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av93

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Posts posted by av93

  1. Hello! This is for the devs: you're thinking about the things that will be on 1.0. My suggestion for the sp and campaign experience, is to make some basic triggers, something like Age of Empires 1 victory conditions: move x unit to y position, this unit must survive...

    With that people would be allowed to make simple scenarios. Not very complexand nice, but something it's better than nothing, and you always could advice that advanced triggers will come. I said that cause I thing that this kind of triggers maybe are easy and fast to implement! Cheers

  2. Carthaginian troops

    *Regular units

    - Libyan Spearman (Spearman)

    - Mauritanian Archer (Archer)

    - Numidian Cavalry (Cavalry Javelinist)

    *Champion units

    -Sacred Band (Pikeman)

    -Sacred Band Cavalry (Cavalry Spearman) I don't know if this unit will remain in standart games

    -War Elephant (Elephant)

    Mercenaries

    *Celts

    -Gallic Mercenary (Swordman)

    -Gallic Mercenary Cavalry (Cavalry Swordman)

    *Italic

    -Itallian Allied Swordman (Swordman)

    -Italic Cavalry (Cavalry Spearman)

    *Iberians

    -Balearic Slinger (Slinger)

    -Iberian Heavy Cavalry (Cavalry Swordman)

    They only lack rams and cavalry archers.

    So my point, carthaginians are designed to be the civ with most kinds of units. My suggestion is to make the embassies limited to one faction. Why?

    This way everytime that you play as Carthaginian you will have to specialise in one or another tactics, making an important choice that you will carry with all the game.

    As everytime you face this civ you won't know what kind of units will the enemy deploy, but in a closer range of units.

    Also every embassy could have a few special techs, like aoe3 native post.

    I know that players don't like to be restricted about the options, but it's a opinion that I wanted to share.

  3. My original idea for "slaves" was that they would be bought at the market and would be available "globally" like how bartering is global. Meaning, the number available is the same number available to all players and their cost and availability would fluctuate depending upon how many are being bought (very much like bartering). They would be great at gathering, but suck at building, and would be capturable similar to domestic animals. No slave revolts (capturing takes place of that) and nothing else too complex.

    Maybe the availability could depen on death statidistics. If there are battles in the map, slaves could become more available.

  4. I'm thinkig about easier concept of slavery.

    Slaves colud be bought in city phase, and are allround better workers than citizien soldiers (how much? 10% to 20%?) they also are a little bit expensive (150 gold?)

    So, when you get into city phase and you have a strong economy, you can start to change your citizien soldiers for slaves, (you can still making citizien soldiers to work, of course) boosting your economy.

    Slaves are like women, can be captured and that stuff..

    Some civ habe bonus to slavery, some can't get, it depens on the desgin, but this is my basic concept.

    By the way, you're playing a game that have people killing each other... Why not make slaves get in? Some games have slaves, like Imperium Civitas and I think that happens nothing. It's history...

  5. I'd love to see scenarios with no gathering and no building , (ie just a huge fortress, 2 defenders and 2 attackers). A start army that you can only lose, not rebuild.

    Some historical stuff, where you can try to win a battle in the way it was or completly differently, or try to find out how the defeat could have been avoided at the time.

    I'd love to see scenarios with no gathering and no building , (ie just a huge fortress, 2 defenders and 2 attackers). A start army that you can only lose, not rebuild.

    Some historical stuff, where you can try to win a battle in the way it was or completly differently, or try to find out how the defeat could have been avoided at the time.

    Yeah, I agree. starcraft 2 make a good campaign with good features. Instead of researching every tech in every scenario, you points for the advancements like a rpg, sou you don't have to research every scenerio every time the same things, so you can focus in other things...!

    I prefer objetives instead the Build & Destroy

  6. I respect the idea(soldiers deposit weapons, get tools and vice versa), but what exactly is the goal? the purpose?

    If it's more realisme then you are compleatly off the road.

    This doesnt give more realism: first, I dont think people worked in a none secure zone completly defens less at that time (within their city walls maybe...)... But that is actually not really my point anyway...

    My main concern is: you deposit your weapons in the CivCenter, then you go build a resource place, you go to work, you go back to the resource place to get your weapon?, where did they come from?

    You see, even in making soldiers get their weapons, you still simplify the system, by having get them ANYWHERE, without keeping trac of how many weapons are where.

    So why not just simplify the WHOLE system and assume soldiers carry weapons with them...? It a game, not a reallife simulatior.

    If realisme is NOT your main motivation, then please make your statements explicit, and tell why on earth this should be usefull?...

    :sword_rune:

    My point was trying to make a balance between gameplay, realism and don't get too much micro.

    -Gameplay: Raiding its more dangerous, more importance about buildings positions,etc

    -Realism: You have to go somewhere to take or drop your weapons/tools. Don't care how many numbers of spears, armours, its only to feel some more realistic, you said it, its not a real life simulation. The thing that I really wanted to avoid was turning magically a worker into soldier and viceversa

    -Micro: To change soldier into worker you only have to click into the resource, the soldier go automatically to the dropsite and change into worker. If attacked, a button in the interface "call to arms", its enough, and to take back the work, the same thing.

    How many times are people going to suggest this (almost) exact same feature? We have 1 or 2 team members that indulge the idea, but then the rest of the team shoots it down (for good reason, this would add unnecessary micro and feature creep). Sorry, just saying. :)

    I'm sensitive to the criticism that units shouldn't just switch back and forth from gathering to full-military gear. It's not very realistic, I agree. But forcing them to go drop off their resources, then re-arm, or whatever, is too much. Instead, I'd prefer something like they act like "villagers" when gathering... they run away when attacked... and don't fight back until tasked to do so by the player. Then they drop the resource (it is lost) and fight back.

    At any rate, I'd actually prefer that the current behavior remain what it is until we ship 0 A.D. Part 1. Then revisit the game's mechanics for 0 A.D. Part 2 (battalions, new combat paradigm, "call to arms", revamping the citizen-soldier concept as suggested here, etc.). As it is now, I think the way it works just plain works, and is a unique feature, and we should let the concept stand on its own for Part 1, then revisit it later when everything is up for revision. The way it works now just fits well with the overall scheme of the game, so I wouldn't want to change it unless we re-imagine the entire game.

    Just my opinion. (y)

    Yeah, usually I read everything, i was trying only to make a clear concept. I remember people asking always about wall-system :)

    by the way, there are many things to focus at first (optimization!!!!), and if people think that there's no need of system, don't think about it... Just you're making a great game!

  7. We can try some ways to avoid massive raiding.

    the main problem is that, in comparison with AOE II, you could only get good cavalry to raid in 3age. The 2age cavalry, the scout, wasn't good to kill villagers,so in 3age you have good defenses and you hadn't a starter economy.

    In AOE III, the explorer, had an negative bonus against villagers.

    The things depen on what you want for the first phase.

    So possible solutions.

    1-Generic Scout unit (as suggested by Lion). But... Instead of the first cavalry unit, you could only train scouts? Maybe those units could be upgraded for the original unit (usually cavalry skirmisher) later....In 1 or 2 phase?

    If is in first, the research would be very costly option (rush or economy?) and give enough time to the enemy for facing the rush and win. Or the research can go automatically with the phase change. Another option is to make some requeriments to research the tech, like the need of a corral, etc. (like SW:GB)

    So the scouts have little attack or negative bonus against unarmed males and females.

    2-Cavalry goes to 2 Phase but I don't like it.

    3-Limiting the training of the cavalry Not touching the cost, but the time of training or numbers of the cavalry units that you can train at 1 phase. That change with tech or can change automatically with phase change.

    So,I think that the rush option have to be in the 1 phase, but we have to be fair and give the possibility to stop that.

    By the way I forget to say that if you click the bell, call to arms or whatever, the citizien soldiers and females will go running to get cover or/and to get weapons.

    Also we can think that citizien soldiers get support unit status while are working... so an archer wont get bonus against one swordman worker, but yes if is a cavalry swordman...

  8. Yes, some people have writted about, I tried to make a concept.

    1·The citizien soldier in soldier mode, can't harvest resources. They need to go to Dropsite or CC to take the tools.

    If you right click the resource, automatically the solider will go to the nearest economic point and will take off the weapons and armours to take the tools, going to worker mode

    - So citizien soliders in worker mode are more vulnerable and can't fight in a good way

    2·If something attacks you, you have 2 options.

    A)You can go to the nearest CC and play the bell All males will go to take weapons (in military points) and females will try to garrison. Or you can only play a call to arm to nearest males.

    - Military points could be barracks, CC and even towers

    B ) You can select in group or individually, and click into call to arm(male), or "go to safe place" (woman)

    3· When everything is over you can play off the bell, or make it individually or by groups.

    1.bmp

    2.bmp

    3.bmp

  9. -The thebans, will be in the official game, or we have too much hellenic factions?

    -And about the generic factions (celts,hellenics) what will happen with them? Maybe they could be redesigned for scenarios: instead of using concrete units like spartiates or ekodromos, they could use more generic units for fitting better in a more broader context.

  10. How rude! I'm here since a while and i don't have say hello already!

    Also i've been looking for the developping of the game since the first Alpha and all i have to say that everyday you are getting faster!

    I'm studying Social and Cultural Anthropology, and I have to say that you make a point making ano ethnocentric game... But know you have 3 greek civilizations :bangin: just joking :P

  11. Changing the Topic

    2 things:

    -It have been discussed that the General Discussion & Ideas forum its overflooded of "my 2 suggestions" topics.

    So it's better pots here? What i should do to small thing that pass in my head?

    -Guys have readed that you have push triggers to part 2. What about simple triggers for part 1, like those of Age of Empires 1 to make basic scenarios and campaings (Weren't really triggers, were more like winning conditions)

  12. Cause i haven't too much time i will translate the text... Maybe the easiest part cause you can do it with a translator but maybe i m better than that.

    Title: 0AD How to win JuBot

    Description: Oasis 0 A.D Map. Already i have show how to win to DemoBot, now we raise a little bit the difficulty and we win to JuBot. With this Bot the waves are bigger and also, the quality of the enemy armies are better.

    My strategy is almost the same, but with a little better performance

    I hope that you will like!

    -------

    If i have time this sunday i will try to translate the audio!! :)

  13. Hey guys!

    I was thinking about some things in the game..

    -I don't know a lot about greek and roman history, but i thought that greeks did't use archers a lot before the come of the macedonians, and in other hand, i thought that roman used archers more than the other guys... It's correct?

    If it so, my little suggestions is to make toxotes only available with macedonians, giving slingers instead, and maybe archers to roman faction?

    - Also the bonus to persia of corraling camels i think that will be very little, cause only have traders as a camel unit and you wont make it a lot..

    - Finally, iberian will have the spanish names or will be replaced by euskera ones?

    Byeee!

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