on an island after the sack by Nebuchadnezzar's army, Tyre flourished as the prime Phoenician city-state, ruling the waves, and setting up colonies as far as North Africa. Alexander's armies laid siege in 332 BCE by connecting the island to the mainland via an earthen causeway so that his army and siege towers could reach the rich treasuries within the palaces and temple complexes throughout the city.1 point
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