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Prodigal Son

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Everything posted by Prodigal Son

  1. @Sundiata Thank you too for the nice words If the game goes further away from the RTS formula, I'm all for additional resources possibly including a "currency" one. Some resources could even be just tech-tree requirements or stat bonuses to make things simpler. Say you capture a horse herd or pasture on the map, allowing the training of cavalry (or providing a discount or stat bonus to them). But the more you go down that way, the more you have to simplify other things (like micro in combat or economy) to keep the game manageable. I don't see how this relates to unit costs in Total
  2. @Sundiata I think I need to explain myself a little better so that you can see where I'm coming from. We disagree on far less than you seem to think. I too consider 0 A.D. a very unique game. Probably not in exactly the same sense as you, but I admire the amount of hard work put in this over the years by unpaid volunteers. Coding, art, research, mostly everything, even where/when I disagree with design decisions or specific interpretations of history. Until a few years ago you'd mostly find me around here talking about accuracy instead of mechanics. But an RTS (I'd say any game) can benef
  3. Starcraft indeed has this issue, but it's not as severe as you make it seem. Ofc, since it has a large player base, many complains get out loud. It also has complete asymmetry, the 3 races share nothing at all as of units, techs etc. While I agree you can't have perfect balance, you can have acceptable balance. Two of the major factors that contribute to having it or not, are the number of civs and the degree of asymmetry. The Total War example with culture groups including dozens of civs isn't valid to a true RTS. Total war games can be considered acceptably balanced only at a custom bat
  4. @Nescio While I more or less agree with your way of validating historical sources, I think that for the most part they show a preference of melee over ranged combat in the target era (so overall I have to agree with @Thorfinn the Shallow Minded). At least for the majority of the included civs in game and generally most of those around the Mediterranean. Even the Persians probably reduced their reliance on archery over time, in favor of cavalry and mercenary infantry. Ranged troops would more often that not be used in fewer numbers than melee infantry and not as the main battle line. There
  5. Before seriously considering to add any more Civs I'm in favor of settling down on the final gameplay formula. The game already has far too many civs to be acceptably balanced with anything above very minor Civ asymmetry (say AoK levels, which are already surpassed by quite a bit). Do we want a fun game as of "properly competitive" or a fun game as of "large variety in playstyles and cultures represented"? The former option is a golden rule for a successful RTS, while the later is perfectly fine as long as we accept that multiplayer will never have huge potential. Anyway it's impossible t
  6. It's not necessarily dead, but since I'm currently not motivated for it and busy with other things it might have to wait quite a while. Maybe for a more stable version of the game so it doesn't break that often, but still I can't promise anything.
  7. I mean the first case, erasing scrapped ideas and describing the current gameplay. But that doesn't mean that anything removed for now is necessarily removed for good, it's going to be like a clean start to base further development on.
  8. For now I'm just working with @Itms on bringing the DD up to date. I have no clue yet on what will happen after that and if it will involve me. I'd consider several of @wowgetoffyourcellphones' ideas, which ones though would depend on target gameplay style and art/coding work needed.
  9. I guess it's not, but if it's still needed I can upload it then.
  10. I thought it's some type of bronze armor with small scales, plainted linothorax makes sense though. Looks fine Not sure exactly what direction to support though. Are we talking battalions or single units in the end? Is the focus multiplayer and readability or maximum realism? Those 4 types are a happy medium to me. @Nescio To further differentiate units, and since this pikeman above is most likely in his civilian outfit, I'd say let's keep the Kausia hat (and any other hat/helmet) to a minimum of unit classes.
  11. It happened playing as the Kushites. As the game went on with more structures than I mentioned, including CC's and towers. My AI Seleucid ally had a similar issue, with a tower stuck almost halfway done, perhaps cause I assisted with it's construction (but I'm not sure if it stuck at the point I started assisting). I didn't save the replay, but should be my last game played, would it be accessible?
  12. I just played a bit with the latest SVN build and there seems to be a random bug with construction. A house and a storehouse wouldn't progress past 1 hit point. Re-tasking the builders on the foundation doesn't help, but building new structures works. Edit: Seems to happen with more structures as well ( a couple of farmsteads so far).
  13. Nice I think this might look better on the model than the full bronze one and provide an intermediate between the bronze and linen ones so they'll mix better.
  14. A campaign would allow for more than just unit names and descriptions, but it's still too much work before reaching that point. I'll also try to make the gameplay of each faction different and inspired by their backstory and ethics. Maybe I could split the factions like you suggested but I'd rather keep their number down to four. I'll think about using sub-factions though.
  15. It might be nice to mix in a variation of the 2nd and 3rd, with the white shoulders on the bronze armor.
  16. Nothing is set in stone. It started with the four "political" factions idea in a largely fantasy setting, but then I had the idea to make it more influenced by history in some yet to be chosen degree. The steam-punky idea came then, as an alternative means to depict modern tech, inspired by late antiquity advancements in mechanics and steam engines, but taken to the extreme (as if this tech had the right environment to trive for a while). I'm still puzzled by the "chaos" faction, not sure if I want to give it a direction like the one you suggested (and make them seen as chaos by outsiders
  17. It's nice and clean but maybe a little too minimal for my taste or 0 AD. Not sure though, haven't played EA so far nor I can exactly imagine it in 0 AD.
  18. This and @wackyserious's pic gave me an idea. Perhaps too wild to make real, but maybe we could introduce a "secondary player colors" concept, so that non-metal, non-white-ish parts could be somewhat varied within a unit, but still fitting with primary player color for each unit. For example in the picture above and for the red player, no fully green pants, but perhaps some green/orange/brown/(whatever color or colors prove more suitable) stripes and minor parts. Then for blue player another pallet, etc. Edit: Something similar but simpler can be seen in RTW. Brown & black for Dacia (
  19. That would be nice indeed! Then grass, sand and rock colours could be chosen for the minimap to not mix much with green, yellow and grey player (etc) and make it much cleaner terrain-wise. I just mentioned the differences, didn't claim they were necessarily better and it's possible that they are optional in EA. An optional inclusion of such a feature and player-coloured bars might be a good idea though. I also agree that a GUI of that philoshopy would be good for 0 A.D., perhaps with some minor ancient-themed details to make it not that plain.
  20. I don't really disagree with you, it's all down to perspective. Depending on the game's target priorities, there needs to be a choice on the balance between realism and readability, which is especially valid for (competitive) multiplayer, where it's very helpful to rapidly indentify unit types. Plus I sometimes tend to favor the later for some aspects because not everyone playing such games is a history buff and colours for units are largely guesswork (even if often an educated one). I doubt many people will see the game as ahistorical if it has the most plausible armor/clothing, but not in th
  21. Was talking about their main body armor part (here as red, purple, white, bronze) not their entirety. Actually I think player colour (that's what I meant with teamcolour) is generally lacking on most 0 A.D. units, or mixed with other dominant colours that are often used as possible player colours as well, for example here, red. The unit won't look as good clad in full red and the same is true with various possible colour combinations. While it's not the most historical approach, I think units have to be easily readable, with clear shapes and colours. A single dominant colour as the player
  22. Other differences I could spot is that they are team coloured, and permanently turned on as long as a unit has reduced hit points. 0 A.D. would benefit from a clearer minimap, but if it is to faithfully depict the terrain it can't be that clean, as there's usually loads of ground textures instead of a couple. The dark borders for player units/structures and maybe something similar on (some) resources should be helpful though.
  23. They all look nice, but for gameplay reasons I'd stick with one colour theme per unit, perhaps with minor variations. Maybe the white or bronze one, or a mix of the two (maybe the white shoulder-pteryges on the bronze version), as the less intrussive ones to the various possible teamcolours.
  24. Most helmets would be bronze, but there are also many iron examples as well (I think none of Corinthian type though). Helmet transition to newer types would usually be gradual. During the Persian Wars and soon after (say about 500-450 bc) most (or at least many) hoplites would still use the Corinthian one. So I guess it would be accurate or not depending on which period we want to depict each civ or individual unit.
  25. This gameplay video is the most interesting bit of EA I've seen so far:
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