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hhyloc

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Posts posted by hhyloc

  1. Thanks for your replies!

    If we make a Part 2, then we'll include 6 more factions from AD1 to roughly AD500. These factions will have interacted with Rome in this time period. It is possible we'll include other factions in subsequent patches. :)

    Sounds good to me. :)

    As far as having multiple "Roman" factions: Rome changed considerably between 150 B.C. and A.D. 500. They're pretty much the only faction that stays intact through the whole era both parts of the game could potentially encompass, so it would be good to depict the Romans at various points. Republican Rome in Part 1; and possibly Imperial Rome (era of the "5 Good Emperors") and Eastern Rome/Early Byzantines in a hypothetical Part 2. :)

    That's a good idea but in my opinion it's unnecessary, every civilizations in game are depicted at their highest peak, the same applies to the Roman faction, they're are probably at their highest peak in around 100 AD, so it's best to focus on that time period and the player won't be confused by three Roman factions, I could be wrong though. Of course the final decision is for the WFG team to make.

    1. That info is somewhat deprecated. Current policy is "let's get 0 A.D. part 1 finished ASAP and then we'll think about expansion packs." This should not be interpreted as a hard and fast commitment.

    I agree with you on this, sir!

    2. I agree 0 A.D. Part 1 has a Eurocentric, essentially Rome-centric, bias. Some of this might be rectified by official expansion packs, the rest will have to be left for mods, which may or may not get official WFG stamps of approval.

    Like I said above, the final decision is for the WFG team to make, I just want to rephrase that other factions in form of expansion packs would be very nice. ;)

  2. This question has probably been asked many time before, sorry for the inconvenience but I really need to confirm this:

    Can someone tell me what factions will be available after the 0 A.D. is released? After the expansion pack(s)?

    From the Factions section in the 0 A.D. homepage:

    In future Expansion Packs, we hope to expand the number of available cultures by incorporating additional civilisations from 1 A.D. to 500 A.D. So expect this section to grow after 0 A.D. is released! The list will not be finalised until the first edition has gone gold, but possible civilisations include the Germanics, Vandals, Sarmatians, Late Rome, Imperial Rome or Eastern Rome, Saxons, Parthians, Huns, Dacians, Goths.

    Does this mean all of the above civilizations will be included in the future expansion(s)? And can someone explain to me why do we need Late Rome, Imperial Rome or Eastern Rome when we already have Rome? Also, does Asian empires like China, Japan, India or Mongol will be included in the future too? What about ancient Africa or America?

    Sorry for asking so many questions. :worship:

  3. Persians have been pushed to git and they're civ set is as far as I can see, complete.

    Hopefully we get them in alpha 8.

    I too waiting for the Persians, they're my favorite civilization.

    Nice vid, but the movement of the soldiers seems strange to me.:blink:

  4. After putting more thoughts into this, I agree with you that it's a better to actually control the untrained citizen and since these citizens will replace the old labourer, I think it won't require (much) more micro efforts from the player.

    That said, the game development is going with the current citizen system, also it's would be unwise and counterproductive to redesign a large part of gameplay before the game is finished so look like this idea wont get implemented in the game. But I'm pretty sure once the game is finished, this could become a fun mod to play.

  5. Please forgive me if I miss something in the previous posts, but maybe we can simplify the training process by have the untrained citizen (different from "labourer" that the player must train manually) spawned automatically at the civ center, but you don't have to garrison them inside a specific building to train and you cannot control them. The training should be done similar to current training system, you click the building (barrack, mill) then select type of unit you want to train, a specialized woodcutter or a spearman for example then the untrained citizen will enter the building and come out as a specialized unit.

  6. As for rocks and metals, we can have a "mine field" to complement the renewable resources idea, the player can build upon them a building and garrison citizens inside to mine. The mine will have limited resource but it will slowly replenish overtime (mimics the way miners dig deeper and deeper for minerals)

    For faunas, may I propose a new type of neutral building: Den (Lair). The Den AI will automatically spawn animals in their respective type (Lion Den, Bear Den,..) but with a limit in population and frequency and blahblahblah many other aspects like gudo has pointed out. For herbivore animals (Deer, Giraffe, Elephant,...) they'll have to "train" their offsprings without a den ( same to many animals native to Africa).

  7. Hi! I'm hhyloc and I'm from Vietnam, so apologize for my bad English. :unsure:

    My normal favorite genre is TBS games (open source ones to be exactly). But I've stared to shift my attention into open source RTS games lately, and 0 A.D is just what I'm looking for with it's realistic and historical theme, among the good developed, long-standing games with a strong community and dev team. And 0 A.D is also a chance to improve my knowledge about antiquity and many ancient civilizations of the world (right now I'm a complete zero in history).

    That all I've got to say, best wishes to the dev team and the 0 A.D project. I'm looking forward to becoming a regular member on the forum and a dedicated fan of the game in the future. :)

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