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av93

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Posts posted by av93

  1. If you want more inspiration from a lore pov, Civ Beyond Earth have also nice ideas to the question, how the humanity would adapt to the future in a new colonized planet:

    -"Stay human" civ: bio and mechanical tech to enhace the humanity, but clearly separated. Adapt and change the environtment
    (Terran)

    Ethos: Human problems, in the space. Dictatorship, corruption, but also freedom fighters, in the space.
    Gameplay: Standart. Adaptability.

    - "Cyborg" civ: replace every possible part of the human body by tech to bypass biological limitations. Adapt the environment to humanity and to a computational net.
    (Protoss).

    Ethos: Efficiency and egalitarian by the mathematic decisions, but the inflexibility can bring unappealable bold decisions
    Gameplay: Expensive, Hit hard.

    - "Gaia" civ: chage the biology of the humanity to match the environment and to perfect itself. (Zerg)
    Ethos: playing with bioengeenering makes them defenders of life and environment, but also egocentric mind that plays to be God, sacrificing lives  contradictorily without caring at all.

    • Like 2
  2. 57 minutes ago, Lion.Kanzen said:

    Protoss live in other reality, in peace , they dont know about violence, or being greed or about malice until they contacted with Humans.

    https://starcraft.fandom.com/wiki/Protoss_Civil_War
    IRC, there's a conflict between Tassadar helping and being curious about humans, and Aldaris that don't give a nut and he doesn't care about "purify" all life in the infested planets.

    I supose that the interesting thing about the last discussion, it's how every faction can have it's shades, giving a more complex factions, instead of the bad vs good guys. Heart of the Swarm kind of try to give it a light/grey shade to the zergs, the ones that lacked colour in the original Starcraft. from a gameplay pov, that also justify conflict inside factions.

    Star Wars also kind of done this between the new films and the original movies. Seems a general direction of the narrative in the last years

    • Like 1
  3. Maybe names could be found after a incial design?:

    Terran are human (we), adaptative, mechanical, cowboys in the space, with autoritarian dictatorships, but also freedom fighters (even terrorist)

    Protoss are tech aliens, hit hard but fewr and expensive, saviours but sometimes racist and apply genocide, mix of native american and orientalism. Rounded shapes

    Zerg are the very bad mindless guys, win by swarming and even suicide units. They want to consume everything, but no individual will, organic shapes. "Revolutionary" tech tree were larva morph intro structures or units, that can even morph more

    Tvtroopes is a good places to brainstorm stereotypes

    • Like 1
  4. Always thought about having a decent RTS game of our Spanish Civil War.

    - A lot of ideologies clashing in two sides (fascists, nazis, nationalist, monarchist, conservatives vs republicans, anarchists, communist, stalinists, socialist, liberals...)

    - Can be seen as a start of the WWII, almost caught by months. Some techs and strategies (tank battalions, heavy air bombings) were tested for first time in SCW.

    - A lot of foreigners participated in one side from a lot of countries, as a undercovered allies or individual civil volunteers.

    - Late WWI tech with early WWII tech. Some trench warfare, but also effective tanks and jet aircraft. Mostly bolt rifles, some few SMG.

    • Like 3
  5. 13 hours ago, Stan` said:

    There are a few things we'd like to have other than fixing the release blockers.

    • Pathfinder Threading
    • Network Server Threading
    • Spidermonkey 62
    • Some gameplay features.
    • Borg's mod somehow.
    • Maybe something special :)

    Thats a nice roadmap and and seems a hell of work. IRC correctly, turret feature have been given a lot of effort

    But think about releasing the new balance asap, so it can be tested while the other features are being worked on.

    Releases also refresh interest on people and in the media, atracting potentially new devs

  6. Well, roadmap stopped to be a trustable clue of how everything it's going. 

    If finally Borg mod it's implemented, It would be nice to test it by the main playerbase. 

    I mean, a release always it's a lot of extra work, but 1 year it's a understable time period to justify a release. If I'm following correctly, there's not a big feature half implemented that needs to be finished, or I'm wrong? 

  7. 7 hours ago, Trinketos said:

    I expected more things from Warcraft 3 Reforged.

    Blizzard selling smoke as always,I miss the old blizzard :(.

    Also

      Hide contents

     

     

    What did you expect? It's just a remaster.

    We have to acknowledge them that they have make a lot of new models for units that shared the same one. Also creeps that have a different level now have also new models

     

  8. 4 hours ago, Nescio said:

    Historically bonuses don't make sense at all. Sword, spear, arrow are all potentially deadly; javelins don't become less dangerous just because you happen to be armed with a spear.

    Mostly are conventions, but some roles according loosely from history can be designed. BTW, I think that it's better to make the bonus not related to mainly specific units, but to armour classes:

    Spoiler

     

    On 2/1/2017 at 12:32 AM, av93 said:

    Well my suggestion would be something like this:

    HEAVY INFANTRY

    Spearman: Bonus against both cavalry.
    Role: Basic unit available to every civilization. Main unit and useful to protect other units from cavalry. Meatshield

    Swordsman: Higher base attack than spearman, bonus against heavy infantry.
    Role: Break melee infantry fronts, kill unprotected units (light infantry, support or siege) 

    Pikeman: High HP and Armor, low attack (if no formations are implemented, every unit gets a bonus attack aura for other pikes).  Bonus against cavalry. Slow movement.
    Role: Protect ranged infantry, capture or when massed act like a powerful slow spearhead.

     

    -LIGHT INFANTRY:

    Skirmisher: Shortest range. Higher base attack
    Role: Basic ranged unit. Useful against everything, but with low range it's the most vulnerable unit. The best ranged unit to deal against both cavalry types

    Slinger: Medium range. Bonus against heavy infantry
    Role: Better than skirmishers against heavy infantry. Should win skirmishers by range, but their damage between them could be on pair.

    Archer: Long range. Low attack and bonus against Light Infantry.
    Role: Kill skirmishers and slingers and support long range attack.

    All light infantry get a bonus against Light Cavalry.

    -HEAVY CAVALRY

    Sword cav:
    Fast. Bonus against light infantry
    Role: Kill light infantry (altough spear cav should be better), raid, and maybe catch light cavalry

    Spear cavalry: Tankier armour, HP, Good attack. Slower
    Role: Better frontline cavalry than swordman cavalry.

    -LIGHT CAVALRY

    Skirmisher cavalry: Good damage. Low range
    Role: Hit and Run, effective against everything, but could be killed if get caught or by ranged units (so it would be mainly anti heavy infantry)

    Archer cavalry: Low damage, Long range. Bonus against light units (both infantry and light cavalry). Less HP than skirmisher cavalry
    Role: Hit and Run from distance, but worst DPS against heavy. Loose against ranged infantry if gets caught in range (specially against archer, with same range)

    All defensive buildings get bonus against Light Cavalry

     

     

    4 hours ago, borg- said:

    I've thought a lot about them especially for the mod, but never found anything that they could be useful for. Some ideas?

    Because I love a middle ground philosphy design between AoE3 and AoE2 in units roles and civs distinction, I would love to have "special units" with some role/stats change, but without overcomplicate the design.

    Dogs could be one of this special units: I would make them good against workers and light infantry. If Britons are designed as a Rush civs, dogs could be a cheap and fast unit, to support infantry and skirmishers in p1 to harass economy, but later maybe they would be useless because cavalry.  

    • Like 1
  9. Always thought that for emulate slavism, units should have in the loot propierties a slave point value, so you can train a percentatge of killed units (if every unit killed is one point, training one slave should cost 4, so a 25% of killed units could be slaves). Now with the possibility of exclude certain resources from the trading pool, this is more viable.

    But I suppose that this is a little bit offtopic

    • Like 3
  10. 24 minutes ago, Stan` said:

    @borg- Maybe we could consider replacing the woman aura with something else if they are workers, I think it's incredibly sexist and I am ashamed each time I need to explain it.

    Also the bonus/penalties of woman and man. I'm sure that slaves were used both for both genders to mine and build, for example. From a gameplay POV, the aura is a big load to performance, @Stan`? Also is very micro intensive to place women to men clusters to make them work faster...

    • Like 1
  11. My convention would be

    Spear cavalry

    They represent shock cavalry, altough not all spear cavalry of all civs would fit this rol, mainly only the eastern civs.

    -bonus against infantry, they should shred light infantry.

    - the slowest and heavy armoured cav

    Sword cavalry

    A unit convention. As others have said, sword was mainly a secondary sword when riding.

    - fast cavalry, can catch ranged cav, but not so armoured.

    - soft counter to light infantry, bonus to other ranged cavalry. Maybe they could lose against spear cavalry one to one, but could be cost effective against them.

     

    • Like 1
  12. 3 hours ago, Sundiata said:

    Freestanding towers in general just weren't really a thing outside of the Roman Limes (although I don't know where that second pic from LordGood comes from. Is it actually an example of a freestanding tower?). But every civ has towers because it's an RTS convention. That said, artillery towers (attached to walls) were indeed a thing. Of all people, I can't believe I'm saying this, but I'm kind of in favor of waving historical accuracy for these things because they are pretty darn cool (Alistair's reaction says it all), and they're not super unhistorical because artillery towers did exist... They shouldn't break the game of course. And if I understand correctly, they're only for Greco-Roman civs, so it would feel relatively believable.

      Hide contents

    1719729634_Ospreyancient-greek-fortifications-500-300-bc6.thumb.jpg.e590991e2563cb26ac62309ba904f07a.jpg

    1816960447_Ospreyancient-greek-fortifications-500-300-bc.thumb.jpg.52e53c90146907a5a87689e88c6ac796.jpg

     

    But maybe then they should be scorpio and not stone throwers towers? 

    If mercenary camps were a thing, I would make roman/greek mercenary ballistas avaliable (but limited) for everbody

  13. Not only the immersive thing, but also one of the core problems IMHO of 0 a.d. Defend and collect resources it's generally better than get the workers to fight.

    But back to somehow to topic about elephants and farms: what about a real worker that guides the elephant, like the merchant? In this case, the elephant could be unloading grain sacks, and the worker seeding them

    • Like 2
  14. On 9/21/2019 at 12:57 PM, Exodarion said:

    Progress on the mission is going well, this is just a snippet of one of the new triggers in the upcoming mission.

     

    Seems nice! Map shouldn't autoreveal in mission mode. Also, the UI doesnt match at all with the dialog boxes (the style of those are better IMHO)

  15. On 9/28/2019 at 12:30 PM, Nescio said:

    Perhaps and adaptation of the Macedonian stone-thrower could be used for now? Unfortunately I don't know of any depictions or detailed descriptions of Indian siege engines, other than words indicating they existed, e.g. U. Singh A History of Ancient and Early Medieval India (2008)

    That sources are after Mauryas contact with Alexander, or before? Maybe a mix of Macedonian Stone Thrower with later medieval Indian engines? (mixing Indian aesthetics with Macedonian mechanism) Also would be nice maybe to add rams to Elephant civs (Mauryan, Egypt, Seleucids, Kushites and Carthaginians), and Kushites ( @Sundiata) had stone throwers IRC

  16. On 9/16/2019 at 10:50 PM, Sundiata said:

    No... It needs to be cut down into smaller patches and be reviewed and committed one by one or something like that. Changes need to be documented in detail as well I believe.

    The small patches means that is a matter organization, not of testing, that can be done with all the general patch.

    The mod hasn't been tested already?

    But IRC my question was regarding the official team desire to include the balance

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