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Showing content with the highest reputation on 2014-11-01 in all areas

  1. It's funny that fallen soldiers give food as loot. Reassure me, people in 0 AD aren't cannibals are they?!
    2 points
  2. This was actually done in Age of Empires 3, where ranged units in melee range would hit things with their weapons instead of shooting them. Musketeers had muskets with bayonets on them, so they did quite well in melee. In the other hand, skirmishers armed with rifles were forced to hit things with their rifles when caught in melee, which was obviously ineffective. It was not only cute, but it was also realistic and it balanced out ranged units caught in melee fights. I mentioned this before in another thread, however I'll say it again. All infantry and cavalry units which were attacking buildings did so by torching the building, NOT by using their weapon. This was also more realistic and it looked better. Even melee units had a ranged attack for siege which was simulated by throwing the torch. Very nice overall. If these kinds of animations could be included in 0 AD, I would love it. It should be doable without too much technical difficulties as far as I know, however it would represent some tedious work. So I agree with you,DMDonahue. However, that is one task that needs to be looked among many, many more.
    2 points
  3. it should definitely be done automatically!
    1 point
  4. Thank you both for your replies! Wether my suggestions will be (partly) implemented or not, I am looking forward to follow the development of 0 A.D.! @feneur: I will try this out, thank you very much!
    1 point
  5. Almost all of that are things that you can do already, albeit not in exactly the way you describe/not as easily or fully-featured. While there is no god-mode you can launch a match within Atlas (the Scenario/Map Editor) directly, and there you can place resources/units/buildings/etc and even change the terrain as the game is running. Only some of the changes remain when you reset the simulation (i.e. stop running the match) though, so it's of course not as easy to use and continue using as a proper god-mode. I would say that it's beyond the scope of the game to implement a god-mode though. Not because I think it would be too difficult to do, but rather because it would add too much to the game that most people wouldn't use. Better to make a mod or spinoff game that focuses on a god-mode gameplay. To be able to control the different civilizations first enable the Developer overlay (by selecting the menu option or pressing Alt+D), and then select "Change perspective". This option allows you to switch between the different players and control it, then select another and control that, etc.
    1 point
  6. We took a look at the router setting but we didn't found anything that could be useful.
    1 point
  7. I actually think that siege engines which require soldiers to move and operate is a very cute idea. However, as others have pointed out, you would have to make them so they don't occupy population slots. In a way, they would almost be mobile buildings. It makes siege engines in 0 AD a bit more unique, unlike other games like Age of Empires for example. There are some good ideas in the OP, however I agree with what niektb said. Simple, yet well-made, game design should be the priority. Perhaps I should be better off asking in another thread, however I'm going to ask here. What happened to the upgrades to make citizen soldiers into regular soldiers? They only go up in rank when they fight now? That's a big development. Or did that upgrade go to another building?
    1 point
  8. 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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