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hhyloc

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Posts posted by hhyloc

  1. No unit-producing buildings or soldiers for 2 minutes = defeat. Remaining females and traders go Gaia and are converted to whoever finds them.

    Sounds good.

    We can also implement an "espionage" tech that reveals the vision of enemy units and buildings. This can cost 100 Metal for each enemy unit and building, meaning the tech is way too expensive to use right at the beginning or middle of a match, but is cheap enough to use in the end-game when the enemy has a very low number of units.

    Agree, a similar tech also exist in AoM and I always think the tech was there for this exact reason: To finish off the remaining enemy.

  2. I remember something like this was mentioned on the wiki as well, a planned feature, given that the wiki is largely outdated I'm not sure if it would apply but personally I think it's a interesting game setting.

    The player start with some random citizen soldier and women and maybe a hero? And they must find a good site to build the civ center, or we can use the neutral settlement (if it implemented).

  3. I think the AOM's approach would be sensible. The basic idea is if you don't have any Civ center in X minutes, you lose. We may have to adapt and change it in 0 A.D. a bit to account for things like wonders and military producing buidings. Also, there is a tech that allow player to recruit women from house as well (don't remember if it apply to every civs) so the chance that player rebuid a Civ center is pretty sizeable.

    So, this is my draft:

    Lose condition

    - The player resign

    - The player lost all civ center and cannot build one within 1 minute

    + If the player has a completed Wonder, delay the lost until said Wonder is destroyed/captured

    + [something about remaining citizen soldiers and women here]

    1. Capture a well like you'd capture a sheep (or make it a little harder, like capturing a building or mercenary camp, but the idea is still the same: you task a unit to it) and it would either make your units train faster or make your farms more profitable.

    I like this, the captured well could made your farms more profitable. This makes me thinking: what if you can build your farm around it and those farm will receive a slight bonus to production rate and maybe unit around it will receive a (very) small healing rate?

    Or should the well will benefit all your farms? The former is more interesting IMO, it require to player to actively capture and maintain a small farming colony, repel enemy's attacks in exchange for a boost in farming.

    • Like 2
  4. I don't think it would add much to the game, we already have 4 kinds of resource (not counting population resource) and players already have to expand and capture territory to secure those resource. Adding more resource would introduce more micromanagement than needed, especially if this water resource only needed to produce livestock.

    Talking about water, there is this game I played sometime ago that have only 2 resources: food and water. Water must be gathered from wells, lakes or streams and bring back to the base. If your building is on fire you must use water to extinguish it or else to building will take more damage over time and destroyed. If the water ever get added, extinguish burning buildings can be another aspect, but even then I think it kinda require more work from the player's side.

    • Like 1
  5. My personal opinion on voice-acting is that we either do it good or don't do it at all. Hiring voice actors isn't cheap and place-holder voice won't work well. Not that I think among the team no one can record a good voice-over, but obviously we need a professional to provide an engaging experience while playing the campaign.

    So for an early prototype strategic campaign, text-only is good enough for me.

  6. Heroes with aura are nice, though I think if done right heroes with abilities (like in Warcraft for example) wouln't be so bad. Ideally the abilities should be realistic ,not the 1-hit-kill-several kind but a rally shout and battle horn ability based on real historical evidences would be nice. This way heroes would have a more noticeable impact on battle but only when his troop is around.

    This give me a thought, we can have army-orient heroes and solo-orient heroes. The former is generally weaker but have greater boost ability to his army and the later is more of a super-soldier, able to single-handedly kill dozen units (though not half the enemy army of course).

    And I think Rogers' suggestion about morale drop when a commanding hero is slain is nice, not sure how should we implement this. I don't think reduced hp or trying to flee would be good, the former unrealistic and the later seems meta-gamey to me, perhaps a slight penalty to attack stat? This penalty will be removed after a certain time (kinda like a debuff) to simulate the army regrouped.

    • Like 1
  7. Hello, so maybe you don't recognize me but as you can see from my profile I was a (relatively) old member of this forums. After some big changes in my life and other distractions, I decided to come back to this forums and to see what has happened while I was gone.

    So, anything big happened :) New features? More flashy art or under-the-hood changes? Some information about the current state of the game would be much appreaciated

    That said , nice to meet you all again!

  8. Yes, the elephants and siege engines is a strength of the Carthaginian faction, but amass elephants is no easy task, you actually have to bring infantry to cover the slow elephants from enemy skirmishers. Native Africans cannot handle the job well enough, that's where we need the mercenaries into game.

    Edit: I'll play a few matches with Carthaginians again in order to address the exact issue.

  9. are very powerfull but today some Naked Fanatic Celts destroy half of that army XD. the other Half need to garrison in a tower to survive.

    *appear from nowhere*

    The Gaesatae use swords, so they can indeed wreak havoc on a Spartiates :)

    From my own experience, the Carthaginians are a bit weak, IMHO it's mainly due to their mercenaries units are somewhat expensive and lacking in weapons variety (most mercenaries use pierce weapon, the Italics have swords but they are cost-heavy).

    I haven't played Cart for quite a while so I could e wrong though.

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