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majapahit

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Everything posted by majapahit

  1. Funny, I just listened to a commercial jingle about logiistiics... Idea for logistic is interesting. More chance to test strategy and the strongest army will not always win when then forgot their logistics. It also gives a purpose in attacks. Not just about skirmishes but targeting supply wagons to disrupt enemy's army.
  2. btw is there any unit with stealth capability?
  3. I hope there are more options with the environment, such as trees grows on certain part of the maps, or heroes can burn the forest, rolling some stones from higher location, dragging large stone block closer to base to reduce the distance for gatherers, river can go dry, disasters like sandstorms, etc And some meteor drops in the center of the map (or other part of the map) leaves a pile of gold or stone in the center of a crater Change the paradigm from just building strong units or massive army to also considering the environmental condition for determining strategy
  4. Guys, try some animated gif as avatar just for fun
  5. How about make the credit linked to a webpage or the game can download text files from the web that can be changed or updated later. Cos maybe later this game can have sponsors or supporters that want to put some pictures, etc.
  6. This game requires a party when its done worldwide welcoming party
  7. There's a forum discusses about Army of Maurya http://archive.world...post229411.html and http://www.twcenter.net/forums/showthread.php?t=49911 More details for the clubs as weapon
  8. How about making one page of idea list that already accepted and not accepted, so people have to read them first before giving new ideas? Contributors can focus in creating new features rather than developing same features just because they didnt know if the idea is already accepted?
  9. Is there any programming competition or something that 0 AD can at least have a chance to be funded?
  10. Right, spies should be interesting. Perhaps can be countered by another spies or heroes. What do they call spies in the ancient times?
  11. More upgradeability on ships please defense: upgrade unprotected deck with shields? attack: upgrade arrows with flaming arrows? attack: upgrade the front of the shi[p with steel for ramming? speed: upgrade sail with other sail material or sail shape? speed: upgrade rows with... better rows? morale: adding imperial flag?
  12. Is there any exception list to add files so the antivirus didn't delete it or show popups over and over?
  13. Creating roads reminds me on serfcity, and I agree that the benefit is not big enough. But can't there be any scenarios that players must use their units to build bridges? Or at least fix broken bridges at a predetermined location by the scenario creator. It will add the realistic feelings. And I'm also thinking about how we can incorporate items that may support strategic approach than just building strong armies and winning. How about ability to plant tree or berry bushes as upgrades for civilians? Player can use it to: sacrificing small amount of timber to create tree as timber source, or sacrificing food to create berry bushes as food sourceuse as strategy to block enemy path by creating a forest, enemy can breakthrough by cutting them down or using siege weapons. How about ability to turn palisades into firewalls? How about creating vandals / saboteurs unit that can burn buildings to 50% of its hit points? They can burn unguarded farms to disrupt food supply?
  14. Jericho sounds nice if its related to wall.
  15. Yes I know, but its catchy Alpha X: Jacta Alea Est it's like saying Alpha X: Point of no Return
  16. FIRE WALL If only the palisades can be turned into firewall where units can go through but receive damage.
  17. Just want to see that some types of spear units can be used to capture wild camel and turn them into camel rider unit.
  18. As far as i know both are different from clothing, weaponry, buildings, etc. So, is there any info on egypt during the 0 AD timeframe?
  19. Somehow I really wish we can see ranged units such as archers above those walls and towers
  20. Just want to know what are the names for player (or what will you call a player) based on how they play strategy games (not limited to 0 AD). Perhaps you can also explain the strategic approach or psychological background for the following: [sTEAMROLLING] Mass army, the bigger the better [GUERRILLA - OFFENSIVE] Smaller army (armies), hit and run [GUERRILLA - DEFENSIVE] Waiting in strategic places for ambush Sending civilians or non combatant to scout map and to confuse enemies [MARCHING BAND] Sending and grouping army based on types Treating hero or super unit as so precious and using other units as cannon fodder [bULLY] Using hero or super unit to attack civilians [CONSERVATIVE] Minimum casualties, orders retreat on wounded units Attacking houses to limit enemy population Attacking military buildings to limit enemy troops Attacking town center, ignoring other buildings Attacking wonders, attacking enemy pride [POACHER] Attracted to chase animals using soldiers [sCORCHED EARTH] Attacking and destroying every building encountered including neutral buildings [THERMOPYLAE / HELLGATE(ing)] Creating defensive position in an opening between two hills/cliffs/buildings to counter larger/superior number of enemies [PIRATE] Attacking unarmed ships [NAVAL BOMBARDMENT] Using ships to attack land units [bLOCKADE] Using ships to disrupt ship routes, usually by putting as many ships on a location Positioning multiple attack ships near enemy harbour, to destroy newly created enemy ship [flash MOB] Creating shapes or readable characters from idle troop formation [JOHN HANCOCK] Using particle weapons to create signature Building walls on a small area Building walls everywhere [TURTLE] Building layer of walls [CIRCUIT WALLS] Using walls to create small passages for confronting infantries [FORBIDDEN CITY] Using walls and gates to lure enemies, usually in form of maze with combination of opening and closing gates to confuse/divide large forces. [TURTLE?] Using buildings as walls [ARCHITECT] Building a pretty town like a sim Buildings are close one another Buildings are distant from one another [sPIDER BASE] Build houses/towers in a row to enlarge the territory and reach resources/choke points. In some occasions may spread to many directions make it look s like spider limbs. Collecting resource as priority [PICKERS] Searching resource pile/crates as priority especially at beginning of game [OLD MACDONALD] Using palisades to store animals [RUSHER] Attacking as fast as possible without waiting for strong unit to be available [TECH RUSHER] Focusing on technological advances Eager in converting enemy units Relies on mechanical weapons [CAVALIER] Relies on mounted units Attacking with any units available [DOG WHISPERER] Train large amount of dogs *. Names are from information given by: Alpha of the Eagles, Geek377, gerbilOFdoom, le me, luziferius, wraitii, join in by giving names on player types. RED is for combat strategies, BLUE is for in game actions. According to suggestion by Lion.Kanzen , this player types identification can also be used as consideration for building AI behaviour. Have more in mind?
  21. Hmm, I don't know if we are in the same understanding on citizen soldier but just want to spice up the gameplay experience, Soldier at war doing civilian chores of hunter and gathering should have less capacity or speed compared to citizens/civilians because they carry their weapons and armor, if they are equally effective or even more effective than ordinary citizens then the player will not interested in training citizens.Some players that have huge army but depleted resources perhaps due their opponents slay all of their civilians, may want to convert some of their soldiers into civilians. Consider this as retiring from service.Some players that loves to collect resources may found their army defeated and desperately needs more soldiers. Wouldn't it be fun to turn farmers, etc into militia by putting them into barracks? For the previously soldiers transformed into civilian, we can't turn them back into their previous unit types (micromanagement stuff) but since they are now civilian they can be turned into militia too. Soldier --> Civilian --> Militia Civilian --> Militia Militia should be stronger than civilian but weaker than soldier to add realistic feelings.
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