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Sighvatr

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Posts posted by Sighvatr

  1. In an historical RTS, buildings are not mean to be completly realistic( the market is a good example ) : they represent concepts more than actual buildings.

    As every abowe reference show, a big large chimney is a good way to help the playeur identify his blacksmith(even if it kills some of the realism ^^')

    ?!?!? aldifuhaoidhcfaoidjf

    Who thinks of a giant outdoor fire chimney as a concept for a blacksmith? If 0 A.D. were about depicting buildings by concept than what they are actually shown historically correct; than why not draw a big anvil and hammer the size of a building itself? Players can easily learn to identify a blacksmith in the game without the big fire chimney. If you had paid attention to the past threads discussing about how a structure should look like, than look in the Art Development sub-forum about the Mauryan structures.

    Look in this thread about the Mauryan Defense Tower and see eleven pages of discussion about how every little arch should look like, and whether something should be wooden or stone. http://www.wildfireg...showtopic=16696

    If that thread doesn't convince you that 0 A.D. depicts buildings historically correct, there are five or six more threads that talk about Mauryan architecture and props.

    @Enrique: I will try to find pictures and articles for you. I know people used pottery in order to create shapes with metal.

    EDIT: I wouldn't trust this source of information, but it is interesting to read. http://www.jaysromanhistory.com/romeweb/glossary/timeln/t10.htm

    • Like 1
  2. Crocs are mean creatures. When they get a hold of someone, the croc performs a death roll that leaves most of their victims without limbs. So perhaps crocs in 0 A.D. will move very slowly on land- somebody could stand in one place in the middle of the screen for a minute if the croc is moving to the unit from the top of the screen- but will instantly kill a unit if it attacks. I eat alligator for food in restaurants, so I think it would make sense to give the croc a food value as well.

  3. I am not too sure what you mean by the difference between civ center and main civ center? I would just keep it simple and grant most buildings the ability to pack and unpack. Otherwise the Scythians will seem too complicated and uncomfortable of a faction to play as.

  4. I was just thinking about the Scythians as a faction in 0 A.D. and I think the Scythians should have the ability to unpack/pack their buildings. When setting a building to unpack, the packed building loses its territory line. Unpacking a Scythian building will reproduce a territory line. This is helpful because the Scythians can move their entire city out of potential danger. Similar to the building wagons in Age of Empires 3, you click a building to build and highlight an area where the building is going to unpack.

    @unarmed: It would be too much micromanagement to set citizen soldiers to unpack/pack a building, so I think it would be easier if a player could press a pack/unpack button. Sort of similar to the catapult in 0 A.D. or like a factory wagon in Age of Empires 3. I also disagree on forbidding units and buildings. The buildings that cost purely stone like Fortresses, Stone Walls, and Towers will not have the ability to pack, and those buildings will decay without an unpacked adjacent town centre.

  5. I would stick with every unit using torches to burn buildings. No point in shooting a good arrow or chucking a javelin into a burning building. Arrows and javelins were more expensive than torches by far. I am not thinking of the kind of torches that use cloth and oil either.

    The final third phase of a citizen soldier is as good as an elite soldier. Two more phases will disrupt the balance between citizen and elite soldiers.

    I'm going to build 200 rams to attack your base if we ever play.

    I do not like capping a population limit from continuing to create anything more, because it steals the players potential to use his resources to give himself an advantage. If my friend has the food and wood to keep creating noob soldiers to attack my base. I am going to build my twenty fortresses to defend myself with all that stone I mined earlier.

    I like the concept to give bonuses to groups of soldiers because that means some twinky player can not rely on sending individual horse archers to harass me, but that is my personal problem. I would like to see the game evolve formations into something a player has to rely on using in order to win battles.

  6. A hero mode where you only have hero units with gametypes originally from shooters:

    • death match,
    • team deathmatch,
    • capture the flag,
    • team capture the flag
    • last man standing,
    • team last man standing
    • and other things.

    Because the heroes have lots of hitpoints, this could be very interesting.

    Have artifacts spread over the map to have healing and other things.

    Go play League of Legends?

  7. It takes me ten to twenty minutes to kill that same AI? It sounds like you lack workers in your games. The AI- unlike the Age of Empires games -does not cheat; therefore, I think you should concentrate on creating workers until you reached some 200-300 people. Otherwise the AI is gonna smack you down by just outnumbering you.

  8. I'm still here, I'm just learning how to do 3D modeling and texturing. So far I've made about 2-3 medieval helmets for a game called Mount&Blade: Warband. I am also hoping to contribute those same models to Westeros Total War which is a mod for Medieval 2 Total War.

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  9. How about an invisible object, maybe 10 pixels wide and in length that follows and stays in the middle of the camera. Whenever the invisible object covers a piece of terrain, the sound effect related to the terrain will play. Perhaps we could use ambience through the methods of triggering?

  10. Vikings are really cool, but 0 A.D. is based around the ancient times, and well... Its 0 A.D. The Viking age lasted from 768 A.D. At the sack of Lindisfarne to 1066 A.D. at the battle of Stamford Bridge. Which is a couple to a few hundred years ahead in the future compared to all the other faction's timeperiods. For example, you wouldnt put space marines in historical based WW2 games would you?

    Although there has been of some interest of people wanting to make a Medieval mod out of this game. The vikings would then be able to fit in.

  11. Gameplay is too quiet for me. It would be nice to assign ambience to different buildings. Like a smithy at work near the blacksmith; crowd noises at the town centre and market; formation practice and target practice sounds at the barracks.

    • Like 1
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