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alkazar-ipse

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Everything posted by alkazar-ipse

  1. in age of empires 3, they diminished a realism: units didnt have to deposit resources anywhere anymore, it just trikkled. And sorry to say, for whom ever might not think as I do (and I respect it), but to me it was a huge gameplay improvement...
  2. Amen, brother. Guys, It's really nice and all, that people can suggest things they'd like to see in the game, but maybe try to be realistic? Not realistic in what greeks did in real life, but rather realistic for... for the programmer and the REAL players(not the ones who just start it recruite 5 horsemen and run arround the map, but rather the ones liking to have a real STRATEGY game from time to time... When they go from working mode, let them first walk to the civ center, deposite their pik, hack or whatever, then go to the barack to get armed, for working again go to barack deposit arm, go to tc, get pik, hack or whatever. You want a realistic game? when a unit has lived during 30 game minutes it gets a white beard, and after 5 more minutes it dies with altseimer. When a woman gets killed she usually gets raped first, k im getting vulgair here, my point is just to say that this is supposed to be a game, and nice gameplay is much more imortant then any realism (or graphics, i'd say). I prefere playing a fun game with bad grafics and completly unrealistic, then the most realistic and graphicly amazing one with a shi.tty gameplay...
  3. Pedro understands me ^^It's exactly what I mean. I'm not saying it destroys the gameplay, not much effects there. But being at stage alpha, this is really not a priority, and even in a few years, I wouldn't be very pleased having names everywhere, where you don't need them. If so however, make it a box you can check or uncheck in your options.
  4. I'm always in for a multiplayer game
  5. Yes, please dont do bullsh.t features, an individual name for each unit is really not necessary.
  6. haha, yeah plz make sheep be slaughtered, not hunted...
  7. That's a Celtic bonus already, I think its good the way it is: make civs really different, for Celts druids are indispensable as ox-building, how ever you call it, is necessary for a good Spanish gameplay. I'm completely opposed to conversions, and I guess there's is a bunch of serious players against it, it destroys the whole game-play atmosphere. If you make it a mod, an OPTION, I encourage it a lot, some people like it; but make it a constraint is really disappointing, regarding how good this open-source game turned out 'till now. again, without wanting to hurt anyone, there's the guy having fun running around the map with a few horsemen and a priest, converting units, and there is the other sort that likes to play the perfect game he could possibly play. (economic growth and military battlefield control)
  8. if there is not a server that processes everything yet, there could maybe be something that just listens to hosted games and lists them for who ever wants to join one...? I think it's not too expensif in resources: I mean all you need is an online file that gets -written to when a game is hosted (with some informations: hosts IP i.e...) (since not a server doing connections, but only a help to find online games with now's connection protocols, a hoster might unchek a box "list my game for joiners") -read from when opening "join game" page (and when refreshing that page) to list current hosted games. Once there are more people playing online, and undesired gests in games etc, of course this will be annoying, but for now i guess not many people do play online, so having a list of ip's that hosted a game is not too bad.
  9. I'd say there do be ways of balancing it... i mean, whats the point of citizen wemen? : cheaper -can't fight better at farming (and foreaging) - encourage men to work harder. All you need to do is to give them less HP then to men, make them cheaper and a li'l better at other gathering, and men a li'l less good gatheres... Edit, actually it's not thaaat simple, but i think it's feasable.
  10. <- celtic woman "flashing eyes" "her teeth" "huge [] arms"
  11. No conversions at all. @mythos: in thread Suggestions for 0 A.D. "Posted by feneur on 12 August 2012 - 08:56 PM in General Discussion & Ideas Healers can not, and will not, convert enemy units." @Lion Kanzen: I loved AoE3
  12. my question was if there is any advantage... (for roman, celtic or iberian mercanaries)
  13. As carthegian is there any advantage to recrute foreign citizensoldiers, instead of carthegian citizens?
  14. I do agree on the first one. edit: especially because 0ad insists on CHOSING techs that exclude others, this would fit in perfectly. the tradeposts makes less sence, since we are not playing civs on a comonly abroad continent.
  15. tx, finaly know with what cheat (blackdeath) avoid 3 min waste to kill a sheep with a javelot, since the kill button on sheeps doesnt work.
  16. good ideas there Sghvatr to make bots still variing witin their mode. So you dont just know that a rusher goes for a specific unit ie, that he can randomly chose which units he upgrades. So basicly an AI has a general behavior but not a predictable one. Rushing can still vary within a few minutes, so you cant calculate at what precise time ur units gather at a specific place. edit: yes feneur, nice idea with making it by upgrade at city phase, enough expensif that one thinks twice about it before actually investing resources on THAT).
  17. yeah, the manual is not written yet many features can remain unknown. my intuition would be leftclik and scroll, but i fortunatly found it out very early(by accident) that u had to drag.
  18. feneur, I FULLY agree with you hunting, mining, farming, anything should be faster then trading. My point was : once the map is empty of resources, the team with more territory (and chinese silk road WALL for protecting the caravanes from one side of the map to the other ^^) gets resources with it. I was only admiring this aspect of 0ad. Its a genius solution for motivating to REALLY control the map (for trading) and not only to empty it of resources. Was suggesting the capacity gets increased (i.e with a time factor, like trading effect doubles from 0 to 30 min and then remains constant...) On the other hand You just informed me about the pop that caravanes take. Was assuming it takes none, so that limitation problem is fixed too: each player must make tradeoff between army size and caravanes in longer games.
  19. Well make them have a third healthbar to show in how good shape their shoes are, and when their shoes are dead they start losing life if walking with defect shoes, and make buildings that produce shoes soldiers can pick up. Zhz, ideas people have, thats crazy... it's a game bro, if you really want to make it more realistic with units eating food, then just make food amount trikle down proportionatly to the amount of army you trained. Welcom to Cossaks series, where your whole army turns to rebels once u r broke edit: ...hä for those few who wouldnt get it: im joking please DO NOT DO THIS If I understand well you want to be able to turn the buildings: that's already featured.
  20. How about an island with 5-6 players with ONE settler runing away from one player (the canibal) with a barrack in the middle of the map producing units. (canibal escape in AoE3) They would have unlimited wood for palisade , stone for towers, and can build mills to gather food. With the food they can buy more settlers (slowly). They win if the canibal can't exterminate them after a timelimit.
  21. Im not the author of this idea so i dont know exactly, but as feneur said: "based on their tactics/range of actions" A conqueror will try to occupy the map and attack you with bigger armies. A defender will occupy territory more slowly but wall a lot to secure the space he holds A rusher will not wait for a big army to attack you but just rush you as soon as he thinks he can kill all your units, later in the game as soon as he thinks he can destroy your buildings. A big challenge is to make bots think long terms and not just get stupid or -even worse- idle after the map is empty of resources. edit: I think markets are a good solution for longer games; they should get limited numb of markets and limited numb of traders per market, BUTmuch more efficient (right now from one end of the map to the other (on mapsize small(2players) ) a trader makes about 20-30 resource units)
  22. @raymond: Yes, Aegis IS the most upto date bot. Demo was concieved as place holder (that will be removed once replaced) and jqbot is not beeing worked on anymore as I understood it in IRC chatroom. I think Aegis is easy enough, and I fully agree: really hard bots will have to cheat with stronger units(gatherers ie) I like Mythos' proposition for a conqueror, defender and rush bots.
  23. haha, well it(difficulty system) is done until now with the different bots. Dont know exactly but i think they will remove the useless bots for alpha 12, so if I understand well, your request is they keep the demo and qbot. I respect your request even though I dont request it my self. cheers. edit: of course I agree with you that changing the capacities of bot units IS easier to implement, and therefore absolutly what they will do, if they fail making a perfect bot, which they will. But then -> the bots capacities will be increased for MORE difficulty: easier bots already exist.
  24. For the chatting feature (be it team chat or not) I'd like to have numbers (i.e 1-10) to output a audio message, for example (taking this from aAoE3): 1-yes 2-no 3-need food (once team resource sending will be able) 4-need wood 5 need metal etc (dont make too many, unusefull things as they did in AoE, but some of them like 15-"wololoooo" or 21-"haha" were quite good to express your emotions sparing many bad words...)
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