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Nakamura

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  • Gender
    Male
  • Location
    United Kingdom
  • Interests
    Game development, RTS, Sci-fi, ancient history

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    nakamura1414

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  1. Glad to see you guys working on this, good luck! Skirm cavs/tower or wall spam ruined by experience a few releases prior to the current one.
  2. A very small change that is a must imo is to block farm placement overlapping. Already the territory concept would be more important.
  3. Yes I have the SVN version. At the time I wrote this I wasn`t aware of the queuing feature. It`s a good feature, as stockpiling resources is usually a bad thing. Thanks for the info about hkeys.
  4. In essense, with the "balancing" tag, I`d like to suggest that you guys create a balancing group within the team. This team would have the task of exploring the possibilities of the game with calculated efficiency in order to maximize the pay-off of the balancing effort as opposed to just making changes to things that currently seem unfair, seeing as things like that change as play styles evolve. I believe that 0 AD has great potential in becoming the next top-notch RTS game - I can forsee a huge wave of migration from other RTS games as well as new people diving into the genre if your project succeeds. Long story short, I believe that a project of such a scale requires quality assurance teams from the early stages on. Really looking forward to a reply on the matter.
  5. Minimal water and minimal forests helps a bit too. Keep units out of forests unless you are cutting the woods.
  6. Unit cap is 300 over here btw.
  7. edited out because I don't want this to show up on google among first results.
  8. Yep I`ve been doing that since I read thei given descriptions. I seem to enjoy playing the celtic civs more thanks to their natural aggressive nature, but I have to give the persians and carthage a go yet. Greek and roman was too boom-centrical for my liking.
  9. Have any attempts at creating optimized build orders in order to achieve an optimal start into certain strategies been made? I`d love to read and learn them in order to dive into competitive multiplayer, seeing as the game is a bit overwhelming with the complexity in the first few hours of gameplay. Civ doesn`t matter to me in this topic, if there are any you know of, please share.
  10. Hello everyone, I`ve stumbled across 0 AD around 2 years ago through a topic on RTS-Sanctuary. Even then I found the game fascinating, but now, seeing as so much time has passed I decided to try it (realistically it`ll be released within the next few years the way I see it). About me, I`m the project leader of the Age of Mythology fan patch, and of the Complex Enhanced (renamed to Rebirth now) mod for Homeworld 2. I`m an active age of mythology and starcraft 2 player as well. Seeing how at least in my opinion both of those have a rather broken design, I have been looking for a new RTS game that will bring a fair design to the genre. My hope is that 0 AD can be the one. While I did not spend a lot of time playing the game, I intend to. So far I`ve been rather happy with what I`ve seen. The concept of territories is interesting, however I find it rather restrictive in the early game, as it does not allow for deposit points to be placed further out in the map, which would be excellent for hunting animals. I mean, you did stick to the concept of hunt being a faster gathered source of food than farms or berries\herdables, right? I like how you`ve dealt with the shift click-queue, a very clever mechanic. Proper 1-by-1 training however will clearly be a superior way to go, but this is a nice tool for the slower players. Way better than Autoqueue, as seen in the age of mythology expansion. What I find funny is that scenarios are set as the main game type. You might want to change that to RM. Something that was a bit disappointing to me was that buildings and upgrades aren`t assigned any hotkeys, and that "WASDE" is taken up by camera functions... these are the most commonly used hotkeys in higher level RTS, you guys seriously have to change that. Implement camera locations hotkeys rather than a WASD movement system, plus we got mouse scrolling anyways. So far so good, though. I`ll dive deeper into testing and will see what I`ll do from there
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