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Showing content with the highest reputation on 2023-12-22 in all areas

  1. I can't even... Happy solstice or whatever.
    2 points
  2. units are currently very quick at switching formation, because they run instead of walking as they always do. any faster and they'll need to teleport. besides, would you explain please what do you mean by switching formation in combat? please make an example of such formation switch and its historical use in the battlefield.
    2 points
  3. Hello! Please add units from Xonotic. Will be cool!
    1 point
  4. Nice. Are you achieving this by changing the zoom and narrowing the field of view?
    1 point
  5. I honestly think Heroes could do that if we refocused them more and allowed the player more Hero options.
    1 point
  6. I would like to put forward an interesting idea for a new simple game feature: The Commander The idea is to add a non-player mastermind that can help the team to coordinate, come up with strategies, and supervise the team performance during all stages of a game. This "Commander" will act as an additional player in team games, who has no control of troops itself, but can share ally vision, ally map flare, and ally chat. And of course, doesn't have spectator view privileges. Only one Commander per team would be allowed, and it would be an optional figure. Leaving it to the discretion of the team to make use of the feature or not. This would make it possible to involve up to 10 players in a normal 4v4 TG, while adding almost zero extra overhead in terms of unit counts and overall lag to the game as a consequence. Also it would allow players that currently don't want to actively play, but would be willing to act as coordinators and strategists to be part of the game instead of spectating. It could also open new possibilities for balancing games. For example, by giving a "noobie" team a very experienced player as Commander, their combined strength could skyrocket, as most of the time new-ish players can boom well and mass good armies but lack the experience to make op team decisions. Being guided by an experienced Commander should also help players get better at playing in general. We would encourage the dev team to implement this simple feature first, in order to make it straightforward to include soon in a new alpha. Then, in case this feature becomes popular, other more refined ideas can be implemented later, such as: - A scouting or hero unit that the Commander can control. This unit could be used by the general to gather information about the map and the enemies in order to help him strategize. It could also be a kind of hero that could possess an aura to benefit his players in some way. If this unit is a hero it would possibly make sense to not give him fighting capabilities as that would break early game balance (hero being too strong in early game). - The players could send the general floating or excess resources for him to redistribute as needed. - In general the consensus among the players brainstorming this idea was to give The General only power of vision, scouting, strategizing, and maybe logistics, but no direct control in wars. - An interesting feature proposed by one player is that if the commander gets a hero to control he could use it to dance in front of armies during wars to break 0AD fighting mechanics more efficiently (joking! XD). Credit to players contributing to this idea: Stockfish Kakutstha guerringuerin effervescent Mucholag
    1 point
  7. I think we should incorporate the monkey head from AoE2 or something similar. Imagine, a naked fanatic with no spears or hands, who runs wildly, screaming random words and annoying the enemy!
    1 point
  8. It remains the best option. I aged a little, I suggest a new version
    1 point
  9. So this isn't a cheat unit but more of an Easter egg civ. What if you had a civ of the republic from Plato's republic? You'd have to either put a cheat code in at the main screen or (and I like this idea better) once the game has campaigns, add a small campaign about them after you finish all the Hellenistic campaigns on hard. (Also It'll be kind of fun writing encyclopedia entries for cheat units.)
    1 point
  10. I really have no idea about amphibians, I don't like them.
    1 point
  11. TLDNR: It is illogical that an empire can have one single stable for its 200 cavalry! Stables should not only be a place for training cavalry, but also for accomodating horses. You should not have more horses than your stables would allow. Just like you can't have more people than your houses would allow. Your horse population should be limited by the number of stables you have. For example, we can set that one stable can house 10 horses. If you have 2 stables, the max cavs that you can have would be 20 + the horse pop bonus from your civic centres (of course the player also need enough houses for the riders of those 20 horses). Limiting horse pop bonus from a civic centre to be 6 or 8 would make chicken rush more difficult. (the number of horses that you can garrison in a cc could be different from horse pop bonus for a cc) It should also be possible to set a horse pop limit in a game. With lower horse pop limit, players would need to develop more winning strategies than massing cavs, this is an alternative to what @JC (naval supremacist) proposed here
    0 points
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