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Sebovzeoueb

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Everything posted by Sebovzeoueb

  1. Does anyone else find that you really need a lot of wood to play this game? Not necessarily saying that is a bad thing, but it seems to me that a disproportionate amount of wood is required compared to the other resources. I look forward to a faster wood cutting tech. On the plus side though, there do seem to be enough trees to support the wood requirement. On the other hand, playing the Latium random map, I just had a map where I only had one metal mine, at my starting base. Once depleted I scoured the whole map for metal, but couldn't find any.
  2. Just wanted to report that I left some Celtic Super Javelin Cavalry to attack an AI Town centre, and the AI did nothing while my cavalry threw javelins at it for about 10min. It made soldiers, but somehow my Javelin units were out of their LOS, so they didn't come over to defend their town centre. Your AI doesn't yet seem to be able to deal with being attacked... Keep up the good work.
  3. Hmm, I'm afraid I'm inclined to agree with bosnian_dragon here. A bit too contemporary, and also I find that when the VST orchestral sounds come in, the effect of the guitar is somewhat spoiled. I think there is too big a difference between the acoustic guitar and the orchestral sounds. For me they don't quite fit together. I think the track should either be mostly acoustic and intimate sounding, or mostly orchestral and epic. My favourite bit is the acoustic beginning, although I also quite like the orchestral bit towards the end. I think the problem is that the orchestra sounds too small, being in the background of an acoustic guitar. Just my opinion though. I'm not sure what I can come up with myself, but I might give something a go. I may be able to do something for the Celts. I don't have so much in the way of orchestral VSTs myself (although I think I have some somewhere), so it'll be more based on recorded instruments and messing around with effects and stuff. I'm also up for recording some real instrument parts to add to the tracks. I can play violin, harpsichord (can be made to sound quite harp like), electric and acoustic ukuleles (yes, I play heavy metal ukulele), bass guitar (fretless, fretted, fretless acoustic), and a bit of drums. I also have an Elektronika EM-25 Analog String Synth, which isn't that realistic a string sound, but provides nice warm synth strings. Are we going for more of an orchestral feel overall? I feel that some of the pieces, especially peace time, could be quite mellow and not have such a heavy instrumentation (like Persian Peace, for example). I don't know much about the music around the 0 A. D. time period. Do we have many historical sources, or is it mostly guesswork? I don't even know what instruments they had back then. If we have orchestral sounds, which are totally not historically accurate, but quite fitting, can we also have electronic sounds? I personally prefer music that is openly electronic over music that is pretending to be an orchestra, but is really blatantly VSTs. Although I do like epic orchestral metal with its blatant non-use of orchestra. But a friend of mine once got some woodwind players to play some metal, and we played orchestral style metal with proper instruments, and it was pretty cool. But I digress. Sebastian.
  4. I'm really liking the current lack of population limit (as far as I can tell). I always found that AoE could have used an extra 100 or so population. Just built 500 population worth of units, and it looks pretty epic like that. You start to actually believe you have a proper army, rather than a small group of men. Another thing I disliked about AoE was building a fairly large army, then not being to select all of it at once. I see in 0 A.D. you can select up to 64 units, which to me is not enough, but also at the moment they struggle to manoeuvre in such large numbers. Would it be possible to implement formations in a similar way to Cossacks? In this game you could have like 160 soldiers all moving as a unit. As I mentioned in another post, hero units could lead the formations, which would benefit from their powers. Rise and Fall : Civilizations at War also makes good use of formations: Also, massive walls EDIT: Oh, and can we have more metal and stone as well? I find myself running out far too quickly at present.
  5. The game does run much better in "sandbox mode". I managed to make it to 500 population without too much trouble. Turning off water reflections significantly improves performance for me. As soon as I select a large group of units and tell them to move somewhere however, lag ensues. I guess this is probably the pathfinding. This game is going to be pretty epic, I think.
  6. Hello Everyone, I have made a few posts on the forum already, so I thought I would introduce myself here. My name is Sebastian, and I have been following this game with interest for some time. I use a Mac however, and lack the knowledge to compile the game. It is only recently that I have actually been able to try it, thanks to the excellent Alpha 5 binary by mtkaz. I used to play AoE 3 and AoE 2 with my friends quite a lot, and generally used to play a lot of strategy games when I was younger. My favourites are the AoE series (but not so much AoE 3) and Cossacks (the first one). Also really enjoyed Stronghold and Anno 1602. I haven't played any decent RTS games for a while, especially being on Mac now, so I am very pleased to see an open source game being developed for my platform. As far as I can tell, this is the first open source RTS for Mac that looks like a proper game. It's looking great already, and it is far from being finished. I am a musician, so maybe I could contribute to the music side of things if needed. I also speak fluent French if help is needed on translations at some point. And I'll also post my random ideas and feedback (maybe not so helpful).
  7. I think renewable resources would be great. Trees should grow near other trees, I reckon. And animals should spawn in the appropriate type of terrain (deer in the forest for example). I'm sure I have played a game like this before. This system encourages you to leave some forest, so that it will grow back and the appropriate wildlife will spawn there. I really like the idea that you could play forever, rather than harvesting everything on the entire map and then having nothing. But only if you make an effort to avoid deforesting everything. Maybe eventually implement a high level tech where you can dig out quarries to get more stone and mines for metal. I don't remember which game it was, but I remember one where you would mine a resource, and it would run out, but then you could mine deeper and get more of the resource. I may be thinking of Anno 1602. I also like the idea of being able to generate metal through trade. Right this instant I have just had a thought, what if you could kill certain animals and sell their pelt for metal? I find the thing with the way this game (and AoE style games) works is that you initially kill a few animals and gather some berries, then you build some farms and for the rest of the game they serve no purpose. It could be interesting to bring some sort of greater use for animals into the game.
  8. Yes, it would have to be a very streamlined system, probably with various filters and generally well thought out. Probably more useful for structures than for units. It's just an idea based on my experience of playing RTS games, and also based on how useful I have found these kind of screens in civ2. I think of it more as a screen/panel that you would access if you are looking for something, rather than having it open all the time. Also I was thinking some sort of map screen could be nice, a bit like when you fully zoom out on Supreme Commander. Basically some way to have an overall view of what is going on, that is more detailed than the minimap. Maybe I am the only one who finds it hard to manage sprawling empires...
  9. I have often found myself wanting in an RTS a screen listing all your units/buildings. Much like the City and Unit Advisors in Civ 2 (and doubtless other Civ games). This would really help to avoid losing track of where each building is, and where all the units are, and what they are doing. Not 100% sure what the system would look like, but I think it could add a new dimension to RTS gaming (maybe some games have this kind of system already, I don't know). Here is a "Rage Comic" style mockup: Maybe this could be a panel that can be hidden or shown. Also, I was thinking it could be cool to have formations of units which act as one unit. Selecting massive armies can get messy, and although groups exist, I really liked the formations in Cossacks. You can select a whole army with one click, and they always move together and attack in an organised manner. Also the Hero units could act as leaders for a formation, bringing bonuses to the group.
  10. Thank you so much for making a mac version, I have been wanting to try this game out for a while. Unfortunately the link doesn't work for me. QUOTE Forbidden You don't have permission to access /wp/english/zeroad on this server. Would be most grateful if this can be fixed. EDIT: I found it here: http://mac.softpedia.com/get/Games/0-A-D.shtml This file works fine for me. A bunch of errors appear upon launching a game, but then they go away, and everything seems to work OK (apart from the sound, as mentioned above). Quite laggy for me, but my computer generally seems a bit slow at the moment, so maybe not the game's fault. I have a 17" MacBook Pro 2.93 GHz Core 2 Duo with 8 GB RAM. Tested 0 A.D. with the NVIDIA GeForce 9400M graphics card (250MB), haven't yet tried with the more powerful 9600M GT (512MB). This is the first time I have been able to play this game properly. It is coming along nicely. Maybe this binary could be put up on the main site for download, as I have to say that being told I have to compile the game is quite intimidating.
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