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Everything posted by Pedro Falcão
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[Collection] Bronze Age Civ Pack. Put Your Civs Here.
Pedro Falcão replied to Lion.Kanzen's topic in Aristeia
thumbs up for Babylonians and Hebrews. -
And there is the wedge formation bonus, uh? The melee cavalry will be very dangerous.
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Who speaks spanish
Pedro Falcão replied to NoMolester's topic in Introductions & Off-Topic Discussion
Y Maradona tiene hijos? JAJA! -
Diplomacy Board Game Anyone?
Pedro Falcão replied to Atenmeses52's topic in Introductions & Off-Topic Discussion
Let's create a room in this game for us wildfire forums readers! It wouldn't hurt to access once every day or every two days just to make a move... -
0 A.D. is a very good game... Why?
Pedro Falcão replied to Lion.Kanzen's topic in General Discussion
Let's take it easy, guys, the Mauryans aren't even finished, the Ptolemies are already being planned and you guys are already thinking of more work! Sure, it would be cool to have earlier civs, but that's job for a mod, let the team finish the main work! -
The Big Eyecandy Progress List
Pedro Falcão replied to idanwin's topic in Eyecandy, custom projects and misc.
The siege of Troy took place somewhere between 1200-1100 BC, at least 500 years before the first catapults. Seeing they stood higher than Greece's walls, the Greeks started talking about its height. From mouth to mouth, the stories suffer some 'interferences', as we all know, and even more when the mouths are owned by such superstitious people as the Ancient Greeks... -
Since you only capture the building and the tools, but the materials and men are still your own, it wouldn't make sense to be able to train foreign units there...
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I disagree, oshron. I think the forts, civ centers, towers, etc. are the ones that MUST be capturable, for they are fortified, thus are immune to most of normal attacks, and yet they can kill. So instead of damaging the buildings, the soldiers are capturing it. Of course it will take a very long time for the building to be completely captured (you start capturing, when loyalty reaches zero, it turns neutral, stops all actions, expels everyone inside and start channeling back the loyalty, but to the side of the one who's capturing) and maybe some penalty should be added for the captured buildings even when they're totally captured. Minor buildings like houses, mills, farms, docks and corrals, though, could be destroyed by normal soldiers, for they had a large percentage of their structure made of wood, and fire could burn the wood and weaken the other parts of the structure. If the player doesn't want them to be destroyed, then capture the civic center for it has the ability of capturing the minor buildings. This of course, is my idea of the capturing feature, i have no idea of how the team is planning it to be. And Marcio, no, AoK didn't have the capturing feature, but you'd destroy the castles with barracks units if you didn't have siege equipment, wouldn't you? I used to send a lot of Champions (they had bonus vs buildings) right behind some 'cannon fodder', any unit with a high amount of piercing armor, or any gold-cheap units (sometimes you run out of it and food is your only option, besides food was an almost infinite resource, in AoK, just like lumber).
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Did you find it hard in AoK? I used to find it quite easy, depending on how many units you had and their type. And remember some infantry will have the special formations to receive less piercing damage... (Poor Celts, though!)
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Well, the realistic way would be to stay camped outside the fortress (out of range) until the occupants' stock of food run out, then slaughtering everyone inside and leaving some troops behind to man the just-conquered building. Or, if you have a ram, destroy the gate and kill everyone inside, no need for long months of siege. Something like this: But since we can't represent all that dynamic with ladders and stuff, IMHO this way is the best way, yet. Maybe in part 2 the team decides to put some eyecandy on sieges, but in the meantime... Well, there is a popular proverb around here that says "Do not mess with a team that is winning", and i think it applies quite well in this case.
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That's the point: if you can't capture, then destroy it, so none can use!
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Diplomacy Board Game Anyone?
Pedro Falcão replied to Atenmeses52's topic in Introductions & Off-Topic Discussion
Around here it is known as 'War'. And from time to time i gather some of my friends to play it, while chatting and drinking some beer. Coincidentally or not, the ones that drink more are the ones that fare better! -
Accessibility in 0 A.D.
Pedro Falcão replied to Jeru's topic in Game Development & Technical Discussion
I'd just like to point out that when you are playing with random people, you may get a not-so-friendly host that will always protect his/her friends instead of doing what's right. -
IMO, garrisoned units should influence the rate loyalty decreases just like units outside, but with the bonus of being protected inside and firing arrows, and only when loyalty reaches 0 the units are expelled.
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@Sighvatr Morale was postponed to part 2, IIRC, and i think loyalty is only being added because people didn't want so see swords damaging a fortress... And anyways the possibility to use the building against the builder adds a whole new level of strategy to the game, it will be interesting to see where, when and how people will build things...
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Well, i can say the Romans had a weapon cart, for what I've seen in movies.
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Accessibility in 0 A.D.
Pedro Falcão replied to Jeru's topic in Game Development & Technical Discussion
Perhaps there could be an option in the match lobby like "free pause". When not ticked, only the voting could be used. -
Accessibility in 0 A.D.
Pedro Falcão replied to Jeru's topic in Game Development & Technical Discussion
Multiplayer in RoN doesn't feature pausing. Apparently they thought It would be annoying if someone could keep stopping the game the whole time. They instead introduced "Cannon Time", a feature that slowed the game drastically for some seconds and could only by used a fixed number of times by each user. -
Crowd-Sourced Civ: Ptolemaic Egyptians (Ptolemies)
Pedro Falcão replied to Mythos_Ruler's topic in Official tasks
Just as a reference, Rise of Nations's Egyptians had a farm build limit of 7, while all others had a limit of 5. -
Accessibility in 0 A.D.
Pedro Falcão replied to Jeru's topic in Game Development & Technical Discussion
Fabio made a comment about it 17 months ago, on the ticket... -
It would be interesting to see if that would do, but I don't have much hope, i guess it would be annoying, sometimes. Don't be discouraged, though, some things work out better than planned.
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I tried it out and I can, now, say it is a crap. I found the graphics so fancy that it seemed annoying, sometimes, not to mention it was hard to differentiate a Greek house from a warehouse, for example. They adopted the somewhat the same "Capital & Cards" gamestyle from AoE3 (which was very criticized), but with even less "upgrades" to choose from, and needing to level up your capital a lot to have a decent support from it. It says the game is free, but you need to pay even to have your spearmen (the most basic Greek unit in-game) upgraded to 'Champion Spearmen'. There is a system brought from the RPG/Adventure games that enables you to give an item to certain units or buildings to make them stronger, and the stronger the item, the more you have to play to earn/be able to buy them. There is a PvP & Coop system, but it was taking too long to find someone, so I gave up. Also you get bored with your unit roster pretty quickly, since you'll be playing many 'tutorials' and stuff and have to train the same units to defeat the same guys, it just doesn't feel like you're progressing. One thing i liked is that you buy vanity items to customize your units appearance. But, of course, it had to have a bad thing about it: they have some outfits that totally kill the atmosphere of the game. Imagine you hoping for that epic PvP battle and then you see the enemy hoplites with rainbows drawn on their shield, spears made of traffic cones and a tribal helm...