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Showing content with the highest reputation on 2020-10-29 in all areas

  1. Hi, I've spent a few hours playing matches against the AI and I'm digging it so far. I really appreciate seeing something set in this time period that gives a little more attention to the civs than aoe1. I've made a short list of papercuts that I noticed playing several matches. I won't pretend like I know what I'm doing and comment on the meta, these are just UX issues. They're probably well known, but just in case I'll note them here. There are some issues caused by the lack of a grid. Broadly speaking, it's extra difficult to tell where there are gaps. Generated tree lines may be easily passable which was surprising, though it seemed like the AI was also unaware of that. It's also difficult to build walls because of the lack of a grid, and I found myself wasting valuable seconds lining things up. One way to mitigate this is to have the building to "snap" to the side of impassable objects when you mouse over them instead of just saying that you can't build there. Also, when you build pallasades through impassable objects, the walls should build right up to the base of that object. It seems like the game was trying to do that, but I noticed some inconsistency, so that may have just been a bug. Actually it seems like the game is too married to the idea of a specific length of sub wall when building long stretches of wall around obstacles. A global queue would be fantastic. A related sound design issue, I found the sound effect following the construction of a military unit to be borderline inaudible. The chickens especially are too small. I can barely see them at a normal zoom level. Animals in general are often too small or have too low contrast with some tilesets IMO. I noticed the ladies will chase zebra across the map with knives trying to stab them and they hardly do any damage at all. That's pretty funny, but probably not what the player would want. xD I'm not sure what is autociv and what's the engine, so these may not be relevant to you: Hitting the shortcut to select a building doesn't seem jump to that building. There are a few buildings that are just the same building but with a different name that for some reason takes a separate hotkey assignment, like a special temple or fortress. This is pretty confusing, especially for a new player like me who isn't intimately familiar with all the civ tech trees
    1 point
  2. Hey! Second ago i finished 1vs1 rated match vs El Dragon. He decided to gave up. Without saying nothing he resigned and immediately closed the game. After game i didnt get any points. Regards. commands.txt
    1 point
  3. In youtube you can find some good tutorial for beginners from these two guys: https://www.youtube.com/channel/UCWgSzCK6CoFgSdbPiKGmJ4A (ValihrAnt) https://www.youtube.com/channel/UCS-SFei6NFRuGN8CKtAsYrA (Tom 0ad) Autociv is a mod : The engine is the the game engine that runs 0ad game (the engine can run other game that are not 0ad)
    1 point
  4. Indeed. I was thinking of some kind of income rate versus/minus expenses display. Similar to Rise of Nations.
    1 point
  5. Rise of Nations had units suffer from attrition damage when in enemy territory (like 1 health per second), unless within range of a friendly supply wagon. It would be nice to have that mechanic in 0 A.D. too. @Freagarach? Actually 0 A.D. used to have health decay (rP10034), but this was replaced with the current capture points territory decay when structure capturing was introduced (rP16550). Resource trickle is displayed in tooltips: But yeah, the top panel could use a redesign, displaying not only the amount of resources you have, but also the trickle total.
    1 point
  6. Well, a simple way to do it perhaps would be to have ox wagons that act similar to traders, they must reach a farmstead to replenish food (perhaps take food from the player), with a large hp buff aura of 5-10%. As soon as the wagon leaves the farmstead it begins to lose food storage, when the food storage is empty the aura is nullified and it gets back to get more. These wagons should be fragile and be able to make from the cc/farmstead without any cost, but only 1 can be done. Mechanics: obviously it would help defensive positions considerable and this makes sense since you are close to the supply lines, also introduces an incentive for players to flank/cut supply lines, would also help aggressive stances but not as much. This makes a lot of sense both historic and gameplay-wise. I don't think it would be too hard to do except for the food countdown presentation (could reuse the capture points/trader loot UI). Talking about capture, would be super cool to be able to capture the wagon but would be difficult with the 1 only limitation.
    1 point
  7. Hey! You're very welcome! Considering the effort you guys put into it, being a side-project along other things, makes the game and your work even more amazing and the minimum is to give proper recognition to that! For the slave/citizen thing : exactly!! That's the purpose I had in mind when I wrote that. Like, some sort of extrema ratio when you lose everyone else and you need someone to build something, for example About your feedback : I must agree with you, a food trickle alone without any other visual clue doesn't "fit" well with the gameplay. A quick solution to the problem could be a minus (-) value that appears together with the food resource counter when your troops start moving, to give a sense of the expenses. But at this point, I find that the effect on units HP more appealing, as it provides a sense of vulnerability to the units you send to the frontier. The problem is to find one easy way to make this effect reversible, so it doesn't affect the gameplay entirely, but just provide a small inconvenience to overcome in battle. For the sake of brainstorming, maybe a visual clue could be a small "starving" symbol that appears with the unit thumbnail to show that they lost their "autonomy" and just need to come back to their territory to refreshen this countdown and avoid HP loss? It could be some "extrema ratio" that only appears after a very prolonged time "abroad," so affecting units HP during long sieges, stationary people outside the territory, or whatever action that takes longer that a definite time threshold so to not affect otherwise general movement of people? Really, is definitely not an essential feature, tho. So I was just toying with the idea as long as it fits consistently with the overall game and makes sense to add. If it's too much of a burden, also coding-wise then nevermind Slightly off-topic : since I discovered this forum and some amazing behind-the-scenes of the game, I stumbled across a concept idea that you proposed somewhere, about "settlements" that you can build elsewhere and develop independently as towns and cities alongside your capital and I just wanted to say that is a really great concept and intuition!! It would bring more focus on map features and strategic expansion and add another interesting flavor to the game. Whatever the case, is really amazing all the improvements so far, so thank you and all the people involved for creating such a fun experience for everyone!
    1 point
  8. One question is what is the white line in the middle of the arm. The more common interpretation is that he is wearing a sleeveless garment with some kind of bracelet. Or maybe a short sleeved tunic and the line is the end of the sleeve who is painted on a different color ? Perhaps a mix of both (Bracelete worn near the sleeve).
    1 point
  9. He is wearing a padded armor, so a leather tunic under that would be a bit redundant. The part on the feet can still be brown (boots and hide greaves were worn in Celtibeira). Long sleeves in some depictions of Iberians are from the same vase as ''scale armor''. Considering how the whole arm including e hand is in black; it is more likely that it is portraying bodypaint on the arms.
    1 point
  10. Or to have a servile revolt
    1 point
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