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av93

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Everything posted by av93

  1. Yes, although I'm in favour of your ideas, I'm assuming the current gameplay. Well, but in this building you can also train champ skirmishers. About Kushites IMHO, the problem is that they a lot of units overlapping the tech-tree, while some other civs could also have more soldiers fitting the same role, they break the others factions design. Well, researching a little seems that maybe the added champs are not so out of place. But at least, please change the stoa for a mercenary camp!
  2. In the original design, every civ had acces to only 2 kind of champions, except Carths (2+1 elephant champ). Then came the Seleucids, and to avoid a big roster of then, the paired tech was made. Mauryan also had 4 champs (3+1 elephant), and that was given as an special civ bonus. Ptolemies have all cavalry champs, so they get the pikemen for balance. But then some random champs were added for greeks civs and persians, killing some of their special uniqueness and historical realism, because I don't know if that units were used by them. They were scenario units only.... Altough I understand that maybe there was some balance issues for Sparta and Persians. I try to not make more design topics or discussions, but I just wanted to remember that for the new civ. And maybe also that Stoa is not a correct place to train them. Is like train mercenaries in the market. I would suggest to swap the building for the mercenary camp.
  3. I think that Ancient Empires it's my favourite concept (altought I never play it unlike DE). BTW, that doesn't mean that I find interesting ideas or changes in others mods or concepts.
  4. you're right, but Egypt sounds a little plain for me. Just wanted to add a little more of epic for hooking players to play it.
  5. The Battle for Egypt, War on Egypt, Egypt at War..?
  6. We don't know how would react the player base with a major redesign. For sure always there would be conservative people, but maybe a lot of people will welcome changes, and some other will just accept. I don't know. BTW, another great problem is the coding side. Is not the same designing the game with some key features that condition all debates, because they could drastically change the gameplay (I'm thinking in run/charge, formations/battalions movement and fighting, and directional damage), and isn't the same redesigning the game with the current stats of things that the engine can handle.
  7. Would be cool some kind of easy trigger editor integrated in the Atlas. I think nobody had work on this, right?
  8. Maybe "The Lord of the Rings: The Battle for Middle-earth" provided some tactics in this sense with cavalry and monster charges, and formations (specially pikemen to counter the later). That kind of system would be cool (as we've talk a lot in forums) to implement in 0 A.D but without being to micro, cause in this kind of RTS or RTT, you only have one or two resources, and the economy it's very simple.
  9. Please Lion, when you're posting something in the forums, instead of doublepost, try to edit. You're shadowing others post or contributions. The left column of recent activity will look cleaner and more diverse.
  10. But won't be less weird that the mounted horseman stabbing the corpse? The transition could be done later. And also right now the citizens soldiers undress they armours and weapons magically when tasking to work.
  11. Maybe that would work. Any feedback from the other artists? @stanislas69, @LordGood
  12. @Alexandermb Maybe something like this, but with the horse closer.
  13. I didn't play the game, but by the videos that I have seen, at least they have improved the game, and they hadn't screwed like AoE 2 HD. Pathfinder and stability could be better, for sure.
  14. Programming wise, I wouldn't change anything right now, but focus on an idle horse with the worker gathering, and then if the devs come with some idea implement the transition animation.
  15. In the videos I have seen a Idle Village button, IRC the . was used also for that in the original version, and you can reseed with right click, but no queues.
  16. I don't understand why they didn't put farm queues and gates..
  17. One of the remaining breaking immersion things, are when the cavalry are working at the corpses. Although i'm not 100% in favour of cavalry as c/s (not the aim of this post to discuss this), if they remain as now maybe they could have the same animations of meat gathering of c/s, with a horse in the side, and the same when killing domestic animals, with the herding animation. There's no transition animations, but I think it would be better, instead of a mounted swordsman hitting a dead corpse.
  18. Much better than the original. I don.t know if the remake will have a tech tree.
  19. The feedback of one user (and people that had liked the publication). I don't agree in nothing, seeing the youtube videos.
  20. Let me ask again about pathfinding, specially when the melee units target new enemies... it is working well? BTW, seems that the balance changes are better than the UPATCH. Forgotten Empires have a good balance ad design ideas, and know how to keep the AoE spirit, sadly they had work with a game that was bad ported and didn't had either a good programming team, or a good budget. I just hope that AoE1 DE would be a success that works, and then I will have faith again in the Definitive Editions, fixing the Aoe2 HD mess. (I think that they eventually will remake also AoM, if everything works) Aoe4, it's just another thing, seeing Relic and their DoW3 mess (Didn't play, but I read that wasn't a bad game, but it didn't reach the expectations)
  21. Well, it's more useful to look in a table to compare, instead of going one to one. But a optimal program, should compare the different types of units, not only the same units between civilizations, and then also add civ bonuses and techs, something like this: https://gbts.github.io/aoe2calc/ And, IRC, there was some kind of site here that made something along this lines.
  22. That reminds me that cavalry doesn.t have meat gathering animation, they just attack the corpse...
  23. Yeah, I know. About the program talk with the devs about it, maybe it's useful for the team or for modders to change the stats without single editing every file. This topic have been long discussed in this forums: Some devs try to stick to the current design with minor tweaks, some others want a more deep change. Some users had make gameplay mods to try to address this issues, the current ones that are updated are: Nescio's 0 abc unified mod/ (forum topic) , Justus Delenda Est (currently on hold until Beta) and Hannibal Barca Vox Populi. You will find a lot of topics about gameplay design: there's no consensus on how to do it, or there's lack of leadership or manpower in the team how to address this. So changing a little bit the stats between siege hadn't really much sense, when IMHO, it lacks defined roles for the different units.
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