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Showing content with the highest reputation on 2015-10-03 in all areas

  1. The decision has been made and the next release will be Alpha 19 Syllepsis, I'll close this thread to avoid any future confusion.
    2 points
  2. Thank you very much Yeah, I'm pretty sure one will not get all details right on the first try, so an iterative process with testing and refinement should be employed, until the players like it Oh yea, that is a great idea: just determine rigging based on the distance the ships have to travel. For for voting that would be option D Hm, yea garrisioning siege engines. Here we have the problem that if we allow the player to garrision artillery and it attacking enemy ships, somebody will just take the biggest ship and load it up with ballistas, while the ship itself only has deckspace for, let's say, 2 large artillery pieces. This would also make the player evade the dilemma of choosing between archery towers, boarding equipment or artillery on the ships. Perhaps a way out would be, to indeed allow garrison of artillery, but make it block the slot for the other equiment that could be placed in it. The advantages would be that the only thing modelling wise for this would be to place an empty for the place of the artillery, automatic inclusion of all updates to artillery-pieces (including all balancing) and the historical possibility to unload the artillery. Actually, I like that idea Oh yeah: color-schemes Some of the ships of antiquity were painted really beautifully. I was planing to have the player-colors as the colors of the stripes on the side of the ships. Historically, white was a very popular color for ships and in the roman navy, red and blue were the traditional colors. So I guess ships will become pretty colorful Also, traditionally, a tiny update: Additional attachment points for ropes for rigging and equiment in the front of the roman 5: Tiny details improved at the back of the ship (bronze holder for flag-signal-post and wooden beam for holding the landing-ramps in place): Also, medium quality roman anchor for later baking (looks like at the time wooden anchors with lead weights were the standard for the roman navy):
    2 points
  3. Rigging: It would be a shame to lose such a big canvas for player color, but on the other hand you are right that ships fought with their rigging stow in bottom of ship, not flying aloft. Rigging does obscure thing too. In the end I would vote for the rigging to be gone completely, or... if rigging remain it lowers and flies dynamical when ship tasked over long distance, like how land units fall into column formation automaticcally when task to move long ways. Same concept for ship rigging. For ship size and battle size, I think it would be good to think of dozens rather than a hundred. In old Age of Empire some death matches could have 100+ ship in either armada shootng at each other. This was epic (as in large scale), but things are more complicated now because we have tje techniques to make them more interesting than just parking 100 ships across from 100 enemy ships and trading ballista blows. I think the scale of ship in the game currently is fine. If the game does go toward battalion system for soldiers, then each ship could garrison 1 battalion, and by type of battalion you can customize the ship. Melee infantry battalion gives you better boarding ability (or unlock boarding) and more resistance to boarding. Ranged infantry obviously gives the ship more range projectile. Garrison a ballista battalion and you get ballista rocks throwing. I think cavalry should be garrisonable, but they add nothing to the ship's ability. For boarding to be good enough, the game neeeds to allow units to walk on wall and ship or anywhere they are garrison. That way battalion of trrops can fight each other on board the ships. Ramming should be very simple to do. Many game with this ability make it too difficult. In a game like 0 A.D. when there are dozens of things the player must keep track of, any new feature must reduce management or be easy to manage and carry out. The effectiveness of a ramming maneuver can be determine by the impact point and all that, but the actual input of the player to initiate ramming should be simple.
    1 point
  4. You have to press Enter after setting the value to 0 and before clicking OK. This is a known bug that annoys a lot of people.
    1 point
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