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Showing content with the highest reputation on 2019-10-15 in all areas

  1. Might be interesting for @Monder87's "0AD Economy Similation Mod" Or even for @azayrahmad "City Building Mod"
    3 points
  2. I still really fail to see why elephants should be seeding anything... They shouldn't. I also still fail to see why worker elephants wouldn't have a mahout... They should. For actual human farmers, it would be nice to see them using a hoe in the "construction" of the field, instead of hammers. Then they could just use the hoe to go from one end of the field to the other as the "construction" animation, creating rows of fertile, exposed soil in the process (one person going up and down 5 parallel rows, or 5 people, each going down their own row). Then seeding. Then some more use of the hoe in random spots on the field, to represent weeding. It would be sublime to animate the crop itself as well. After seeding you'd see the crop "grow", simply by seeing the crop rise from underneath the ground (reverse sinking). When it's matured (preferably yellowed in color), the farmers would use a sickle for harvesting. It would be nice if the farming could thus become a cyclical thing, instead of continuous food income, you'd see workers harvesting at set intervals of 6 minutes or so. Regardless of when you construct the farm, all farms across the map for every civ will be on the same cycle (food income determined by amount of workers on the farm during the cycle). So there will be a "harvest season" every 6min or so, which could add strategic depth (interrupting someones harvest will cost them that harvest, as the fields turn fallow).
    3 points
  3. Is unnecessary for me.
    2 points
  4. Like this: Less units means less lag. It is a non trivial bug to fix, as you can see even the new Age of Empires series struggle with this, so when it's done. There is progress made in that area. If you are on a laptop with an Nvidia card, or an AMD one, make sure you are using the dedicated GPU.
    2 points
  5. Would be fun to have a sims like simulation in the game ^^
    1 point
  6. I believe it's important to take time to explain. Doesn't always prevent heated discussions, but sometimes this text format, like any other form communication can be misleading for the reader. So you're welcome
    1 point
  7. There are still a few things to fix before this. But thank you for testing !
    1 point
  8. True, true, but currently they are used for building anyway, so I was offering an easy solution. Since it was gonna help building unless someone changes the way it works, it might as well do that. I guess @Imarok could remove the ability for worker elephants to build farms, but that's out of the scope of the patch. The goal of the patch is just to allow playing a different animation when a unit is building a structure, or a farm. That's it, that's the scope. Making units go back and forth on the field sound nice however it's kinda complicated to do, as the person adding that feature would have to make it generic for every building , and every unit which has to take other units in account, shape of field, etc No it means however that terrain textures would be used to define the fertility of the land. So while farmland terrain textures might serve purpose, any texture could. Like let's say grass_a or cliff_b I think it's worth noting that while convoluted, the current one was way easier to implement And other than the lack of motivation to work on the paradigm, there were also very heated discussions about it, and it was not a trivial issue.
    1 point
  9. I think logistics would be very important, but at the same time I think it doesn't need to be at the tactical level. My idea is that you have each population drain 0.1 food per second from the global pool. It shouldn't be too hard to calculate food cost-the AI already calculates population, and you just need to drain food based on population. The other thing is that ammo should be important. Perhaps slingers, whenever they fire, would take 0.1 stone from the global supply, archers 0.1 wood, javelineers maybe 0.2 wood, and catapults and bolt shooters taking 1 stone and 1 wood respectively. It would add a cost to ranged units, so that you have a balanced army, but at the same time it means ranged troops are still capable. To manage supplies would just involve checking materials.
    1 point
  10. Yeah that's already the case I used the destruction one cause it was more visible. First the feature then the art
    1 point
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