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tribalbeat

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Posts posted by tribalbeat

  1. If you want people to take this demand seriously, try drafting a unit and building list for your faction. Tell us how they play and what they do. What are their strengths? What are their weaknesses? What do their units and buildings look like? Where are they actually from? And most importantly, how did they impact or communicate with the other civilizations of this time? To walk in here demanding an "African civilization" and claim that anyone who does not agree is racist and a fan of slavery, is extremely lazy and insulting to a lot of the artists and programmer who have been working on this project.

    I'd like to note that 0 AD is open source, you are entirely free to create whatever faction you want in game and then show it off.

    • Like 5
  2. I want to first say that the quality of your animations is amazing! They look so good and add some nice *oomf* to the units. You may want to tweak the Carry Grain animation though, it looks like that may hurt her arms! Also, I feel like if she carried the meat like that, it would tear really easy and fall on the ground. I think maybe a two handed animation would look a bit better. Besides that, everything looks great!

  3. Just so you know, this one is going to be next to completely impossible to tile thanks to that big fat black cloud up there

    I still need to separate the three slides, but I think this one will be fun

    Your skills at designing a scene just aren't fair to the rest of us.

    Any chance of a Celtic Druid background?

  4. FPS-mode! That would be sooo cool! And you could by cool weapons like bombs and stuff! And some resources could be super strong and have superpowers!

    But seriously... I don't see what function resource gathering fulfills in a strategy game - it doesn't really require any strategical planning, and on the contrary, it takes away the focus from strategy and just requires more micro-management.

    I know a lot of work has been put down to that aspect of the game, but I just can't see how to justify such a requiring task for the player when it doesn't add any (significant) strategical depth to the game.

    Well, that's my opinion...

  5. I would like to propose a change in how hunting works. Right now, the only main two sources of reliable food are farming and fishing. Hunting deer or other medium game requires too many units chasing them down for a very small amount of food. To remedy this, I would recommend a mix of increasing the amount of food that animals carry, reducing their health, and slowing them down. This gives units a better chance to catch them without having to run halfway across the map or sending 30 archers to kill one deer.

    One other thing to help make hunting feel more natural would be designating animals as either small, medium, or large game. Values right now are temporary and subject to playtesting.

    Small game would be things like peacocks, rabbits and chickens which would carry about 100 food a piece.

    Medium game would be things like deer, boar, camels, gazelles and carry about 200 food a piece.

    Large game would be animals like elephants, walruses and hippos and carry about 500 food a piece.

    This would let the player immediately know how much food the animals are worth without having to learn every single animal.

    Anyway, what do you guys think? Has hunting been working well for you and I am just an idiot? Are there any parts of this that you would like to see modified?

  6. Do you have any sources about horns being used as city alarms in ancient Rome/Greece/Carthage/Egypt ?

    Lurs which were long bronze horns were used by various Scandinavian and German tribes dating back to the bronze age. Some have been found in Greece and Rome.

    I suppose a more accurate term would have been a "Trumpet" rather than a horn. Regardless, have fun: http://en.wikipedia.org/wiki/History_of_primitive_and_non-Western_trumpets

  7. Being incorrect and being a troll are two different things.

    I am neither.

    Most Roman bells resembled wind chimes and were used for more religious purposes. I specified "at least what we consider bells" because the idea of large bells ringing to warn or alert the population of something came with the development of church bells and bell towers during the Middle Ages. I mentioned a horn or a drum because both of those already have connotations with warfare and existed for nearly all civilizations compared to Tintinnabulum which were more exclusive to Rome.

    449px-Tintinnabulum_Pompeii_MAN_Napoli_I450px-Tintinnabulum-Fund_in_Herculaneum.

    These are pictures of actual Tintinnabulum. As you can see, they do not at all resemble the kind of bell that Itms is bringing up.

    Drums were used in ancient China for two major and relevant reasons. Firstly, they could detect sappers and miners trying to tunnel underneath a wall. Secondly to give orders to an army during combat since drums are easier to communicate with than a person shouting.

    Horn served a similar purpose and were able to be carried by a single person.

    Source: http://www.historyofbells.com/bells-history/who-invented-bell/

    Additionally, Lion, the article you linked you flat out mentions that that type of bell was very rare and one of the largest made during the era. It would be faulty to assume that these types of bells would be in every town or outpost.

  8. Lion, it's clear that you are really passionate about the game, but you really, REALLY, need to work on your art before you begin posting it, trying to get it added to the game, because right now it's frankly pretty embarrassing to look at. The awkward poses, the muddy faces, the soulless eyes. Please just spend some time practicing first.

  9. During a match playing as the Carthaginians, I felt that their unit count was extremely high in relation to the other civilizations. Instead of offering all three embassies at the second phase, I feel that it would be more interesting if during the second and third phases, the player may only choose one type of embassy to build. This would help differentiate the embassy units a bit more and also create some new strategies and playstyles in terms of knowing one's opponent and pushing for the appropriate embassy. What are your thoughts?

  10. Could I suggest that for the merchant ship, you draw it from a different angle than with the warships? A view from a position above the deck, showing all the cargo and crates would help communicate right away what the purpose of the boat is.

    Likewise, for the fishing boat you could find some way to highlight a net of fish on the side or someone pulling it out of the water onto the boat.

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