Jump to content

tinoesroho

Community Members
  • Posts

    81
  • Joined

  • Last visited

Posts posted by tinoesroho

  1. Yeah, this is something I had thought of as well. What is the point of building citizens? I haven't run any tests, but I don't believe that they, at this point, gather or build any faster than soldiers. Apparently, they "inspire nearby males to work harder", but that's hardly justification in creating them. The other incentive I could see is that they spawn from houses, but I have a problem with that. At this point in development, you can play virtually the whole game with just two buildings: the TC and the house. Just keep spamming those, especially the houses early on, and you can have an economy up and going in just a few minutes.

    ^ This is my strategy - spam Women! They're better at farming, and fairly good for logging. And they don't get worse after gaining experience, unlike the men.

  2. Well, I figured we'd go for simplicity and make the drag-click walls double sided. But if we can make them one-sided with some kind of orientation command, that's cool.

    Looks like my curtain walls idea is universally panned. The whole idea was to force the player to make realistic self-contained cities, rather than making all kinds of odd shapes with their walls. I've played AOK and AOM and people's walls were generally pretty ugly.

    Personally, I like the curtain wall idea.

  3. What 0AD could really use is a modular, adaptive AI. Basically, it counts the number of times such and such a tactic was used and load a module into it's code that is designed to counter that strategy. It would come in handy, making it harder to beat and more interesting.

×
×
  • Create New...