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av93

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Posts posted by av93

  1. All civs should be able to win regarding unit roster. I think that aoe 3 made a good design (at least in the vanilla), some civs were harder to play but could strike hard with the right strategy. Today I played some games, and almost everybody playeed Britons. Currently rushing it's not viable and therefore turtling it's not needed.

    When designing unit military roles, you should take into account economic side. Booming it's the only strategy cause there's no real choice: you can make more or less citizien soldiers or woman, but an average player would try to set up a ranged CS economy. Cause booming it's almost the only way (to get champions), phasing doesn't have really sense.

    If the idea of phase I the choice to make a rush, some structural changes have to be made. For example, as Ancient empires mod, I think that spearman (militia) should be the only unit trainable in phase in civic center. Then you could build barracks and train spearman (rank 2), one ranged (rank 2) and cavalry javeliner.

    Militia units shouldn't be able to rank, in contrast with barrack infantry that should start at rank 2 with better stats, but 50% penalty at work. Then you should have to make more decisions between training units on civic center or more military oriented units in barracks. Defending a rush should be more difficult without ranged spam.

    Then cavalry javs could fit main rushing role (with low range attack, but not the OP way of the first online alphas). They should die if spearman gets close, but expect hit and run tactics. If player suppose an early rush, he/she should build towers that cav javeliners shouldn't be able to stand / capture. Civic center should grow the fire potential with every phase, starting lower.

    With this post only wanted to say that unit should be viewed in the broader context, taking into account the economic side of the CS, the availabilty, their role as defenders..

    Sorry for the randomess.

    • Like 1
  2. I don't understand the usual request about going to Steam: as a player, I absolutely HATE the auto-update system for instance, because I can't choose when to do an update (which breaks all my savegames, possibly other critical things too because it's an alpha)

    If autoupdate system comes some day to 0 a.d, it would be nice to be optional, but I think that's a needed feature for the Beta

    • Like 1
  3. Thank you :) Actually I added white sparklings to silver ore and the existing sparklings to gold ore (size a bit increased). This should show the value of these ores, whereas iron and copper do not have sparklings. But it would be very easy to add sparkings to them, too.

    Reminds me Minecraft :P

    I think that ores should differentiate more in relation to stones and bigger sparks could be a fast solution. BTW I don't know if in reality ore veins are shiny.

    About gameplay, maybe it would be simpler to have two kinds of ore, rich and standard (mining rate) and two kinds of size.

  4. If I understood correctly, she's talking about new models (meshes).

    They are done, but need animations. Jos3BV started some women animations, that you can see there. He said that would return and send them, and maybe he will make more. Enrique, the artist leader, said that want to work in the upcoming months. He was away for a long time.

    You were asking about that?

    Edit: rereading the post, maybe Lion is right. Units get improvement with experience, getting better armors and stuff. In current alpha (18) leveling up was disabled, but in the newer would be renabled, so you could see the "improvements".

  5. My idea: one market allowed per civic center. 5 traders allowed per market.

    So there should be a tweaking of profit gains, but IMHO trade should be a complement, not a substitute to the economy. This way trade isn't allowed with a single town (you need an ally or another population center), and there's no crowded commercial rute (and related lag)

    • Like 1
  6. No mods installed. Also as I said I removed 0 a.d manually.

    I installed the rc on my older pc, and worked (laggy as expected, cause its old with low hardware), but in my Windows 7 it doesn't. Reinstalled A18 and it runs as normal :unknw:

    Bruno, I will send you the two files. Not sure if I have done right with the DebugView thing

  7. I tried with automatic (with the setup) and manual uninstalling. 360 free GB.

    And yes, I tryed to reboot and redownload the setup, but didn't work. :S

    Tomorrow I will try to reinstall A18 as empirical evidence...

  8. I tried to install and play both release candidates (1 & 2 ) from here, and I really can't open the game. It doesn't even launch a error console, it just doesn't appear. If I open the Task Manager, I can see the pyrogenesis.exe process (not in applications tab), but I can't finish them.

    I know that there isn't clues to think what is happening, but I could run 0 a.d always prior this alpha

    EDIT: I can't even taskkill the process.

  9. The objective of this thread is summarize the unit roster of units, cause I didn't found any place where you can see it. With game getting near beta, gameplay design discussion is getting more relevant cause almost all features are getting done. So, my little way to contribute is doing this.

    Unit Roster

    Athenians

    CC
    Spearman
    Slinger
    Skirmisher cavalry

    Barracks
    Spearman
    Skirmisher (mercenary)
    Archer
    Slinger
    Cavalry swordman
    Skirmisher cavalry

    Dock
    Birreme
    Trirreme

    Fortress
    Stone thrower
    Bolt shooter

    Gymnasieum

    Champion Archer

    Champion Spearman

    Spartans

    CC
    Spearman
    Skirmisher
    Skirmisher cavalry

    Barracks
    Spearman
    Skirmisher

    Swordman (elite rank)
    Cavalry swordman
    Skirmisher cavalry

    Dock
    Birreme
    Trirreme

    Fortress
    Ram

    Carthaginians

    CC
    Spearman
    Archer
    Skirmisher cavalry

    Barracks
    Spearman
    Archer
    Skirmisher cavalry

    Iberian embassy

    Sliner (mercenary)

    Skirmisher (mercenary)

    Swordman cavalry (mercenary)

    Gaul embassy

    Swordman cavalry (mercenary)

    Swordman (mercenary)

    Italiote embassy

    Swordman (mercenary)

    Spearman cavalry (mercenary)

    Dock
    Birreme
    Trirreme

    Quinquirreme

    Fortress

    Elephant champion
    Stone thrower
    Bolt shooter

    Temple

    Spearman cavalry champion

    Spearman champion

    Seleucids


    CC
    Spearman/skirmisher (militia)

    Skirmisher
    Cavalry skirmisher (militia)

    Barracks
    Pikeman
    Skirmisher
    Cavalry skirmisher
    Cavalry archer

    Military colony
    Swordman (mercenary)
    Archer
    Cavalry spearman (in elite rank become spearman cavalry champion)

    Dock
    Birreme

    Trirreme

    Quinquirreme

    Siege
    Siege tower
    Stone thrower

    Fortress
    Champion Elephant
    Champion Pikeman and Champion Archer Chariot
    or
    Champion Swordman and Cavalry Spearman

    Ptolomies

    CC
    Pikeman
    Archer (mercenary)
    Camel archer

    Barracks
    Pikeman

    Slinger
    Archer (mercenary)
    Camel archer

    Military colony
    Spearman/Skirmisher (mercenary, secondary ranged javelin attack)
    Swordman (mercenary)
    Cavalry spearman (mercenary)
    Cavalry skirmisher (mercenary)

    Dock
    Birreme

    Trirreme

    Quinquirreme
    Juggernaut (champion warship)

    Fortress
    Siege tower
    Stone thrower
    Repeating bolt thrower
    Champion cavalry spearman
    Champion elephant

    Britons

    CC
    Spearman
    Slinger
    Skirmisher cavalry

    Barracks
    Spearman
    Skirmisher
    Slinger
    Cavalry swordman
    Skirmisher cavalry

    Dock
    Birreme (extra garrison capacity)

    Fortress
    Javelin chariot champion
    Swordman champiom

    Ram

    Kennel

    Dog

    Gauls

    CC
    Spearman
    Skirmisher
    Skirmisher cavalry

    Barracks
    Spearman
    Skirmisher
    Slinger
    Cavalry swordman
    Skirmisher cavalry

    Dock
    Birreme (extra garrison capacity)

    Fortress
    Cavalry spearman champion
    Swordman champiom

    Ram

    Iberians

    CC
    Swordman
    Skirmisher
    Skirmisher cavalry

    Barracks
    Spearman

    Swordman
    Skirmisher
    Slinger
    Skirmisher cavalry

    Spearman cavalry

    Dock
    Birreme (extra garrison capacity)
    Fire ship

    Fortress
    Cavalry skirmisher champion
    Swordman champiom

    Ram

    Macedonians

    CC
    Pikeman
    Skirmisher
    Skirmisher cavalry

    Barracks
    Pikeman
    Skirmisher
    Archer
    Slinger
    Spearman cavalry
    Skirmisher cavalry

    Dock
    Birreme
    Trirreme

    Siege workshop
    Stone thrower
    Bolt shooter

    Ram

    Siege tower

    Fortress

    Pikeman champion (upgradable)

    Spearman cavalry champion

    Mauryans

    CC
    Spearman
    Archer
    Skirmisher cavalry

    Worker elephant

    Barracks
    Spearman
    Archer
    Swordman cavalry
    Skirmisher cavalry

    Dock
    Birreme
    Trirreme

    Fortress

    Elephant champion

    Swordman champion (unique bonus against buildings)

    Maiden guard (should be one hybrid unit with sword and bow)

    Chariot archer champion

    Persians

    CC
    Spearman
    Archer
    Skirmisher cavalry

    Barracks
    Spearman
    Archer
    Skirmisher

    Stables

    Swordman cavalry

    Skirmisher cavalry

    Spearman cavalry

    Archer chariot

    Dock
    Birreme
    Trirreme

    Persian palace

    Spearman champion (secondary ranged bow attack)

    Fortress

    Spearman cavalry champion

    Ram

    Romans

    CC
    Swordman
    Skirmisher
    Spearman cavalry

    Barracks
    Swordman (can get into 4th rank)
    Skirmisher

    Spearman (veteran rank)
    Spearman cavalry

    Skirmisher cavalry

    Dock
    Birreme
    Trirreme

    Quinquierreme

    Entrecnhed army camp

    All roman units

    Fortress

    Swordman champion

    Swordman cavalry (secondary close combat spear attack)

    Ram

    Stone thrower

    Bolt shooter

    If somebody notices some error, just give me. Would be nice, along the heroe summary, to copy that into wiki. Next day I will do a bonus summary.

  10. The choices are based on the current DD, so the thing that I have done is fitting the old bonus (that you can check in the summary) into my new categories. I have made some changes, trying to avoid overlapping. Also I tryed that all "barbarian" (don't like the word) civs get a rebel heroe

    BTW, conqueror was a class that I didn't think about it. The 10th class. :)

  11. Udapted all heroes with the auras.

    This is my sketch, inspired by the current DD, with some tweaks. Classify all heroes with a historical view into one category isn't really easy, cause a lot of them were generals, but also tacticians, leaders, kings, and warriors. With this concept, only a few civs overlap their heroes.

    Sketch:

    Themistocles: Naval commander
    Pericles: Governor
    Iphicrates: General

    Caractacus: Rebel
    Cunobelin: Savior
    Boudicca: General

    Hannibal Barca: Tactician
    Hamilcar Barca: General
    Maharbal: Leader

    Britomartos: Rebel
    Brennos: Leader
    Vercengetorix: General

    Viriato: Rebel
    Karos: Rebel
    Indibil: Rebel

    Philip: General
    Alexander: Conqueror
    Demetrius: Tactician

    Chandragupta Champion
    AShoka: King
    Acharya: Savior

    Cyrus: Tactician
    Darius: King
    Xerxes: Governor

    Ptolemy I: Savior
    Ptolemy IV: Naval commander
    Cleopatra: Leader

    Quintus Fabius: General
    Marcus Claudius: Leader
    Scipio: Conqueror

    Seleucus I: Conqueror
    Antiochus III: Tactician
    Antiochus IV: General

    Leonidas I: General
    Brasidas: Tactician
    Agis III: Champion

    * means not sure

    Some ideas about special civs features:

    - A civ with an emphasis on heroes that allow a secondary class.

    - Iberians could train two heroes instead of one. With the fact that all iberian heroes have the same Rebel class, this would encorauge a gameplay based on ambushes

  12. I think that the Starcraft II concept is the best for 0 ad in a KISS sense.

    No running, no marching. Only charging. When a unit is near to another, they should automatically charge (it should be able to turn off the autocast and to manually select targets) when a unit is near to a enemy in x space.

    So units would charge continuously in the mosh pit until stamina is drained. (just small cooldowns for the ability)

    BTW, for immersion sake, I think that units in fight mode should use run animations.

    There are some design decisions here: if stamina is used, we should think about an ability system, instead of hardecoring the features (camoflauge, charging, healing) make them working in a more dynamic and comprehensive way for modding (thinking about warcraft 3/starcraft 2 ability system).

    But I know, that it's easy to write, and the important is getting the things done, so that it's only a humble opinion.

    • Like 2
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