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  1. [edit]Sibyllae Vox website: http://creativekara.fr/doku.php?id=0adsv:start for the latest version and instructions[/edit] Hello Probably from alpha 18 pre-release I studied the design documents and made a few suggestions. With this mod I try to get things to what I understood. It will I think feel a bit like alpha 17 with new features and some implementation changes (like disapearance of most hard-counters). For the first versions, I'd like to only redesign units to enhance the battle gameplay with a slower and strategic pace with hope it could be included in alpha 19. Later on there should be larger changes about territories, resource costs or other things, with more time to plan everything according to what the design comittee would build. Even if I'm part of this committee, this is only my personal work and wasn't agreed by anyone for now. To play with this mod download the archive and unzip it in the "mod" directory of 0 A.D. Then in tools and options choose select and activate mods and activate Sibylla Vox. First version changes: Unit speed and vision Health values Armor, damage and ranges Defensive structure damages and range Known issues: - Naval units are not designed. - The overpowered skirmisher cavalery rush may be back - Vision and range may be a little to short, maybe more for archers - Need multiplayer testing - Heroes are not reviewed A Sibylla is and independant and nomadic oracle which would tell prophecies in a mysterious and ambiguous way. The Voice of Sibylla tell you something that you must interpret well and can lead to doubts. sibylla vox 20150921.zip
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  2. Yesterday we met to talk about the general gameplay design of 0 A.D. We, that is scythewhirler, DarcReaver, niektb and myself, an autoproclammed design comitee (thus most of the team is aware of it) that I invited after this thread http://wildfiregames.com/forum/index.php?showtopic=20038. We are not dictatoring how things should be, but try to stick to what 0 A.D. is, refering to the design documents and looking at what is said on the forum (and IRC). So we first met to agree of what describes 0 A.D. for further common works. Relying upon this http://trac.wildfiregames.com/wiki/0AD_The_Vision, we diverged about a lot of points from the current state, about capturing, micro and macro, formations.... Then we agreed this: This surely doesn't say all and may seems just a rephrasing of the design document. It is our starting point for further discussions and decisions. The next meeting will happen on next Sunday. We will discuss each point of the desciptions and act more details for each then and see if the game fits it or what should be modified to get it.
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  3. Sure, will do Sorry, I was rather busy the last few months, but more free time is ahead
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  4. The 20 to 45 minutes part kind of puts me off... A game with such level of detail should be savoured like the finest of meals, not devoured as if it was fast food Would you consider adding a second game-mode (Empire Building?) where the game takes between 40 to 90 minutes? Then people could have time to develop more cities other than a huge metropolis and epic fights could ensue where one defeat in open battle doesn't mean total destruction, since even if that leads to the loss of your best city, you'll have places to retreat and try to claw your way back to victory... In short, a mode where (grand?) strategy is as important as tactics
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