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Android_

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Everything posted by Android_

  1. it's really disappointing if you consider the home city/rpg stuff from aoe3/aoeo as nothing more than some sort of advanced techtree. from that point of view the age series has not introduced any new gameplay elements since aom in 2002 (god powers, myth unit special attacks). and as if they wanted to make up for that they radically cut down user map/mod support at the same time haha. well handled. (0ad has a good chance to shine here with all its nice features .) what do you mean? for aoeo or 0ad? frankly for aoeo i don't think so... given their astonishing record of innovation that i have just pointed out
  2. Definitely! Although I'm disappointed with how the game mechanics have not evolved at all since aok or maybe aom (e.g. after 10 years, why can we still not have walkable ships/bridges/walls/anything??), at least this time they really got the pathfinding right!! I also love their smooth fog of war... the game is so much more immersive just by that and when it comes to fow all other rts games look so outdated in comparison haha I couldn't resist from making a ticket out of it
  3. hmmm i see but bruno does have a point when he says the main right-click action you want to have for transports would be garrisoning. so you could make that happen for non-repairing units (and for non-damaged ships!) for playability's sake, although it may not 100% conform with the pattern you have for buildings. edit: i've changed my mind... that way tasking a mixed group on a damaged ship would result in weird things, so you should decide on either right-click repairing or garrisoning... i say repairing as it's consistent with building handling, as michael pointed out. on a related note: there's another little thing that could indeed be 'standardized' though... when manually clicking the garrison button you have to left-click a building to garrison units (right-click to cancel garrisoning), whereas when holding Ctrl you have to right-click a building to garrison a unit. i found this confusing at times. suggestion: when holding Ctrl allow both left and right-clicks to garrison because you can always release the Ctrl key to cancel garrisoning. even better suggestion: leave Ctrl as it is, make manual garrisoning work with right-clicks instead of left-clicks (left-click to cancel the action). do the same for repair buttons etc. This way commands (command buttons or commands in the field) would always be issued via right-clicks, which i'd find the most consistent solution. phew, so many right and left-clicks here. i hope you get my point
  4. wow sounds great bruno! i'm looking forward to alpha 7. btw i'd go with one-click-repairing as well, it seems to be the default right-click action. in any future options menu you could include a one-click-garrison option for those who prefer it the other way round (i believe the age series does the same). edit: then again, not all units can actually repair things, so for those who can't one-click-garrisoning makes sense right
  5. good job mythos being a game designer seems to be an awesome job haha
  6. ah ok, thank you. i didn't know that. well i'll wait and see then, it definitely sounds interesting you should still get somebody to do #593 and #859 soon.
  7. well i think even in theory it's obvious that it's more important to select all units of a type rather than all units of the same rank... in the heat of the battle you have to use different unit types to counter your enemy's units. even if the rank system will be beefed up considerably, ranks don't really matter: they improve units, but they do not change their roles. by the playtesting i did i can confirm it's unhandy. so i think you should definitely change it but i agree insofar as that the other issues i mentioned are more urgent. you should have somebody look into them, also into this one. with these issues solved you'd definitely have AAA land combat already. best
  8. it may be logical (in some cases) but it's no fun. in order to make player decisions matter => player orders should have absolute priority. just take a look at similar rts games.
  9. This is very annoying. Units disregard orders when attacked. It is particularly frustrating when you're trying to save some of your injured units from certain death by pulling them back and they keep going back in because an arrow hits them or so. It's annoying in all other situations as well though, and it was not handled like that in the Age series either. On a side note: Please also consider this topic in order to implement some urgent control issues... I think once you have settled all of the issues I mentioned there and in this thread, 0AD's land combat should already be able to compete with the Age series. And that's what you want for your Alphas I guess
  10. another suggestion from me... i think units that are tasked to repair something should automatically proceed to the next damaged building/thing when the repairs are finished. that would be the same system as for units that build stuff; they move from construction site to construction site. this would reduce unnecessary micro management, especially when it comes to repairing walls, which was very tedious in the Age series as it had to be done segment by segment.
  11. i'd say let's not make it too complicated and leave the choice to the player... building a crusoe community would certainly be an option
  12. yeah. i'd simply say that there were a lot of great features and ideas in R&F, but the standard RTS experience didn't quite cut it. i'd definitely go ahead and recycle some of their creativity though. as i said, the flailing/swimming seamen would be easy to implement i guess. just use one flail/swim animation for all of them to reduce the effort and make them passable for ships (although that would be quite macabre haha) so that ships don't get stuck like in R&F if i remember correctly. i don't see a problem with those soldiers washed away on distant shores that you mentioned. the player is free to decide to either delete them, pick them up or forget about them... let's be honest: although we're talking about tragic fates here , isn't it just great fun to take out a shattered ship's remaining crew or, on the other hand, to rescue your stranded robinson crusoes?! edit: i'm having another great idea haha... make them passable for ships and give those ships a very narrowly defined area damage against them so that ships cannot only pass them, but roll over them i think all of this would be easy to implement and great fun so somebody file a ticket please, i don't know how to do it yet
  13. haha. another suggestion would be to have them struggle to survive... by attaching their flail animation (if they have any?) to the water surface and make them able to swim around until they drown... if they don't reach land in time. for less animation work, you could of course use a single flail/swim animation for all soldiers (like it's done with citizen soldiers when they gather resources). that was a feature of Rise & Fall and it was very cool. i think the game can be downloaded for free by now. it would also be a good opportunity to distinguish 0AD a bit from the Age series. edit: here's a video of that (also watch the nice ram attack in the next scene. Rise and Fall definitely had some nice features, i suggest you try it some time... it will surely be a source of inspiration).
  14. thank you, this is very good news! you'll certainly have some balancing to do but this is absolutely going in the right direction now give us something to destroy buildings until building infiltration is implemented! The more fun the alphas are, the better publicity you will get.
  15. sounds good. you should quickly work on the siege attack bonuses vs. buildings so that the alphas are more fun to play. well, back to my main point... i checked Changeset 9855 and i really think you should not have units at 6 speed or below... bar villagers and some very few exceptions maybe. it's just no fun (and in no way comparable to aok/aom etc)... please do consider increasing the movement speed.
  16. so would it be worth a ticket? i think it looks really nice and adds something to it... the game would feel way more up-to-date
  17. please check out the following speeds and you will see that the game runs much more fluid and is more fun to play - hippeus at 12 speed, hoplites, greek archers and javelin throwers at 7, 8 and 8.5 respectively. i'd post the modified files but the forums won't let me it seems?
  18. sorry for digging out old topics, but i have another suggestion concerning the FoW: do not let it be revealed jumpily, i mean do not let it go back tile by tile when a unit enters unexplored areas... rather make it draw back smoothly like in age of empires online (if there's one good thing about aoeo it's probably their FoW ): i guess you don't have to change the way the simulation works technically, it's just a matter of the looks... your thoughts? feasible?
  19. that is not enough... i fiddled around a bit with the unit templates and i think a 20-30% increase would be much more satisfying (and more like aoe if that shall be the standard). also some units are just no fun to move at all, like demetrius or the helepolis. you should balance those out a bit i guess. it's not about resource gathering and building times of units... these are already much faster than in aoe imo, you can amass units pretty quickly. however, what units then actually do is really slow. same with constructing and destroying buildings: i just did another small test; an army of 20 hoplites and 17 toxotes takes about 40 seconds to take down a celtic house with 800 hp... wtf? imagine your opponent normally has about 20+ buildings. and siege weapons are a joke too. now i do realise that these are only balancing matters, but i think with little effort you could make your alphas much more enjoyable and attract more attention to the game this way
  20. demetrius (hero) seems to be worst. it took me about FIVE minutes to walk him from one end from akropolis II to the other. where's the fun? not even the slowest siege weapons should do that. as i said though; demetrius may be extreme but the problem is there with almost all other units too.
  21. hey guys, great to see how the game is getting along, it's getting really close to the point where it's actually fun playing it!! i'm sure in a few months time it will be a force to be reckoned with there's one thing that's really bugging me though, and it does not seem to be of a technical nature... the units' movement speed. compared to the 'age of empires' series they are really slow (and aoe games probably weren't the fastest games on the market i guess). i mean, villagers may be fine, but it's so tedious to move your soldiers around... i'm not talking about lag here. it's so much more fun to send the greek trader unit around, the one that you can build from the market obviously it will be slowed down some time in development i guess but that's maybe what fast cavalry units should be able to achieve, and foot soldiers should be beefed up accordingly. you should discuss that asap in my opinion... just make all soldiers 20% faster or so and the game would feel way less tedious and much more fun cheers, android
  22. hey guys, just some quick suggestions for your priorities regarding the next alpha. it's great how the game is getting along, but i think you could make an instant leap forward when it comes to the 'feel' of the game just by digging out a few easy old tickets... please do include them in the next alpha: #593 #859 (is this fixed by now? i'm not sure) #826 (this is actually fixed but obviously the other way round would be way more comfortable, i.e.2 clicks = [all units of the same type]; 3 clicks = [same type and rank]. the first one is used way more often!!) technically these are probably all minor issues, but they really spoil the fun because they directly affect the player's control over his units. please consider fixing them asap best, android
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