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Posts posted by niektb
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@shieldwolf23: children units are more suited for a city building game, not for a combat-driven game like 0 A.D.
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Likely not but you can always try
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3 hours ago, DarcReaver said:
Training various types armies, upgrading them and sending them into micro intensive, tactical battles create excitement for the involved players and random based variances in the battle system allow variety in outcomes of who wins and who does not.
The usage of ambushes, flanks and pinpoint harassment allows comebacks for players who fell behind. There no longer is a need to apply a huge economy and then mass units from dozens of military buildings to simply overrun the enemy.
The game follows an organized structure that allows predicting enemie’s plans by scouting carefully and intercepting them by smart usage of information.
You should definltely try the tactical combat game Praetorians. It's really insightful on the area of scouting, combating and ambushing!
SpoilerA fully playable repack can be found here
http://www.moddb.com/mods/praetorians-mod-ucptcp/downloads/praetorians-mod-unlimited-ucp-tcp-v28
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Do you have this one as a pdf too?
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@shieldwolf23: Actually we already tried that with a Design Committee where f.e. @Karamel also participated in... Some results of that can be found in the Sybillae Vox gameplay mod, but likely it's not up to date anymore
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@Imarok: for that I suggest to read a bit in his post history
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10 minutes ago, Lion.Kanzen said:
Because this
No, feneur said this:
If anything it's the opposite I'd say, it's during the Alpha phase we can afford to be flexible. That said I would say that it is (i.e. at the moment, and depending on the people in the team and current opinions) the team's decision not to add any more factions for part one at all. But as with everything else it could change at a later date.
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Hey, man! Relax a bit, it sounds like you're a bit heated up there's absolutely no need for that
25 minutes ago, Desophaeus said:The Greeks could serve as the "chimera" factions with multiple pathways. Wouldn't that serve as an interesting faction to consider? (Probably hellish to balance out in the gameplay, I'm afraid), but do you see why I feel like this question of whether to uphaul the factions or not should be answered with an yes?
According to @Zeta1127 that was already tried:
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@Desophaeus: I don't think that the inverse you mention applies
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I'm not really a huge fan of completely redesigning existing buildings (especially since it's not historically accurate) so more barrack props would be the way to go for me
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I think they're fine?
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Water in combination with the sky, I mean. It's too dark blue now (judging from the screenshots at Phabricator)... Google for polar landscapes and you'll see that in RL the tint is a bit different
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Does the newest description make a present difference to the player's understanding of the map?
The word 'inadvisable' is clear enough, yet it doesn't explain in which way it ca be played... I think I would mention the market in stead of 'not recommended for inexperienced players'. Such as:
Warning: It is inadvisable to disable treasures, since there is no gatherable wood. The players start with a market that can be used for bartering and trading.
Edit: okay, the second sentence is not entirely connected to the first but I'm sure you get the idea.
Edit2: as a sidenote, I find the water rather ugly atm, I advise to copy the environmental settings from Howe Sound
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Re Disabled treasures: In that case you should alter the warning about disabling treasures since now it sounds like the treasures are really needed for the match to work (since you can't tell from the map preview that you get a market too at start)
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For polar sea you can't write a small trigger script that doubles the amount of starting wood (or something like that)? So that the map doesn't rely on players reading the description?
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The repository can be found here: https://github.com/0ADMods/terra_magna
The ModDB page of Rise of the East will be altered for the Terra Magna. Rise of the East's subforum will also be altered. Yet, for a proper transformation I need some things like a logo (which is in progress) and a few showcasing screenshots (there is a showcase scenario being made). As soon as I have everything I need I will perform the official transition from Rise of the East to Terra Magna with an announcement and everything (I want to introduce the transformation properly)
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Try adding this in the simulation template
<Promotion disable=""/>
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You don't actually need to archive your mod folder but it's handier for distributing it
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Hmm, It should never crash with a simple template modification... Try remove that second '_' in the template name and see if it still crashes.
So instead of
rome__hinfanty_swordsman_b.xml
call it
rome_hinfanty_swordsman_b.xml
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They will be fixed when the newest release comes out
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Please don't send me PMs if you also post it on the forum
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Of course, it isn't compatible. The latest version can be found here: http://www.moddb.com/mods/rote/downloads/rise-of-the-east-21
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Anyway, that's of later concern
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Gameplay guideline
in Applications and Contributions
Posted
I've been reading through your proposal a bit but I could find anything about the (rather poor) trading system. Any (somewhat) experienced lobby player can tell you that, towards the end of the game, traders form long conga lines between markets and trading completely replaces 'traditional' gathering
Do you by chance have some ideas for a better trading system too?
@wraitii wrote up some ideas in the past, that could maybe serve as inspiration