Leaderboard
Popular Content
Showing content with the highest reputation on 2017-06-30 in all areas
-
If I remember correctly, it was said that the current mechanics of the corral was just a temporary hack until the corralling feature was implemented. I figured you guys would want to finish off the original plan for the corral because right now it's kind of superfluous. I characterized capturing animals like relics to illustrate its similarity with relic capturing in AOE games, while obviously being unique to 0 a.d. I personally would not find it unrewarding to find and capture gaia sheep and goats and cattle and get a nice little trickle boost for garrisoning them. I didn't find capturing relics in AOK unrewarding. YMMV.4 points
-
Ideal bell system: The bell should only work on women. I normally do not want to garrison the soldiers using the bell. I want to direct the soldiers manually. Consider that soldiers do more damage outside of towers/fort/CC than they do inside. The main purpose of garrisoning soldiers when the enemy attacks is to prevent capture, and this should be done on a case by case basis if the enemy is trying to capture. The market should also have a bell that works on all your traders anywhere and makes them garrison in your own or allied buildings. There should be a hotkey to ring/un-ring the bell (once CC is selected) so you can respond quicker to raids. The bell should reserve spots for units so it won't try to garrison 30 units into a 20 garrison limit building. This would reduce the impact of raids because women would more quickly find safety instead of milling around getting slaughtered. If you select women and manually garrison them in the CC or houses without ringing the bell, the "safe" bell should put them back to work. This would reduce the impact of raids because it lets you manually garrison just the women that are in immediately danger, and easily put them back to work afterwards. A smaller-radius bell should also exist on the storehouse. This would let you garrison just your woodcutters. No alert status on units! This would greatly simplify the implementation and prevent bugs. Just two bells, "alert" and "safe," that you can ring at any time. When the "alert" bell is rung, all women in range try to garrison, and remember their previous task. If a woman is working and you select her and tell her to garrison or move (without using the bell), she will also remember her previous task. When the "safe" bell is rung, all women in range that are garrisoned (or garrisoning, walking, or idle) will ungarrison and return to their previous task, like the back to work command. Not enough garrison spots: have them try to garrison somewhere. That at least gets them moving which makes them less of a target. If some units die on their way to a building, no orders change. See (7) above: no alert status. The bell is rung as a one time event that gives a garrison order to the affected units, it doesn't have any lasting effect after that. See how it simplifies things? The reserved spots are only calculated when you ring the bell, and forgotten after that. So, units continue with their orders. You could ring the bell a second time to recalculate the bell order.2 points
-
Ok my dear friends in English here is a version in Spanish of how starting modding in 0 A.D I will ask question by newcomers and some fans in our languages with help of @Alexandermb. hola y sean bienvenidos a este topic donde contestaremos lo básico de modding e incluso como llegar a calidad muy alta de modificaciones para 0 A.D.1 point
-
I like all of those ideas, causative. (I never (purposely) use the second alert level.)1 point
-
@borg- Counter would not be new Just a step back to where it was in A16 I think About hotkeys, there is a patch lying somewhere which allowed to switch between entities, it's probably outdated now but does it do what you want ? https://trac.wildfiregames.com/ticket/1492 https://trac.wildfiregames.com/ticket/18991 point
-
Well, I must be one of the few who would not want to see lots of new things. I'd like to see optimizations in lag (multicores) and mainly in pathfinder. Ony two new things that I would like to see: 1- Counter system 2- Hotkeys for buildings1 point
-
1 point
-
And here's some comments and my replies: If you only used the first alert level, then the garrisoned soldiers would stay garrisoned since they wouldn't be put under alert. To me, there's no reason (apart from healing) to have units garrisoned if the enemy's not around; I'd rather have those units working. But I understand your view too. Hopefully in this thread we can get a sense of what the community prefers. That may not be a good thing. I often will set a rally point for a building before it's destroyed, so that the units inside will run away to the desired location when the building is destroyed. If you ungarrison them before the building's captured or destroyed then they'll walk to the rally point. If you're only at the first alert level, then soldiers will move to the rally point while women will run and hide. That might be nice in some situations, but it seems like there are too many complications. (What happens if there's not enough garrison spots for everyone, do they try to garrison somewhere anyway, or just stand still? What happens if some units die on their way to a building, do other units continue on towards a building that's farther away, or do they turn around and try to garrison in this building that now has free spots, potentially running into the enemy and dying themselves? What happens if you manually change some of the garrison orders, because you care more about elite priests than expendable women, do other units continue with their orders or do they alter them now that the "reserved spot" numbers have changed?) So in this case I probably prefer dumb and predictable ("find the closest building that's not full") rather than smart and unpredictable.1 point
-
conversion intended as: "i saw you and now you are mine!" (aoe sheeps convertsion style) for something not consumable and that provides benefit to a player seems hard to achieve if the unit in question is randomly generated somewhere in the map and it has to be brought in own base (indeed there will be many back and forth in order to re convert the unit and perhaps a capture-like system would work) unless there isn't something like priests in aoe who, once captured a relic, they bring it to a temple (a woman carrying a sheep to his base looks quite fun). @Servo Farms can infinitely produce food but in my opinion the most important aspect of managing own economy is to minimize the number of units involved into economy and focus, perhaps latter in the game, into the military part of the game (sieges require pop). Thereby the amount of food you need for late game is lower than the amount of food provided by the grain fields you have to build during the game in order to sustain a constant units production until the population cap (unless you plan to train cavalry champion which is an extremely food hungry unit). Perhaps it also depends on the population cap.1 point
-
We even see all capture conversion feature. https://trac.wildfiregames.com/ticket/9971 point
-
The question is whether you are able to get a pic (screenshot) of the issue. Or maybe even a small video if you are able to record that, maybe it would be easier to see it then.1 point
-
Thanks to both of you, for clarifying things. That is good news.1 point
-
It's somehow known, but test it on big maps or multiple equal buildings an see how it performs in that conditions. As for the realism, we only have what persisted through the ages, i guess we can fill some holes with imagination as long it does not surpass reality. IMHO1 point
-
1 point
-
Pathfinding improvements. It's always sad when units get stuck on something or line up in a long row to walk anywhere. Territory/capture rethink. I haven't looked into the history, but the current system seems pretty arbitrary. Market/trading rethink. This also seems pretty arbitrary. For example, trading routes half as long generate income at half the rate, which makes trading useless on small maps and between nearby allies.1 point
-
Well that's the eternal fight between accuracy and gameplay. For which I'm always going to stand on accuracy.1 point
-
Some 1v1s I played yesterday. Feldfeld (sele) vs WarriorSpartan (Ptols).7z Civs were chosen randomly. As they were imba, i offered a re and he declined, not much to say on this game. Feldfeld (ibers) vs WarriorSpartan (persia).7z A mistake ended the game quite fast. PhyZic (brit) vs Feldfeld (sparta).7z This game shows one more time how one unit rules a21's middlegame. It will be balanced on a22. PhyZic (mace) vs Feldfeld (gauls).7z By far the most interesting game of the series. PhyZic (rome) vs Feldfeld (gauls).7z Some rushes. Note that, about the maps, in my second game against PhyZic, he had hunt advantage. In the 3rd game, i had berry advantage. You may want to download all the games in a pack : pack.7z1 point
-
@Strannik Yeah. I get what you mean but sometimes you can pick new stuff you thought was not possible in blender so it's always nice to watch. So I can't speak for anyone else but I'd like to see how you do it Also when you have an anim done it would bbecool to attach the blendfiles so if or when you to leqve there would still be a trace of what you've done Anyway thanks for the good work and not giving up1 point
-
Hey @Strannik nice to be hearing from you I was wondering if at some point you could video record your animating process and put it on YouTube. No need to comment or anything. Just plain video1 point