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Showing content with the highest reputation on 2020-08-22 in all areas

  1. Depending on how its seen, if it has auto refresh after a time it may be considered Cooldown. If we have an ammunation carriage like Risk of nation with an aura refilling infantry ammunation could reduce micromanage to only a single unit positioning and opening the field to "supply" attack strategy. if weapon switching is implemented with automatic switching when ammo is 0 or too much close to use ranged weapons wouldn't be micro. and finally with batallions i don't see any problem since archers will have to fully retreat with a single click to replenish instead of selecting a whole group of single infantry. Just like you mentioned. For one side the micro management of ammo would make players twink twice on attacking whitout supplies and relying more on melee infantry/cavalry. and less to massification of proyectil before melee hits. It has his pros and cons. Wouldn't really know until the feature is fully implemented with every option mentioned above is up to the plan.
    4 points
  2. 3 points
  3. Well, there's also the fact that I'm not really fond of the ammo idea. Lol. Now you don't just need ammo, you need supply trucks or a cool down or to retreat ur units back to the blacksmith or whatever.
    2 points
  4. @wowgetoffyourcellphone I am again updating this textures and have renamed them to match the current naming scheme for most textures. I have removed the chain mail sleeves for all textures as @Genava55 pointed out that it could have not been a possibility.
    2 points
  5. This is a good idea, there should be a custom upgrade at phase II for double thickness walls, and an upgrade at phase III for triple thickness walls. my 2 cents.
    2 points
  6. cartiaginian wall is expensive and needs more time for build. 3x more HP is nice but its useless in most (rush) matches. enemies (ai and/or humans) will arrive own territory before the heavy wall can build before. nobody uses this walls in multiplayer. long walls inclusive wall towers cost 1000 stone > . its not easier to update wall health or armor maybe in city centres of carthaginians or fortess and set carthaginian wall to default wall vars? greetings Hidan
    1 point
  7. Yes, same type of unit could have slightly randomized stats, and an individual name. I would also like to have most units eventually gain Hero status with enough experience. And their hero auras would be based partially on their randomized statistics. It's a mechanic that suits small scale battle, I think. Loyalty could be one of those stats. Units with high Loyalty will cost more to bribe and maybe will have an encouragement aura.
    1 point
  8. It would only result in Micro if the unit AI didn't know how to handle the behavior as Alexander pointed out. If we implemented ammo for javelins now, without automatic weapon switching or some kind of resupply mechanic, then the AI wouldn't know what to do. I've thought this through a lot, and there are three ways to solve the problem of running out of ammo, which should be handled by the AI somehow to reduce micro: Resupply, such as repurposing trade cart models to carry ammo Auto refilling, javelins automatically refill, perhaps a retreat mechanic would be needed by the AI in the mean time Weapon switching
    1 point
  9. Your saying each same type of unit would have different stats. I think there could be a setting that enables a feature that makes one of them have higher stats than the other. There could also be a loyalty system where if his loyalty stats is low he would betray you and convert to gaia.
    1 point
  10. The problem is caused by highdpi screens and how recent Windows versions scale them. Since Windows internally tries to handle application compatibility for highdpi screens, it gives scaled resolutions to SDL2, which is actually severely low. This caused the game graphics to be absolutely @#$%, (for instance, the main menu buttons were stacked etc. for me on my screen). I noticed this when I switched from Linux to Windows. Interestingly there were no green glitches at the time. And then there was an update within the year 2020, (I can't be sure if it was Intel or Windows, since I did both at the same time), that resulted in this atrocity. I have reason to believe the actual glitches come from within Intel drivers because the game resolution is so much lower than the native one. I spent like two whole days trying to figure this out. I really wish I had seen this thread earlier, this information would have really helped me when I was randomly reading SDL2 docs and ancient SDL forum threads. There are 2 solutions, 1) Specify exclusive fullscreen (the oldschool kind literally nothing uses anymore because its drawbacks outweigh the benefits). 2) Specify awareness in the binaries which stops Windows from meddling with the resolution by scaling them or whatever, which means SDL2 can actually know the true resolution and draw the game using the true native resolution. #2 is what MS itself recommends. Unfortunately, both of these solutions require WFG devs and as an end user there really is not much you can do other than wait for A24 which hopefully will have this fix. Or apply this metaphorical english patch yourself I guess.
    1 point
  11. This is a cool project, I do have 1 proposition for the Kushites, you could possibly use: Abraha, a famed Himyarite/Axumite Military General of ~550AD who conquered parts of Yemen, ruled over much of Arabia, and supposedly led a failed invasion of Mecca. He attempted to establish a Christian center of pilgrimage in Yemen to compete with Mecca, and his reason for waging war on Mecca was to defeat his primary competitor. Although he is a bit later than a lot of heroes in the game, he would be a noteworthy addition to the Kushites (who are the predecessors of the Axumites). Notably, Abraha supposedly rode on a white Elephant named Mahmud during his military campaigns. You can read more about him on his wikipedia page, below I put a suggestion for abilities: 1. Religious Zealot - Abraha has a healing Aura (use standard temple healing ratios) 2.Duelist - 50% effectiveness against enemy heroes (This may be unbalanced but I saw it on Alexander IIRC, perhaps needs to be lower due to healing aura.) 3. Synod of Sa'na (Al-Qalis Church) - Build a single Temple complex that also functions as a marketplace (xx% trade boost?) (This is supposedly the location of some partial ruins of the Church, you could design a grander structure after the Yemeni style of buildings seen in the background, perhaps with a market place in the center. https://ibb.co/3WvTxwx) 4. Mount - Mahmud the White Elephant (^.^)
    1 point
  12. it was recently updated https://code.wildfiregames.com/D2812
    1 point
  13. Hey guys, I'm kind of a noob here but been playing LOTR's BTME II for a while and feel like this game is only just shy of being as intuitive and fun as that game. 1 of the obvious points I've noticed after playing for a couple weeks is that I feel like the Heroes are a little bit 1 dimensional. So I made 3 really simple proposals (from the POV of a programmer) that might make these heroes feel more valuable in the game. 1. No Revive hacks, this isn't World of Warcraft. Get rid of the ability to buy the Hero again after they have been killed. This makes killing enemy heroes worth while, and will make players more careful with how they use their heroes. If you manage to lose all 3 heroes, you have no more heroes left to use, this will force more strategic game play and decision making. 2. Give the Heroes 3 Levels of advancement just like regular units. As a default I would consider all of the Heroes current stats as Maximum level 3 stats. Thus Level 1 & 2 would make the Hero slightly weaker with lesser Damage, HP, Armor, etc... (Unlocking passives could also be unlocked by advancing levels, but this might make things too complex for the programmers). By simply introducing levels for heroes using the same structural system that is used for regular units, we could make these heroes a little bit more vulnerable in early game, and thus make players be more strategic in how they deploy these Heroes before reaching max level. 3. Make Heroes more accessible in early game by allowing them to be purchased at the town Phase from a civic center. This will also streamline moving between classes, because currently all of the Heroes are housed in different structures depending on what faction you are playing as. Simplifying this one aspect could make the learning curve a little bit easier for new players, and make playing other factions less intimidating, because players will always know where to get the powerful Hero units, (From the Civic Center after Town Phase). I think this would work fine with the current instance of the game as there is no reference to the Heroes in the Tutorial, so nothing would have to be changed there. Just making these minor "Copy-Paste" type modifications could go along way towards making the game-play a little bit more dynamic, and engaging as far as it concerns the Heroes. All of that said, would be interested in hearing any other thoughts or ideas from players on the forums here about simple ways to improve the heroes, or any critiques of my particular proposal. Honestly, the Historical Heroes could really add a cool dimension to the game if they were given just a little bit more attention. I think it might be worth while to invest a little bit more time into improving their stature within the context of the game. Thanks for taking the time to read this if you did!
    1 point
  14. Ammunition would be a bear to micromanage IMHO. Same with too much weapon switching (unless battalions are implemented).
    1 point
  15. minrange is easy, however "tell them to switch" is more complicated. See #252. We don't have a ammunition system (yet) so this might be more work.
    1 point
  16. I actually want to do this, as well as create some randomness for each unit in Stats. Let's say when "Brutus" is spawned on the map, he gets +10HP, when "Lyle" is spawned he gets "-10HP" . They are separate things, I don't mean to paint everyone called "Brutus" or "Lyle" with the same brush, I'm just saying I would like to give name randomness AND some stat randomness, but generally they would be independently randomized
    1 point
  17. Finally got to feature a team game on Corinthian Ishtmus
    1 point
  18. I gave Hannibal the option to ride either his horse or his elephant. Hamilcar Barca: Xanthippus of Sparta: Maharbal I need some ideas for Maharbal. https://www.wikiwand.com/en/Maharbal I also read all the entries about him on livius.org, but there's not much to go on. Also, 1 more Carthaginian hero is possible. Maybe someone related to the navy.
    1 point
  19. It should be nice to have a new one for Brennus like this one: But for the moment you can shift to this one, this is the closest thing for the period:
    1 point
  20. For UnitAI couldn't you simply give ranged units a minimum range and tell them to switch when close? My understanding of javelinists is that they would often only carry a few javelins and would switch to a melee quickly after they closed the gap.
    1 point
  21. Some ideas: Fairness (Aura that boost villagers) Recalling the exiles (Citizen soldiers train faster) Maybe a bonus that makes your units immune to bribes (Because he stopped a conspiracy in the army)
    1 point
  22. Building placement features had been discussed since a long time. Those kind of features are highly dependent of the kind of game, of the obstruction design and so on. Among the specificity of 0AD and derived games, the buildings are rotated rectangles (and don't align on a grid). * Some discussions which occured in the past: https://trac.wildfiregames.com/ticket/3685 (enforcing distance between building for realistic placement) https://trac.wildfiregames.com/ticket/3920 (magnetic grid) https://trac.wildfiregames.com/ticket/3920#comment:2 (dev input) https://trac.wildfiregames.com/wiki/GameplayFeatureStatus (Entity alignment to terrain grid) https://code.wildfiregames.com/rP23330 (building snapping feature) (feedback about snapping feature) * Some other games concept: (placement helpers for batching) * I also remember a person in the lobby having a custom gui mod for building placement (with a nick starting with L) edit: it's @Lefo Now my questions are: What do people want? What players want? What developpers want? Does someone has a proper consistent clear design in mind? Thanks for your inputs!
    1 point
  23. Nice feature. This will make housewalls easier. Will it be available in the editor as well ? Also, we need a similar feature when building walls next to cliffs and docks next to water edges. Perhaps also when building next to trees like suggested in an earlier post.
    1 point
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