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Showing content with the highest reputation on 2021-01-08 in all areas

  1. So, DE has a feature called Groves, which are collections of trees which are 1 large selectable and gatherable object. There's a few interesting things you can do with this, like make an "underbrush" aura which makes units move slower through them, have less accuracy while shooting in them, etc. Also, as one selectable object you have fewer things to keep track of and also conceptually they make sense in that forests were valuable sources of resources, not just individual trees. There are still individual trees (stragglers), but they aren't the sole source or primary source of wood, the groves are your primary source of wood. Now, also in DE you can build Storehouses and Farmsteads outside your territory. This creates a soft concept of "weak countryside; strong city", where a lot of raiding happens outside of the home territories of the players. But instead of suggesting EA adopt DE's features, I've come up with something specifically unique that the core game could adopt. It takes the DE concepts and pushes them forward a bit. So, imagine the map has these Forests and Farmland areas. Forests would be a collection of large wood-bearing objects similar to DE's groves with a Gaia Lumber Camp nearby, while Farmlands would be large open areas of furrowed land terrain with a Gaia Farmstead nearby or centralized to it. The basic game still doesn't let you build Storehouses or Farmsteads (I would rename the player-built object to Granary to distinguish) outside your territory, but it does let you capture these Lumber Camps and Farmsteads which are outside your territory. (the overall concept is similar to the capturing Stone Quarries and Metal Mines idea, which are resource bearing objects outside your home territory). So, instead of the old "slotting" concept, you just capture these Lumber Camps and Farmsteads which are already there. Forests become "renewable" sources of wood (it regenerates wood over time if not reduced to 0), but slower to gather than individual straggler trees (which don't renew) that you find inside your home territory. You can still build farms in your home territory, but those on the Farmlands are much more productive. Lumber Camp mockup: Capture the Lumber Camp dropsite (Yellow) and now you can gather wood outside your territory. Forests are made up of Groves (Red-cartouche footprint; Blue-circle footprint) and can be depleted, but they regenerate wood over time, faster if left alone. Groves have other attributes, such as they can be "garrisoned" by some civs' soldiers for an ambush effect, and they also have auras that cause units to have lower vision and movement speeds within their footprints. Straggler Trees (Green) are gatherable, but do not regenerate and can be built over by player structures (the tree disappears).
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  2. I have an interest in this, which ought to be obvious given I started this topic in the first place I've not found the time to work on this in ages, but it's something I'm seriously considering for the future, because I very much dislike our current presentation.
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  3. The migration has been finished; the new dedicated server is in use for all our online services. The old server will be cancelled on the 13th of January (first possible date). I'll securely wipe the harddisks before that date.
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  4. Uncommon does not mean it never happens. I for one like to group all my unit-producing structures together, and sometimes I select both units and structures simultaneously. A very good point! It's intentional, yes: resources can't move, form formations, build structures, train units, research technologies, etc., therefore they don't have the right and left selection panels. In contrast, (many) units can, therefore they have those panels, even though they're occassionally empty. This is not trivial. Most of the GUI is defined in XML or JavaScript, however, the minimap is partially generated by th C++ source code, complicating things. I believe the general idea behind 0 A.D.'s current session GUI design is not to swamp players with too many numbers. Whether an unit is an archer or javelineer is more important information than whether e.g. their attack damage is 6.9 or 7.1. That shouldn't be too difficult to implement. You could have a look at the gatherer counts patch (D3155/rP24357). I don't know if someone is already working on an idle worker counter( @Freagarach?). A lot more is done than what's advertised on the forums. I recommend playing the svn development version from time to time.
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  5. before after I think the visibility is much better for groups up to 6 units like this, eg you can see the health for each one like this for larger groups
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  6. I've updated the map with more elevation variation and a new road from the Roman city to their Celtic allies.
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  7. Took another stab at Lorraine Plain:
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  8. Indeed, having a match option would be great. We already have a “disable spies” toggle, but ideally I'd like to see: espionage never with technology [default] always share territory roots with allies: never with technology always [default] share vision with allies: never with technology [default] always share dropsites with allies: never with technology [default] always share resources with allies: never [default] with technology always For the last one, I suppose population should be excluded.
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  9. Buenas ; -Creo que la facción tracia podría ser la excepción a la regla de que los edificios no cambian en cada fase , ya que hay muchas referencias diferentes para los tracios y al mismo tiempo el intento de introducir a los Odrisios que eran tracios pero con una arquitectura diferente me hace pensar que para ellos si podría ser posible esta cualidad. También podría ser una Bonificación de facción , que en cada fase los edificios fueran un poco más duros ya que los elementos de construcción son más resistentes pero también un poco más caros. Edificios para la "Fase 1" de 3 fases; (Las estructuras también podrían cambiar de formas al cambiar de fase no solo lo harían las texturas) -Almacén ; -Casas; -Centro urbano; -Corral; -Cuartel; -Granja; -Murallas; -Puerto; Torre defensiva pequeña; -Aldea; (No añadí decoraciones porque eso lleva más tiempo y quería presentar mi idea lo antes posible y si es descartada pues no perdería el tiempo con algo que no va a hacerse realidad y si es aceptada los incluiré) Referencias; -(esta última es la referencia para los colores) Disculpen las molestias*
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  10. It would be nice if you could add units that give bonuses to soldiers such as an eagle/standard bearer for the Romans (to boost morale, maybe it could increase defense), Carnyx players for the Celts (the carnyx sound was used in battle to scare enemies), they would be interesting to add as strategic units but also very scenic.
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  11. EA == vanilla == a23 == normal 0ad edit: forgot the most important, Empires Ascendant lel
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  12. I'm not surprised that the meme character has problems choosing which button to press. He's been presented with two choices that are both well-known to be incorrect (to anyone except DoctorOrgans). Sorry to disappoint, badosu, but it's hard to make a comeback. Without greatly lowering my standards for a discussion, that is. After being proven wrong in everything he says, DoctorOrgans switched to expressing himself with irrelevant pictures. Perhaps my simple English, which he considers to be of an academic level, failed to convey the fact that I'm actually willing to participate in a tournament. I seem to be unable to say that in a way he can understand, but that might really only have to do with the conflicting fantasy he is living in his head.
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