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niektb

WFG Retired
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Everything posted by niektb

  1. I only wanted to point out as Mythos_Ruler did in an other topic: http://trac.wildfiregames.com/ticket/1318 The planned features for the farms.
  2. I wanted to mention that I uploaded a movie today with 0 A.D. gameplay. Nothing special nor exciting even not a whole game.
  3. May I ask when a game is for the mass and when one isn't and what's wrong with attracting a lot of people (the mass) to a open-source game? Next, do you think that a game is being killed if only one mechanic is implemented that doesn't your exact view of how a RTS should work, a mechanic that solves other problems being involved? Lastly, I do think that open source games should be a solid game and be democratic, and should function as a solid base for mods. These are what makes a good open source game a good open source game.
  4. I have to say that I like to play a game both fast paced and in a relaxed. (Basically to try a lot of different things and approaches without having to worry about war, but wage war when I like and the way I like) so I would like to have a few simulator mechanisms as long as they do not remove nor have too much influence on the 'fast paced approach'. I agree that having too much infinite resources removes the micromanagement almost completely (like in RoN) but having a few adds really to the gameplay because you don't have to worry about everything and it removes the threat of games dying out due to a lack of resources (like in AoE 1). Unfortunately it leads to unrealistic siege warfare. So it's the choice between the risk of unrealistic siege warfare or games dying out. A solution that would solve both would be best, if ther aren't any I do prefer the problem of the siege warfare rather than dying games.
  5. Ever played American Conquest: Fight Back? It features a hyper realistic gameplay (even famines and deserting soldiers take place!), but it a bit too realistic as it decreases the playability. Having a lot of realistic features it good, too much is no fun anymore. About coinage: What you basically want is a combination from Settlers V's implementation and having to pay a trickle of gold to a lot of structures / units to keep 'em running? Hmmm, it has its pros and cons.
  6. Yup, Romulus. We could try in our mod and see what works better.
  7. That's not available to every laptop simply because it lacks the required parts. @roekeloosNL: nl.hardware.info has a recent article which deals with upgrading laptops.
  8. I made some shots from a movie.
  9. You've got a point. But of course it could be implemented in a mod. So basically adding strategic points?
  10. So basically adding strategic points?
  11. You're off to a good start! Good that you have darkened the hay roof, I only fear that the wall's color will collide, but we'll see.
  12. But what about land maps where no water is present? I do like the approach more to bonus CC's and farms near water, whether by digging channels or not.
  13. Don't forget about the relics from AoE 2!! Infinite farming isn't completely unrealistic, the main problem is that farms are too easily defendable. I suggest as I (and others) already did: increase the farm's size, that should be enough to deal with the problem stated in the TS.
  14. Basically, thanks to infinite farming one might be able to turtle with only a few farms as farms are relatively small and defendable by placing them right in the middle of your city. If you make it not infinite then the player would run out of wood and therefore food as the player isn't able to build farms anymore. result: total defeat. It is indeed also not realistic to provide wood to maintain the farms. Infinite farming is a sensible mechanic to help defensive players defend, but becomes annoying when the AI makes a bunch of them and makes it very hard as player to exhaust him. Secondarily the Roman abilities won't help too much for the same reason. The best compromise (and still realistic) would be to enlarge the farms and making it less defendable and hard to place in the middle of your town.
  15. Longhouse type: house, building specials: trains female citizen + axeman, resource dropsite for food and wood, additional garrison slots, small ranged attack, additional pop cap bonus, more expensive, build-limit. "Throughout the Norse lands, people lived in longhouses (langhús), which were typically 5 to 7 meters wide (16 to 23 feet) and anywhere from 15 to 75 meters long (50 to 250 feet), depending on the wealth and social position of the owner. In much of the Norse region, the longhouses were built around wooden frames on simple stone footings. Walls were constructed of planks, of logs, or of wattle and daub." http://www.hurstwic.org/history/articles/daily_living/text/longhouse.htm References:
  16. Same time zone, I'm living in the Netherlands.
  17. Basically they are not very nomadic so a settled base is best. Travellers they were though, but mainly over water and that's reflected in the longboat, which is a mobile dropsite and is able to train some units. However the idea of starting with some kind of cart would fit in nomadic tribes (arabs or so)
  18. It looks more like a Age of Empires inspired drawing, very nice though.
  19. You mean a more nomad starting style?
  20. Pretty good, yes... (A lot better than me, that's for sure) No, I'm serious, your gallic farmstead for example looks great.
  21. Head over to the mod section. We, from 1,000 A.D., for example can use a good 3d modeler for especially buildings and ships.
  22. I can think of other ways to keep you busy (even with 3d modeling).
  23. This is my opinion on how we should differentiate the gameplay for vikings: Vikings start with a Longhouse instead of a Civic Centre. The Longhouse is a dropsite for food and wood only, features a small ranged attack and is able to create female citizen + standard axeman. Furthermore the longhouse is more expensive than a normal house (which isn't available to Vikings), more units are able to garrison and a larger pop cap bonus. In the 2nd phase the Chief's House (or Town Hall, hasn't decided yet which is the best name) comes available which is a full size CC with all skills from a normal CC. Regarding to the longboat: This one functions as a mobile dropsite, boosts looting in the area around him and is able to train a few types of units. (what amount and which types?) Any comments, suggestions?
  24. I created a patch which changes the footprint and obstruction size. Unfortunately it appeared that the whole 3D-model needs to be changed. Field_ObstructionSize.patch Before: After: Note that the last image was without increased ObstructionSize. Edit: forgot to mention that the width and height are multiplied by 1.5. The total size is therefore 2.25x larger.
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