Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2016-01-10 in all areas

  1. Queshnaba, if you want. Look at the "Finishing the Seleucid Faction" thread for the finished suggestion roster, and you can post what you think there.
    1 point
  2. Once I get nice recording software, I plan on making a gaming channel, and that will include playthroughs of 0 a.d. I am also planning on suggesting to game to famous YouTubers like Heir of Carthage, Prince of Macedon, Lionheartx10, and so on.
    1 point
  3. Another high level game against SwampGremlin this time. Britons are not invincible ! And romans kind of rox! vs SwampGremlin.zip
    1 point
  4. Hi mimo. I like your #2 proposal. It's very cool idea and make sense to me. It kind of like a field going fallow to disuse. I like #1 too. I don't know why field so strong in vanilla version. Burning enemy field was common tactic for marauding armies. Field should be very vulnerable. To that end, I think you should look at Delenda Est farmland implementation. It is hacky, but as game mechanic it work. It push farming far away from the center of town.
    1 point
  5. Thanks for that. I forgot about putting it in the title .
    1 point
  6. Update: The perks ended up costing USD 5,611.10. Many thanks to Erik for taking on the perk fulfillment project, paying for the perks out of pocket and waiting patiently to be reimbursed. Your commitment to the project is nothing less than admirable. Big hug!
    1 point
  7. If the objetive is making rush a more viable option, maybe CC arrows quantity could be reduced overall, and then increase by each phase.
    1 point
  8. And #3 sould be add a no building radius of fields around CC With a updated UI for how to use farmfield so people place them near the farms" more realistic and better looking" farmfield sould not be placed around a CC but around a farm and give more food for gathers that bring food to the farms then when the bring it to the CC with the idea farms process better so they get more out of it. Field lose health? lolz they sould decay when not worked on and when units start working on them after some time they need to be re seeded with will take some time more then a new field. I like your idea but the gameplay overall need to be taken with a more realistic aprotch i think 0.A.D is going more to the arcade and simple style the the realistic and fun like it was prenounced
    1 point
  9. Actually, thinking about it again, scratch what I said That doesn't make much sense. What should be done imho is to have one patrol order, but allow for queuing of waypoints during that one order (which I guess is one way to interpret what I wrote, but not if you take it literally (which would mean first patrol between a-b, then move back to b to be able to do a patrol from b-c, etc etc ) so it's better that I rewrite things =) ).
    1 point
  10. Normally, yes. Given that it features CC-BY-SA content, the video could be considered a derived work from it, so should be under CC-BY-SA too. It's just a case of forgetting to set the license. Mods that mix art from 0 A.D. should also be under CC-BY-SA to not get in a legal nightmare. Else you have serious troubles when f.e. distributing a video or screenshot with mixed content. Additionally, many mods start from 0 A.D. art to modify it, which would make it directly derivative work, so requires CC-BY-SA. However, we don't require mods to be CC-BY-SA licensed. A total conversion mod that doesn't derive from nor mix with 0 A.D. art could use its own license for sure. But I haven't seen one like that yet.
    1 point
  11. I think 1) is about AOM (and possibly other games) where you just build walls, they're wood ones, and then you upgrade them to have stone walls. So the answer is: it's not the design we chose, and the AOM way is less realistic (upgrading walls is not something you would actually do). 3) No it's not a design decision, this is something we would like to fix. But the automatic chopping sounds really complicated, we'd rather exclude the wood zone and let the player deal with it.
    1 point
  12. Ability system is a planned feature right? I hope it will be added to the current workload and be included in the next alpha release. It can buff the current gameplay, specially at this period, where some of the long time players have started to become less contented with the game. During the past months, most of the topics that were discussed here was about, how to tweak the current gameplay, whether economically or gameplay combat mechanics.. I'm thinking of something similar to the ability system of Battle Realms and Warcraft (as what was also suggested in trac), units from both games became special because of the associated ability on them. Aside from counters, units can also be useful because of their ability. Some examples, -Auto-cast upon enemy detection or manual shield/defend ability (this is where the armor bonus becomes active) Battle ready animation should still be different from defend animation. (i.e. battle ready anim. is more like a taunting anim.) -Temporary invulnerability (for for frenzied fighters like naked warriors and berserkers) -Critical strike and stun bonus with downed or stunned animation (Makes combat even better, charge attacks may cause an enemy unit to fall down or become disoriented, also works well with animals like wolves or dogs -More unit conditions like, disease infected or burning or affected with cowardice (Just like in Warcraft where, an UI indicator displays a certain spell or condition which affects the unit) -Throwing weapons with a certain cool down period -Active ability battle cry (Can stack with passive attack/defense bonus)
    1 point
×
×
  • Create New...