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Everything posted by av93
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Major Changes and Features of Delenda Est
av93 replied to wowgetoffyourcellphone's topic in Delenda Est
Well, the point is to make the elephant decaying loyalty to gaia, but uncapturable (the UnitAi is forced to attack a uncapturable unit?). Don't know if it's possible. 3 hps isn't too slow? Also, champion elephants would need a faster health decay cause have more hp -
Major Changes and Features of Delenda Est
av93 replied to wowgetoffyourcellphone's topic in Delenda Est
Don't know if playing with decay component (and giving them a huge decay rate), thus making elephant gaia, and giving them animal AI could work? Just crazy suggestion -
Reforms are the kind of pair tech that I would like to see in 0 a.d, not a thing like choose between 5% attack or 5% speed. Military colonies are better with HP and Attack? With the new models it seems so, don't you agree?
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I like them, and give a lot of difference. Cough* have you ever think about doing phase variations of CC?, cough* (BTW, there's a bug in carth civic center, thaht have been not fixed, I think)
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seleucid champion tech is broken
av93 replied to Tomcelmare's topic in Game Development & Technical Discussion
Release blocker? -
Well, changing one model for another isn't a big deal, right? It doesn't break translation strings.
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IRC, with formations you not only can change animations, also you could add more stats, right? Then, this could be a workaround for giving some utility to cav meanwhile there's no run/charge system. BTW, "charging" in this way should have a penalty (cause then there's no sense in having cav in default stance...)
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Interesting concept, I will try your mod when the next alpha come. Maybe it should be implemented in the general game, individual trees could be still placed (for decoration or like those near CC). If you want choke points like Black Forest AOE II, special grooves could be designed for blocking obstruction. Maybe cav could also get a "malus" (:P) in your forest grooves
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Combat Statistics
av93 replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
Others game handle different types of attacks, but usually they have only one kind of attack and armour. -For example, Warcraft III have: Normal/Pierce/Siege/Magic/Hero/Chaos (very rare), and unarmoured/light/medium/heavy/hero/fortified(buildings). Source and a little more deep explanation Having 1 attack and 1 armour would be easier to balance. And it could be used the AOE (specially mythology) formula: Melee, Ranged, Siege. I prefer hard counter BTW. -
I'm thinking that would be better a cart for every building. Why I would move a building if I can make a new cart and settle more territory if cost the same? The only way I think it would be useful is to move without cost the buildings. I won't make corrals decays. You know, I don't like micro. Maybe a minimum a great distance between corrals, and a medium distance between other buildings (except towers). Just imagine the space between as large territories where animals move at time, not a permanent space.
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Where are you from? This files won't be useful for you if you want to play with the new models. They are only for artists to help to animate them.
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Sorry, I was talking when packing again (if you have to pay another time to unpack there's no problem)
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Then you should take care of exploits. Why I should build a CC when I can make a market if it costs and the build time are the halve, and then unpack and pack as a CC?
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Team have stated that no new civs would be added
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Great job, very beautiful screenshots. BTW, with this view, it's easier to place buildings? (there's some kind of grid?)
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the first line, yes. Seems pretty micro feature, that why I suggest as special feature from some scenario/campaign. BTW I'm vegetarian.
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Not really vegan friendly. It think It's the kind of things that would be nice in a scenario/campaign as special feature.
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[Suggestion] Gray Area Citizen / Mid-Citizen
av93 replied to nothingtoseehere's topic in Gameplay Discussion
Ai always try to build a new Civic Center when possible. If AI can't build a CC, imho I think that they should do a suicide attack if it have some military units or ask for allies resources to try to build a CC, or ask for resign (aoe3 style) -
I was just pointing the differences. IRC they used to have but was removed, but I think it's a bad idea cause the units spread and make a mess.
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I know, just an insinuation if some member of the team...
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It would be cool to add to vanilla as well, giving some diversity to the greek units.
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The question should be, what kind of trampling aims 0 a.d? IRC, area damage (aoe2 cataphract style) it's currently implemented. LOTR Trampling style, wouldn't require charging? Meanwhile, what function could have melee cavalry? In my test, they are successful against 1 to 1 skirmishers, but loose against 2 to 1. The problem is that they are cost-effective. I suggest giving them some more piercing armour to them (and raise spear infantry if necessary to compensate). I know that cavalry in ancient times weren't used in frontal charges, but the problem in 0 a.d is that we can't use cavalry as in Total war, where they are fragile but deadly when attacking by rear or unprotected ranged units. (In 0 a.d, ranged units have no minimum range, they don't change into melee mode when in contact with the enemy, there's no charge/trampling system, moral, etc.) So my approach are making them more durable (At least for now)
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you mean that ranged units should have a melee option?
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Well, my humble opinion is that melee cav should be anti ranged infantry. Sword cav could overall better while spear cav won't be so useful against buildings, other cav, trade, but better against ranged infantry. Maybe they need both better armour against pierce. Tomorrow I would make some test, but seems that aren't cost-effective against ranged infantry. Killing rams and trade seems a very little role to a unit that I think that should have more presence in the battlefield.