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  1. Would still require to educate every map about new game conditions. Better write a script that works for all maps by trying to find a smart solution (random coordinates, try placement checks. Might end up in an uneachable position I guess, unless we would do a pathfinding check to ensure reachability)
    2 points
  2. 2 points
  3. As I mentioned in the below topic we would like your help to come up with questions to include on an FAQ page on the web site. I'll start with two which are really common (though the first one has become a lot less frequent after the Alpha releases when people have been able to see for themselves what state the game is in): Q: When will the game be released? A: When it is done. Sadly we are unable to be much more specific than that, there are too many things we just can't know. We work on the game in our free time, so we don't know how much time we will have available for the game. We haven't created a game before, so we don't know how long it takes to do one thing or the other. Q: Will you put the game on Steam? A: We will look into getting the game on Steam to make it easier for people to find out about it, but not until we reach the Beta phase at earliest. We want the game to be as good as possible so people will not miss it among all the other games which are on there.
    1 point
  4. Hello there, long time following, first time posting. I’d like to start of by thanking everybody involved in the development of this marvelous game, for doing such an amazing job. The game has been an absolute a joy to play, is loads of fun, and is a more than worthy successor to AOE. In fact I’d go so far as to say it’s way better, and has great potential for becoming even better. Secondly, I’d like to apologize for what might be a rather lengthy post, full of stuff you’ve probably read a million times before, so please bear with me. The reason I might repeat some stuff already brought up in various other topics and discussions, is simply to give some more weight to certain already existing ideas. Also, I’m not a coder or programmer, and could never do what you guys have pulled off. I’ve been playing this game for many years now (almost exclusively single player) and have seen it transform from the buggy, earlier alpha’s when building walls was still a mere fantasy, to the beautiful gem it is today. And I know many years before I even heard of this game, many people were dedicated, and have worked tirelessly to bringing this dream alive. Again, I applaud you all! I just wanted to leave my impressions, ideas and suggestions about this game, as a first time poster. I understand that many things in this game are the way they are for a reason, and I might not always know this reason, so please forgive my noobishness. I do not wish to step on any ones toes, so feel free to disregard any point I raise. I understand they might not all be realistic or feasible, neither do I expect any of them to be implemented. Just my personal thoughts and ideas. So, here I go: 1) AI : I love the AI, for mainly 1 reason. It poses a genuine challenge, which always keeps things interesting. Having said that, I know it’s still a work in progress, and has many glitches. I feel that the AI needs certain basic protocols, that seem logical for a human, which are overlooked. For example, when the AI attacks (early in the game) with a large force, but gets defeated, it will quickly send another, usually inferior force as a second wave, and so on. I think the AI should always hold off an attack, until it’s numbers are stronger than the previous failed attack. This would help with the perception that the AI is just overly aggressive without any reason or logic. Also, it tends to keep attacking the same positions over and over again, which makes placing fortifications a no-brainer. If it gets defeated at the same location for more than 3 times, it should really automatically start thinking about attacking form another (less fortified) angle. I would also love to see it build new “towns” in conquered territories, so it isn’t so vulnerable when attacked at it’s “capital”, as well as build walls to protect its “investments”. It would be really nice to see the AI build a planned and highly concentrated, walled area. Also, gatherers in general, whether AI, or your own, should never forage in enemy territory, unless explicitly ordered to do so. Neither should troops belonging to the AI nor yourself, decide (on their own accord) to attack enemy units when those enemy units are in their own territory, by default. I hate those accidental skirmishes that end up being Armageddon type battles for survival. 2) Scale: I love everything on a large scale, as I am sure many of you do to. I regularly play with a population of over 2000 in late game (although lag becomes unbearable at that point), and I am genuinely impressed with the ability of the game to handle so many units. But as technology evolves, processors become more powerful, bugs are fixed and the mechanics of the game are streamlined, I would love to see even more, even grander things. Bigger, more realistic maps, able to support populations of thousands on either side, with ease… No fixed population caps anymore. I know… I’m a dreamer… 3) Citizen soldiers : I know it’s a controversial subject, so I’m sorry to bring it up. I believe, as many others that this original feature is actually historically inaccurate, and compromises the potential for amazing gameplay. Having a larger civilian population from which you recruit military units would be much more realistic, and interesting. You can retain the citizen soldiers, but they should never exceed the “civilian population” (which includes slaves and serfs), which have historically always been (significantly) larger in every civilization featured in 0AD. 4) Economy & Population: I believe economy is the least developed aspect of the game, and I feel that it could be made a lot more immersive, and realistic, without necessarily becoming needlessly complicated. Try to think of an arcade version of the old classics like Pharaoh, or Ceasar, The Settlers III & IV, but also more contemporary games like banished or the Anno series. 0AD fundamentally differs form these games in that it is a base-builder, and not a city builder. But I think it can be a lot more than “just” a base builder. Perhaps a town builder. Imagine reserving micromanagement of units specifically for military units. Instead of micro managing hundreds of individual, static units, imagine managing a working population, automatically going about their assigned jobs, governed by an AI. Workplaces that need laborers, markets that need produce to sell, raw materials that need to be transported to the “industries” that need them. A population that needs “services”, like taverns and pubs, cultural venues like theatres, temples and shrines to different gods, courthouses etc... A population that naturally expands through immigration and new births (as long as new, or upgraded housing is provided). How about a coin based system, in which wood, food, metal and stone are only some of the many goods produced, and required for building, upgrading and recruiting. Things like leather, linen, wool, milk, coal, clay (for making bricks and pottery), fabrics, jewelry, a variety of agricultural products, fish, tools etc… And all these goods would have a coin value. I also think having fixed, non-depletable resource points would be an extremely interesting thing from a strategic point of view. It would give you, the player, and the AI a really good reason to fight. Resources such as metal (which I’d rather see split in gold and Iron ore), should be mined from set locations, in some rocky hills, or alluvial mine fields. Farming should only be done on fertile lands (as opposed to the middle of the desert (which is possible now). Hunting on hunting grounds, where game automatically replenishes (through new births). Stone from a stone quarry. Logs from forests that slowly grow back over time, fish from anywhere in the ocean. All these things don’t just deplete in real life, so why should they in the game? Rather than managing finite resources, you should manage the constant supply and demand of resources and goods. Why not introduce fixed trade routes, not unlike AOEIII, where foreign traders are spawned at the edge of the map, and travel to the other edge trading at available trading posts as they go. And all this economic activity should bring in direct revenue, (e.g. goldmine or export of specialized goods), or indirect revenue in the form of taxes (coin), which would in turn be used to maintain services, building projects, research and your military. 5) Maps : I love many of the maps in the game, and many have clearly been made with a lot of care and attention to detail. All I can say is that I prefer the most realistic looking maps, with real topographical features and diverse biotopes. Also, the bigger the better. I feel that on larger maps, attacking your enemies feels like a real campaign. Small maps feel unbearably unrealistic to me. Who builds their town right next to their enemies’ town?? Anyway, realism, naturalism and size are definitely the way to go for 0AD’s maps. 6) Buildings : I love diversity in a game, and I think 0AD could use (even) more diversity in building types and variations. With a more expanded and advanced economy come many new specialized buildings from which new technologies can be researched. Also more eye-candy, such as decorations, statues, parks and plazas are always welcome to jazz up your town. The ultimate goal should be to create a beautiful and realistic looking, functional town, bustling with life, on one hand, and conquering your enemies town(s) on the other hand. Adding animations to any building that has employees or is garrisoned, together with the hustle and bustle of raw materials and finished goods being whisked back and forth from storage yards to workplaces, would really bring the town alive. I think houses should be able to upgrade (just 3 levels in total) based on the services you’ve provided in your city. Higher level houses can then accommodate a higher population. Also, I think the building “barracks” should be split in to 3 distinct buildings: “Melee Infantry barracks”, “Ranged infantry barracks” and “Stables”. I think that would make more sense. Stables should always be necessary before recruiting cavalry. Some more buildings for variety and economic realism could include a siege workshop, Iron smelter, weapon smith, tool smith, leatherworks, weavers, storage yard, granary, slaughterhouse, herbalist, huntinglodge, fresh-water well, a variety of differentiated farms, claypit, brickmaker, potter, jeweler, work-camp, logging-camp, sawmill, charcoal maker, and of course, every city/town needs a proper palace, as well as a central (ceremonial) square. But mainly a palace… 7) Military : I won’t say much about this subject, because I know it is still a work in progress. All that I will say is that the Total War series, by far, have some of the most realistic battle mechanics of any game. It would be really awesome to see a simplified (arcade) version of those mechanics implemented in this game. 8) Random stuff : Why is the wonder for the Celts Stonehenge? Don’t get me wrong, I think it is one of the prettiest wonders in the game, but lacks historical accuracy. Stonehenge was originally erected more than 2 millennia prior to the arrival of Celtic culture in Great Britain. I know that no more civilizations will be added to the current game, but I’d still like to argue for the official inclusion of the Chinese, as well as the kingdom of Kush, whose capital was ancient Meroe (the Nubians). The Chinese traded extensively (though indirectly) with the Mediterranean world, as well as with Mauryan India, the Middle Eastern states and East Africa, including Kush, establishing official diplomatic relations with many of them. The Kingdom of Kush also traded directly with Ptolemaic Egypt, the Middle Eastern states, India and later with Rome itself, being one of the largest centers of steel production in the ancient world. The Kushites also actively waged wars against Ptolemaic Egypt, Rome and Persia, directly anchoring it in the same geopolitical sphere of influence. They built (modestly sized) pyramids, large Egyptian style temple complexes, complex urban centers, employed war elephants (sometimes imported from India), developed distinct writing systems and many more exciting things. Often overlooked in other games, the Kushites would really add some beautiful diversity to an already beautiful game. I believe the Ptolemaic faction should have more Hellenistic characteristics, and its current ancient Egyptian look, would suit the Kushites better, who copied many ancient Egyptian elements in their culture. If you managed to read through all that, congratulations. I thank you for your patience and interest. I’d like to reiterate that I know that many of my suggestions may not be feasible. I just wanted to share my personal dreams for 0 A.D. What I think would make this game one of the greatest in history J
    1 point
  5. @niektb and @Lion.Kanzen get credit for some icon, that's true. Forgot to tell enrique that much, I knew I forgot somebody!
    1 point
  6. It's not off-topic. In the preview, there is an animation for a swordsman wielding a sword in two-hands. As far as I'm aware, I can't find any examples of two-handed swords in Europe until the 11th century. Granted, the infantry in the animation might be wielding a one-handed sword with two hands (probably done historically), but since there are shield and sword units, wielding a one-handed sword with two hands just seems silly and purposefully disadvantageous. I'm not worried about the historicity of this, mind you. I just find it funny. After all, this is still just a game at the end of the day that gets most things correct. Now if anyone can provide an example of a two-handed 500-1 BCE sword in any of the civilizations in-game, please inform me. I'd love to be proven wrong.
    1 point
  7. Sorry even we current technological people do not really do that and the technology for it did not exist in till the early 18th century apart from salvaging ships even then only on shorelines no deep diving. Enjoy the Choice
    1 point
  8. Sorry av93 but I'm off-touch with the current plans about it. Units and animations are in SVN now. Please use the following thread to report any bugs/errors with them:
    1 point
  9. @Enrique committed new icons, some were mine and I'm not sure if other contribute.
    1 point
  10. Map: Mainland (normal) Players: (borg-, samba) vs (Vercingetorix_, drunkadius) Summary: A basic strategy in 2v2 games in some rts games, one player rush the strongest adversary, avoiding that it grows and the other attacks a little later with a more powerful and numerical attack. 2016-12-31_0003.rar
    1 point
  11. The main, and possibly only, benefit to 0 A.D. of this, is the increased publicity for us. I don't expect other benefits. The good thing is that it won't cost us anything registering and given 0 A.D. licence they could likely do it anyway. And I am just curious to what could be the outcome, I am very sceptical about it, still their team is very motivated and already has at least a RTS game they plan trying.
    1 point
  12. Perhaps it make sense to use a different number of 'flags' on every map. I have some distribution algorithms in mind, but I don't think that a script would produce a nice distribution for all maps.
    1 point
  13. Map: Gear (new years eve mode, mountain climbing) Players: (Grugnas, User|Master) vs. (ycswyw, elexis) vs. (Smurf_Juice, _zoro_) vs (Vercingetorix, Feldfeld) Summary: As usual, Gear is a promising map. Especially if there are more than two teams, the one taking the middle attracts the enemies attention, since the mountain in the middle provides access to all players and can even prevent them from trading. The small lakes in between players can easily cause tension. If water control is lost, one can quickly find oneself in a bad situation, leaving half the village vulnerable. By building houses around a garrisoned ram near a mountain, the ungarrison process will transfer units to the mountain, thus being able to build a fortification that can only be destroyed with catapults. At the end of the game, it is also demonstrated that unit and building colors can be changed, even if the others dont have that disco patch installed. (The demo replay shows it immediately after the start of the replay.) 2016-12-31_gear_2v2v2v2.zip 2016-12-31_new_years_eve_demo.zip disco.patch
    1 point
  14. I would just like to wish everyone in this wonderful community a last-moment (for me) happy new year! May all your wishes and dreams come true, with all the company of your beloved ones constantly on your side. I hope that 2017 will be twice as happines-filled and that even more progress will be made not only for the game, but your whole life as well! Happy new year everybody
    1 point
  15. Happy new year everyone
    1 point
  16. Yes, the groundwork to be able to make the campaigns I mentioned it the post. But not the campaign itself.
    1 point
  17. Q: Will you add single player campaigns? A: Right now there's only plans to implement the infrastructure/system for modders and contributors to make their own campaings, but at the moment we do not plan to make full history-driven single player campaigns. (I know we may end up doing some kind of introductory campaign as tutorial for the game, but for the time being, I think stating that we do not plan to do a campaign for each civ is fair enough)
    1 point
  18. Q: How about more factions? A: Currently, there are no plans to add any more factions until the game reaches Beta phase. However, there are mods that add the Faction you might be looking for. Rise of the East adds the Han Dynasty Chinese for example.
    1 point
  19. Oh, but they do. Human activity was depleting many of these resources, and quite severely, even in ancient times. Besides archeological evidence, contemporary sources even mention the environmental damage. Just one example of this would be the rise of Macedon through its trade in timber with Athens in particular. By the time of Alexander, much of Attica was deforested, with the accompanying erosion, drying of springs, and declining agricultural production. The building of the first Athenian fleets and charcoal production to keep the mines of Laurion in operation had wrecked Attica. When you combine deforestation with a climate that only receives rainfall during a small period of the year, you don't get regeneration, you get desertification. Even today the Greek government struggles to plant forests in many areas of Greece. Macedon, on the other hand, had access to larger forests and much of that territory was higher in elevation and received more rainfall. They happily traded timber to the more established, dominant Greek states while consolidating their control over that region of Greece. Of course, one can't lay the rise of Macedon entirely at the feet of environmental damage by other Greek states, but it played quite a large role. There are a few books on the subject, for example Environmental Problems of the Greeks and Romans: Ecology in the Ancient Mediterranean by J. Donald Hughes is a good place to start if you are interested (for the record, I studied classical Greece at the university). If one wants realism in the economy of the game, then each biome would need to behave by different rules. I think this would be needlessly complicated and confusing for people to remember. Also, the game doesn't have any passage of time. We already have to suspend belief that you can plant a farm and start harvesting in minutes... I think that planting trees is a neat idea, but growing usable timber in the context of a game that lasts about 30-45 minutes is something else. Don't get me wrong, many of these ideas are great, but are more suited to a mod. The game would be totally different than it is today. Personally, I'd love an Anno 1602 meets 0AD, but I don't see it happening officially. Edit: For what its worth, some of these ideas could be implemented in some fashion and could help diversify gameplay or enjoyment, like animated buildings or Lion's suggestion to have "cash crop" plantations to generate coin.
    1 point
  20. You ask for a lot of things without giving much reasoning. Yes, the things you suggest would add a lot of colour to the game but do they add any depth? How would your proposed additions impact on the game? Think about these things when making suggestions, and be careful not to just ask for bigger and better versions of what already exists without explaining exactly what it is you want to change and your reasons why you think this is important. Two ideas I will focus on because they stood out to me: permanent/replenishing resources, and animating garrisoned buildings. Animated buildings I think is a great idea, a very nice, intuitive visual indicator that a building is garrisoned. Permanent/Replenishing Resources, you argue that fish stocks and forests regenerate in real life so why not in game? What purpose does it serve to try to emulate real life? Does this serve the game? This is not a good reason to promote an idea, be careful asking for realism or you might get what you wish for and will have to organise the disposal of all your 2000 citizens poop! Instead ask how it affects the game to have finite resources versus infinite resources, and try to determine which option makes for the best game. One problem is that with infinite resources the game could potentially never end. With infinite resources the issue of supply would change from quantities of resources to rates of harvesting, how would this be imposed upon the player? For example, perhaps the more you fish a certain fish stock the slower it regenerates. What about maturity? Maybe it takes time for new trees to grow and replace the ones you cut down, perhaps aggressively cutting down a forest of mature trees would even help younger trees to grow faster in the open space? So forests could have the opposite replenishment behaviour to fish, the more depleted they become the faster they replenish. You see how I am thinking about how the game works first, then drifting off into ideas that echo the real world, then pulling back to try and adjust these ideas to fit into the game and see how we could, in a simple way, get some of the feeling of those real world ideas without needed to simulate them completely? I hope you do not think I am being patronising. I give this advice because I see you are full of ideas but I think your ideas could use a little direction.
    1 point
  21. from far the green mixes with arrow brightness
    1 point
  22. Capture the Sheep The Sheep is a dumb sheep which can be controlled by any nearby unit just like ordinary sheep (they will change color). Sheep is immortal. (And villagers will not eat them.) Other player must capture all Sheeps and bring them to their territory. Sheeps cannot be garrisoned (but you can build a wall around them). Sheep can be transported by boat. If boat is destroyed, sheep respawns at nearest home territory or CC. Or we can let Sheep swim. See http://trac.wildfiregames.com/ticket/4075
    1 point
  23. Yeah, e.g. 30 minute ceasefire, 30 minute Territory victory. Might be interesting also to have a 30 minute ceasefire, 35 minute Territory victory, so that players build up and then have five minutes to destroy some of the enemy CCs/forts. Maybe 30/32 would be more balanced, because the point is not to allow a player to wipe out an opponent entirely, just to reclaim some last minute territory. 2 minutes may not seem like a lot of time but remember that the player can position his troops and siege around the enemy CC during the ceasefire, so the final 2 minutes is pure attack.
    1 point
  24. Territory Hold the most territory at X minutes. (Combine it with an X minute ceasefire and a small map to get a novel game mode).
    1 point
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