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av93

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Everything posted by av93

  1. 1.Suggestion (concept) Let's start another suggestion thread. Hoping that would profit someone. This time is about heroes (very underused unit, mainly to kill sieges ) so let's go. Currently, heroes have 4 variables: - Avaliability (where and when you can train him) - Cost - Unit power (Is not the same Elephant than Spear hero) - Bonus So my point is to, instead of making each hero a concret bonus, let's take a specific number more general bonus and make combinations. For example: - Think about 10 classes of total bonus/kind of Heroes - Each civ get a combination of 3 heroes In more concrete way (examples) - Champion: No real bonus other than stronger heroe unit stat - Governor: Economical heroe that with a boost of 15% bonus to nearby working units - General: Nearby battalion or units in formation get bonus on stats - Tactician: Bonus training a specific kind of unit (can be global while alive or nearby barracks) - Naval Commander: Bonus to boat when garrisoned - King: Ability to train personal guard in battle (limited to a small number) - Leader: Special activable ability (throw a spear, a war yell, etc) - Savior: Supporting heroe relating tech, healing - Rebel: Gives ambush ability to nearby units - Conqueror: Bonus to conquering rate to nearby units It could be some specific traits (like the unit trained of the king hero or the warrior ability) but the goal is to keep it simple for easier balance So civ 1 could have champion, governor and general, another one could have warrior, champion and naval commander, etc. 2. Current Design Document Summary of the current design document Britons heroes Carthaginians heroes Gaul heroes Iberians heroes Macedonian heroes Mauryan heroes Persians heroes Ptolomies heroes Roman heroes Seleucid heroes Spartans heroes 3.Sketch 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. 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
  2. I've read the wiki. Nice concepts, hoping that will go official
  3. And some units. If you look elephants (persian, archer and huntable) or camels... they look like different species.
  4. If two don't want argue, they don't argue. So Lion, there's no need to answer. Back to topic, I've read that the release have a lot of bugs. But is nice that they have included african factions, as one guy said in 0 a.d forums, historical games have been very ethnocentric, focusing in Europe, besides Civilization series. Some highlights of the expansion: - Civilization with strong team bonus and even a tech (like 25% speed to castle production and ability to train a specific unit) - Sudden death game mode (you can't build town centers, and if you lose it, you're defeated) - Siege tower (they can unload units "jumping" the wall: encouraging double walling that its more stone expensive) - Terrain bonus or penalties (f.e if you build on sand cracked terraing, the building it's weaker) - Rebalanced water gameplay (Now there's a working rps system. In 0 ad, there's no really mechanic)
  5. 0 AD is based on Age of Empires, so I in my opinion, is relevant. Lion posted some dev blogs that can be useful. Also, I doubt that posting that here would have some impact on people, that would download the new alpha anyways, cause is free.
  6. If you read the comments, the dev says that's waiting some time to close the ticket, to look if the changes are working. In theory, should be fixed.
  7. That would be nice, especially the name of the map type in random maps
  8. Ranked is disabled for balancing purpouses.
  9. Tactic progress as match progress. That's is a good catch. When designing, we have to have in mind what we want to achieve, looking the overall picture. If we're searching a early defense dealerâ„¢, it depens on the gameplay that you want. If slingers can outrange ranged units and even defenses, you encourage ranged battles and trench warfare. If you favor melee (in this example sword cav) then you will have full assaults on enemy bases. But remember early alphas that sword cavalry was OP, they were freaking fast destroying buildings. And a little Off-topic about counter-scheme: the remove minimum range tech could be in 2n late phase in the armoury.
  10. Also agree in general, but I in my opinion I would remark: The spearman durability against ranged, but swordman better dps against infantry. But regarding slingers I have some doubts. At first, I would say that it's a unit that in the actual roster it's very limited (could change), and in my vision melee should be better than ranged against buildings (otherwise you would encourage ranged fights) and maybe all ranged troops should have the same siege damage. And I don't like at all ranged being strong against siege. Just my personal opinion. Finally, I thing that maybe you should think about turret feature, regarding cav archers, they also should be a hit'n'run unit, if going historical, but also shock cavalry isn't really accurate (and isn't fun to lost 20 cavs against some archers IMHO)
  11. And remember that the game is being in alpha stage, so there's no point on working in a wiki, cause all will probably change, and then a lot of effort would be wasted
  12. I really didn't understand at all. Can you rewrite the thing that you miss? IRC, slingers in AOE had a bonus against towers, but not skirmishers of Aok, that were bad against defenses.
  13. I know that there's a new approach in the way, but with the current gameplay 5 cav swordman vs 5 champion archers... 5 cav dies, 4 archers champion left. Also, the crush damage of slingers are a bit powerful I think.
  14. Yes, I know, if I read dev logs you can be sure that I read the roadmap and the track timeline. Regarding OS X, I remember an alpha that was shipped without Mac version, that was released some weeks after. BTW I repeat to put emphasis on giving some info about stat of the game to comunity that doesn't look too deep into forums, tracks and such things.
  15. Hey guys, I've been reading the devs logs, and I just have to say that relax yourself. If you release a alpha with bugs, don't worry cause players that want a more stable (and laggy) release can still playing Alpha 18. Also It will be okay if you don't release until those get fixed. Maybe a dev report would be nice to say that fixing the new pathfinding isn't easy, but it will be a huge step forward when it's finished. Good job!
  16. An interesting game that uses both individual and formation units it's imperium 3 (the great battles of rome). It uses a hero to assign units, to make formations. You can see in this video, (altough later they mosh pit fight) By 35 minute aprox.
  17. Long ago, sword and spear cav had diferent purpouses: the first agaisnt support and archer and the second against sword and javelin infantry. With the hard counters gone, they needed to differentiate one of each other, so they give to the spearman cav a high damage but slow attack, making them a shoking role. This also was with charging in mind. Sword cavalry doesn't make that big damage at first, but they faster attack. I think that this is the history. The problem is that, unlike other RTS, cavalry in 0 A.D it's very vulnerable to ranged attacks, so they can't barely make damage at all cause they die fast. But this is another topic.
  18. It would be nice to tag some of them multiplayer only, if included.
  19. That button already exist. Take a soldier, order to attack and later click on a wheel that appears in the area of stances, delete unit, etc.. Yes, isn't very visible.
  20. Today i wake up with a little spamming syndrome. This topic it's for "Elexis" - It wouldn't be nice to make a option for the host to disable the option of having observers? (Because performance, because they want a private match...) - The ability for observers to pause, it's solved? If not, this suggestion it's more important.
  21. http://wildfiregames.com/forum/index.php?showtopic=20018&page=2 My opinion it's that, being cohesive, fun or not, we have to remember that not only 0 ad it's being developped: devs are making Pyrogenis engine, that it's very moddable. So now, they are adding features that can be adjusted or disabled, but can be useful for other games. If the starting vanilla 0 A.D isn't succesful at all, a mod would. I think that all effort (maybe not the stat balancing) is useful. As I stated, before going Beta, devs and designers should take a look and choose what it's in, out or needs to be added about gameplay. Now the important it's pathfinder. Don't discourage. Although some of us don't feel the gameplay at the best, great work. Just to send positive messages, also are important.
  22. Me. I'm pretty freak curious and I usually read everything about game mechanics (like aoe3 info, civilization civilopedias, etc.) I think that should be better discussed on http://wildfiregames.com/forum/index.php?showtopic=20038. I would quote you there.
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