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Showing content with the highest reputation on 2015-10-21 in all areas

  1. I do not think one person can be the spokesman of all players, new or old. Opinions differ, although some a-like are more numerous as others. I came back to this forum partly to defend the game. After playing the newest version for some time I grew fond of the unique features of 0 A.D. Some of which I had other opinions back when I was active here. That being so, I disagree whole-heartly with point number five. I genuinely like the territory mechanic. Not only for being somewhat unique to 0 A.D. (at least compared to Age of Empires). One other reason is that I dislike towers, as example, build closely to other towers as was the case with Age of Empires 1. Personally, I would like this be futher developed so that there must be space between buildings of factions in the same way. So that player 1 can't build towers in front of player 2's (the enemy) buildings, which is now possible. I find it too arcadey (aesthetically) and somewhat annoying or unfair, and I acknowledge that the game will remain more or less an abstraction of reality. The city building itself is such an abstraction, in order to make it more realistic you would have to uncouple it in a similar way total war does it (the building part is decoubled from the battle part). As for this game, I am not advocating for such kind of realism but would welcome the towers not being buildable in front of enemy buildings. In response to another post, perhaps not in this thread, the second part that I want to defend is the citizen-soldier. It is another unique element. The only issue I can think of is that it is difficult to attack when there's resources such as forests around. I click and the citizen-soldiers start to cut wood instead of attacking soldiers. It seems that the part in which soldiers carry resources to an attack is partly solved. I remember that I suggested to expand the experience to champion units, but I am not sure if that's necessary. Something I never liked about the combat from Age of Empires is that you could attack individual soldiers with a lot of soldiers. I would prefer the system that Knights and Merchants or Total War has in which a group of soldiers is attacked. Perhaps somehow the transformation into a group could be combined with the citizen-soldiers being able to attack - which seems difficult to do by the way. Another nit-pick on combat is that the arrows shoot too straight. Otherwise combat is good for this type of game: I cannot expect Total War type of combat in a game which combines city building, resource gathering and combat. My fondest game is still Seven kingdoms: Ancient Adversaries. As such, what I am missing is diplomacy. This is something which not all players would miss, at least in Age of Empires it played a minor role. I understand that diplomacy is still in its infancy. The new trade mechanic that has been added made me happy. Mostly what I'm missing is that I can't start alliances or neutral trade with ai. Another thing I liked about Seven Kingdoms is the resource mechanic which seems incompatable with 0 A.D. In that game, a bigger army, more buildings required maintenance, while in 0 A.D. you can expotentionally grow without any drawbacks. Only the market seems to have a mechanic in which you lose a part of the resources. Of course, Seven Kingdoms has other things that I am found of (loyalty, spies, reputation etc.) but I do not see them as compatible. The charm of Seven Kingdoms for me was its unpredictability and dynamic system. While 0 A.D. is at the moment much more predictable and static, but I know that the majority of players like predictability in games. I also talked about Company of Heroes before, I liked how this game made spamming less desirable and unit preservation more important (but they ruined it with the German veterancy). It does seem that champions are limited because of metal and thus unit preservation becomes important. The citizen-soldiers are however somewhat expandable still. What I liked about Seven Kingdoms also was that the soldiers in barracks gained experience, which required time investment and thus stimilated unit preservation. Now I think it is important that the developers decide which way they want to go. They are the onces who invest time in the game. I have grown to dislike suggesting, my own especially, because suggesting does not come with much, or any, investment and rarely with the acknowledgement that it costs time and effort to implement these suggestions. So take this as you wish. I also want to apologize for not reading into the vision of the game that much; I might be talking here about things already planned. Additionally, with this game being so moddable I feel that those who do not like certain elements or want elements added, which includes me, especially me, should instead try to mod the game. Which seems to be happening already. Again, I want to stress that the developers should decide which way to go. We can only provide feedback, it is up to the developers to see what to do with it. I expect them to do that anyway. But, you know, I know that I can be fanatic about my own vision and the suggestions that results form them, and so I make this preach in order to limit myself a bit. This is not directed to other posters as much as it is directed to myself. Lastly, I want to praise the developers for making such a beautiful and fun game - even when there is still much in development. It is not mere a clone of another strategy game but has an identity of its own. What to say of the attention to detail? The historical accuracy is one thing (though I wouldn't now how historical accurate it is exactly), but what to think of the siege machines? Most games have generic siege machines. Medieval 2: Total War had mostly generic catapults and ballistas for each faction, only a few unique siege engines were added. So keep up the great work!
    3 points
  2. Indeed, a new pathfinder has been added not long ago to improve the game performance quite a bit but it has some issues. Most notably are stuck units, ships over land and units not being able to gather or drop resources.
    2 points
  3. In 0 A.D. Alpha 18 Rhododactylos (and in Syllepsis) the fishing boat has trouble docking to unload the catch. It sticks to the side of the dock without unloading. If I move the boat round to the open end of the dock: I can then dock the boat and unload the catch, but then I have to send the boat to the fishing ground. This seems to happen when the fishing ground is not in front of the dock, i.e. most of the time. (The images above are in the wrong order, and editing the post doesn't change them).
    1 point
  4. Yeah, I am trying to suggest changes that would actually be in the game. We've reached a common consensus that the cataphract model needs to be updated, and I have come up with a garb that matches history and the faction's page, I just need someone to either make it, or help me make it. We habe also decided that the chariot needs to ne updated as well, and I have proposed a more Greek replacement for the Median cav. I meant this topic to actually help the developers finish the Seleucids.
    1 point
  5. Yeah, just ignore him, he's gone in a moment.
    1 point
  6. Well, the intention here as far as I understand it is to provide something which can go in the actual game and not necessarily a mod, so in that case it belongs here Or possibly in the development forum. Either way that's not a big deal as the topic can be moved, my main point is just that this thread can be used so there aren't two threads about the same thing
    1 point
  7. See my response in the other topic
    1 point
  8. I'm not quite sure if I have the time to really come back to this, but I did finish a model relevant to it:
    1 point
  9. Would the current pathfinding problems also expain why animals can be killed, but not taken away? The unit sent to collect the carcass goes to it, then marches on the spot.
    1 point
  10. we have serious problem with new pathfinder, but the team is working hard to fix them.
    1 point
  11. Male slaves should probably be good at woodcutting too, TBH. (and farming, but for balance sake i can see it being excluded) Oh and, if you're going to have citizens be two population, it might be good to have them just be good at everything. i mean, you won't be making many of them anyway, so it won't really impact much, but having them be bad at everything that isn't building is a bit.. pointless, as you would be building with your military units.
    1 point
  12. Ok, another tiny progress report. Finally, I finished unwrapping the main part of the high poly model. Here is how the model looks like (including a few very tiny changes): Now onto getting a nice version for the game engine So, first part of the low poly model are the rows. Here is a comparison between the high quality model (back, 148 faces, 296 tris), the early, placeholder low poly version (middle, 18 faces, 26 tris) and the new low poly version (front, 12 faces, 20 tris): And after some baking, the new one starts to look passable for its poly-count :
    1 point
  13. This tutorial was very helpful, thanks! How do you add prop variants? Say, I want to create a unit with different head props/variants.
    1 point
  14. And another tiny update: Improved prow, improved stern and more accurate ventilation openings at the top of the ship.
    1 point
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