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Revan Shan

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Posts posted by Revan Shan

  1. Well, I don't expect total order in what we call formations. That's why I suggested this feature based on proximity, not actually on activated formations

    Yeppers, read the other 10 or so threads and discussion on formations. It'll be implemented one day.

    Good to hear.

  2. Y post data, podrías. Ofrecerte como voluntario para hacer vídeos tutoriales. Y que explique el juego. Igual q lo hacen digamos las versiones del canal oficial de Youtube.

    Yo estoy hasta arriba con mis videos y no puedo prometer nada, pero me ofrezco a doblar todo lo que queráis. Si queréis hacer un tutorial podéis pasarme algo que querráis que lea y os hago la voz en off. Luego lo montáis y asi tenéis narrador para los videos oficiales. En eso no tardo mucho y se me da muy bien.

    • Like 1
  3. thanks for the vídeos Mayorcete, its pettry asome and you have a great voice

    Thank you all for this fantastic work that has already bested AoE. Keep it up.

    BTW, I'll continue making this vids. My subs like it and I want spanish people to know about the game. It's my way of supporting the proyect

  4. To the point. Pikes get in the game a good bonus VS cavalry, which is nice an accurate, but it bugs me the fact that VS swordmen they are totally useless.

    If you have, lets say, 50 pikemen and 30 romans appear on that spot you are totally @#$%ed when, actually, romans found it really difficult to beat those factions that used pikes (Macedon)

    So... why not implement a pike phalanx feature? Like... if a pikeman has another pikeman right by his side they get a defense protection vs melee attacks. That way they could last long against enemy swordmen and hold them back, until their lines are finally broken. 1 pikeman alone can't do a thing against a roman infantryman, but a good formation of pikes should destroy any enemy while they remain in their phalanx formation.

    Hoplite phalanx and shield wall: If the feature mentioned before gets implemented it would be nice to also implement some variations. The hoplites are another unit that I find too weak vs enemy swordman. I know swordmen are suposed to beat hoplites, but they should resist a bit longer. If they are next to each other they could get a little melee defense bonus (much lighter bonus than the one for pikes, because pikes are far superior) but also some extra bonus on defense against enemy arrows. On the other hand some swordman units like the ones from the romans or the silver shields could have the shield wall feature, which is basicly the same as the hoplite phalanx, just that with even less melee defense bonus).

    This way pikes could last longuer against any enemy infantry and, in big groups, beat enemy swordmen, though they would still be weak against arrows and other missiles. And in the mean time, both hoplites and trained swordmen could resist arrows better if they maintain a good formation and would also make all great battles last a big longer. This 3 minifeatures would also help hellenic and roman infantry look more capable against barbarian ones, and at the same time making gauls, indians and iberians more usefull in skirmishes rather than in face to face large combats.

    • Like 1
  5. Now that the game is better optimised I'll continue making more and more gameplay, but mostly only in 1 VS 1. Never with more than 4 players.

    Now the game is pretty much playable and 'lagless' in 1 VS 1', but it needs further optimisation for it to be totally playable with more than 3 players on the map. Please dev team, make this your priority.

    • Like 1
  6. I don't think the territory border issue is a real issue. For me, it looks like a real battle for the territory (which 0AD is). Also it's an annoyance for the blue player because he can't build there. It's like a punishment for getting too close to the red player without defeating that CC. Anyway, I like that.

    There are other bugs with the border though (mostly rendering). Look at the screenshot

    post-15092-0-85740300-1366019365_thumb.p

    I agree

    By the way. Here you have the last part of my game with the persians ;)

  7. "Gameplay!"

    Suggestion: We offer "Spanish" versions of official WFG videos with this gentleman's voice narrating for Spanish-speaking audiences.

    EDIT: My God, I wish I spoke Spanish so I could understand his epicness! ;)

    lol I'm glad you liked it. I'll make more videos of this game every new version comes out. I'm specially looking forward to the AI pathing optimisation ir order to have 0 A.D. being totally fluid

  8. When playing a game with one of the greek factions I noticed that I started with some sort of special character, which looked like the hero on Age of EMpires 3.

    If you remember, you shall know that the hero-explorer from AoE3 was a very interesting feature. He could build a small number of buildings, including the civ. center, and once killed he could be rescued.

    I wonder if there are any plans concerning this feature. I think it would be a great idea.

  9. Your voice is quite epic. (y)

    Thanks. In fact I'm the voice for the reviews on eGAM3Rs, and have lots of experience on voice acting. I've done voice acting for mods too.

    It's a shame I'm to bussy now with my own proyects. lol I don't want to spam right here, but just for your curiosity, take a look at this (not, it's comedy, not serious stuff :D):

  10. Hello Revan Shan,

    This is a known problem, here's an extract of the following topic: http://www.wildfireg...showtopic=15796

    As you can see, the pathfinding system (units system to find the best way to travel) needs to be optimized.

    Also the enemy gathering resources from your base showed in your video is a known problem. Team member wraitii is working on AI improvements that should fix this (there's a new experimental AI also)

    Great to hear

  11. - No minimum firing distance and Melee combat for ranged units. Just like in AoE III, giving them a knife or shortsword to use when their enemy is in contact. This would prevent them from routing constantly trying to shoot from the distance. It's very annoying to go chasing a single archer, or having to move an archer all the time so that he gets in the minimum accepted range

    - Melee attack for women. Make it @#$% if you want, but at least let them defend theirselve

  12. I have a very good computer which should perfectly run this game. So it seems 0 A.D. needs to me optimised somehow in order to make it fully playable. I supose you are aware of this already, but... I'll say it anyway

    So, when a match starts everything goes well, but when the game advances (specially if you have more than 2 factions in the match) 0 A.D. becomes slower. My recording program (which doesn't drop a single frame in other games) detects 3 FPS

    In this video you can see that the beginning is pretty smooth. However, it looks laggy at the end (and I think it gets worse in the next part)

  13. The second one in spanish is quite funny :P he gets very nervous and freaks out when qBot sends his troops and destroy him ^^ (and he warned it would happen xD)

    He is really excited about the game, he gives very positive words to the game and remarks the good work the team is doing on each alpha.

    He remarks that 0 A.D. is a "truly Age of Empires successor, improving upon it" And he explains key features recently implemented, and bigger gameplay differences with AOE like using soldiers to gather/build, etc

    Video comments are also very positive :)

    He's going to make part 2 playing with romans vs carts, but I think he picked up an islands map... ^^

    Glad you liked the video. Cause it's mine. In fact, I was passing by the forum to post it, lol

    Anyway, Part 2 is already out

  14. Renewable resources were discussed by others before I made my comment, so it wasn't a direct response to your point. The way our terrains and flora work, that's not going to happen unless you started in a desert.

    When I say desert I don't mean dunes, I mean a place without trees. All plains with all the trees choped down.

    It was really ugly to see it become that after some hours playing on any of the AoEs...

  15. Therefore renewable resources will be available through trading, so everyone's happy ;)

    You didn't get my point. I dont care about running out of material. What I want is being able to find myself in a desert after playing a couple of hours.

  16. To begin with respawning at the initial points in which they already spawned, if no buildings have been built in their place. And this could be expanded yes, with a new code which would spawn trees after other get chopped down, all around the map in land areas. Including next to buildings, but within a certain distance. The code could also see if there is actually a city or town (a group of buildings) and take them as a center from which trees could also spawn but with a greater distance.

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