Jump to content

av93

Community Members
  • Posts

    975
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by av93

  1. Nice! Thought that the dark brown texture of hay was committed for all buildings in last Alpha. And what about the units of page 4-5?
  2. I think it could be implemented in a little hacky way. Give to relic a "wonder" attribute, movement, and make them able to be captured and to be indestructible. Plus wonder victory enabled. For a 1 relic wonder victory. Alternative: make a building buildable only with a X numbers of relics, and instead of giving the wonder victory to the relics, give that to the building.
  3. Let me clarify... This is the old elephant model, with a new texture, that could be used in a new one with new animations?
  4. Houses generating a resource trickle could be an unique bonus to a particular civ (like aoe3 Japanese houses), but I prefer that over a general trait for all civs. I very agree Justus position on units costing more than 2 resources.
  5. Feels like the new animations will be on the next alpha. Maybe.
  6. If I can, I would suggest some things. -An archive forum for older post of past alphas. -A general post like Suggestions for 0 A.D. for random suggestions with the aim to keep clean the forum -A economical guide for players. Balance should be designed by maxed economy efficiency (don't mean taking a boom perspective)
  7. Shouldn't be this message on main page and social media?
  8. @fatherbushido, @elexis Like the initial pop-up of issues when you run the game the first time, there could be one showing the changelog, or near the down left side (where there's translating help and other stuff), a button that goes to changelog page?
  9. Some meta ideas for inspiration:
  10. Can't you make a similar concept playing with hp, armours, bonus and penalties?
  11. For my opinion, more like a 30% (so first stage of three of destruction)
  12. Personal opinion: a siege workshop shouldn't have ornamental symbols, right? Is not a civil structure.
  13. Then today is my day of misundersanting
  14. Hmm if I understand correctly, now you could make auras stack with the same entity, so temples could overlap if desired. But yes, I didn't understood this way, thanks for clarifying.
  15. Day of suggestions, today? Here, mine, is the aim that in all game all strategies should be viable (rush, turtle, boom). In phase/tier 1, I thought about a RPS system: -Spearman could be the only unit available until phase 1.5, that in numbers are enough tankier to take CC and towers. -Cavalry skirmishers are good against them, but lose to structures. So spear infantry>towers/cc>skirmisher cav>spear infantry. Blacksmith allows tier 1.5 could be a strategic decision buildable in phase 1: to build them or make another barrack. -Unlocks infantry skirmishers, with good dps against infantry in general and against ranged cav. Shorter range than towers so they are good for raiding and defend, but not against defensive buildings. -Unlocks also cavalry swordsman, good against ranged infantry, slightly better than spear infantry against buildings. Could be soft-countered with skirmisher cavalry with hit&tactics. -Allows military techs in phase II *Swordman, slingers, and the other cav available in phase II or in tier 1.5? Romans and Iberians could be subvert this: Romans could train swordsman (Good against infantry and also better against buildings. Countered by well guarded or hit&run ranged infantry, and ranged infantry.) and Iberians skirmishers instead of spearman in phase I. You then you can try to rush with spears/cav skirmishers, turtle up with towers. At mid phase I you get 2 units that counter each other, being skirmisher a good defense unit but also support unit to rush. Or you can skip and go to phase II for better eco tech and better soldiers. The problem by design is that booming allows a good mass of soldiers that can defence. Making skirmishers less common in phase I would solve this without dropping c/s concept. Also barracks soldiers could start in advanced rank so choices between training them in CC or barracks have actual consequences. And also targeting them when raiding. CC could train only women and spear infantry and one limited explorer unit (cav skirmisher skin without javelins). Spearman trained there could go with milita status (can't rank and military upgrades doesn't affect them) Let's hope that some ideas help someone (either the base game or some mod)
  16. Then walls mazes maybe would be OP. Stacking auras could be limited? That would be a nice addition if not @fatherbushido for next alpha. I'm for a upgrade and also for a new model with reduced footprint, for a better placement. Also, I would prefer a reduced hitpoint bonus, instead of a triple HP but more expensive walls (if you can't build them, isn't a bonus) This could work for Sparta and Celt women. Altough Sparta women can attack, it would be a nice complement for them cause they don't have walls.
  17. The release of Vulkan API is relevant to 0 a.d? https://en.wikipedia.org/wiki/Vulkan_(API)
  18. Didn't know that seleucids and ptolomies were thought about so long ago. I always thought that were added in the moment, like mauryans.
×
×
  • Create New...