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Showing content with the highest reputation on 2017-06-10 in all areas

  1. I have learn how to animate each oar, so finally fixed the animation, and also added a bob animation when idle
    2 points
  2. 1 point
  3. In most RTS you can destroy buildings with soldiers. Capturing and "suicide" buildings is an alternative way to get a building down and a strategic choice to use it at own advantage once captured. Io can still use sieges to destroy buildings and get a small amount of resources as reward though.
    1 point
  4. This could be really useful, even showing building profiles hidden among the trees for an easier selection. Another useful thing to have is to being able command units to move on a resources occupied tile without let the citizen soldiers gather. Sometimes there is the need to defend the civic center or to move in a forest for a strategic deployment, but, on click, citizen soldiers will try to gather resources making the maneuver a bit nasty. This also apply for cavalry which will try to destroy grainfields on click.
    1 point
  5. But I think there are more people that want new civs to be included
    1 point
  6. Play the Miletus Peninsula skirmish map. That and AI.
    1 point
  7. This is my feedback regarding Promotion Animation: I don't like it. How about following the Red Alert 2 tradition? A Promotion Visual popping over the unit's head It's a little bit like the Move Order Visual you're currently planning out.: Static Variant Rotating Variant
    1 point
  8. I like the capturing dimension of the game. What really sets me off is its conjunction with the deletion feature, which makes capturing+delete a lot quicker than destroying the building from the start. Furthermore, I know this feature has been since forever in RTS games but, instant building and siege destruction did not happen in medieval times. I see two solutions for this: 1- Disable building deletion. Buildings shouldn't be automatically destroyed. A player should have the option to attack his/her building in order to destroy it, no matter the time it takes (maybe there is a damage bonus to its own buildings). 2- (As already suggested by others,) When a player deletes a building it catches fire and slowly looses health until it is destroyed (repairing the building sets the fire out). The difference I propose here is that this happens for every building owned and there is no special damage for freshly captured buildings (if there is one, it should be a penalty, emulating the soldiers not knowing the weak spots of the "alien" structure, but I think this is unnecessary complication). One can regard capturing as gaining access to the building interior and deleting as striking at key pillars (1) or setting it on fire from the inside (2), which should be quicker than hacking and slashing from the outside. Personally, I prefer the first option with a (slight) bonus to damage. Players should be careful to position their building (especially early on, as it will take time and workforce to destroy them). The second option requires less micromanagement and resources to do it. Either way, the time to capture+deletion should not be excessively different from attacking.
    1 point
  9. About the silhouette of the units, we know that it is possible to activate them through the options. But why not also expand to gaia? That would be something like the images I put down, animals (white), shrubs (green), stone (white), metal (golden). Especially small animals are a problem when they are in the trees, you waste a lot of time looking for them, I think this suggestion is valid and in great need. I also think it should be optional as well as for units.
    1 point
  10. I need opinions, are these textures too colorful for the Norse? Player color indicators: Pants, shields and capes
    1 point
  11. Very rough sketch of the fort.
    1 point
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