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RoekeloosNL

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RoekeloosNL last won the day on July 15 2015

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  1. And #3 sould be add a no building radius of fields around CC With a updated UI for how to use farmfield so people place them near the farms" more realistic and better looking" farmfield sould not be placed around a CC but around a farm and give more food for gathers that bring food to the farms then when the bring it to the CC with the idea farms process better so they get more out of it. Field lose health? lolz they sould decay when not worked on and when units start working on them after some time they need to be re seeded with will take some time more then a new field. I like your idea but
  2. Yeah walls sould be cheaper and stronger!. You build a wall to Protect your city not to trow away resources so they can be easly destroyed. Same for all towers types... And i also think they sould only be destroyble by siege engines so you get a goal to build them. WHen walls are up nobody can rush you anymore with rush builds but need to research new tech and build siege engines to attack a walled city. only wooden towers/walls can be attacked with fire arrows but takes a long time and need a tech for archer units. Every nation sould have different wall hp and cost but not to exspencive. The
  3. I still think the capture feature sould be second place. destroy sould be the main action of the units and capture sould be second. Because many people dont know the shortcut and it's wierd that units capture first and need to be told to attack with a short-cut. There sould be a icon with description for the capture feature, And not every unit sould be able to capture so you get unique units with different tasks.
  4. I right click on a building to attack and all my units just stand next to it idling! They are not idling, but capturing. Capturing currently has no animation, so it looks like they are idling, but they are actively draining loyalty from the building. If you want to attack a building (or siege engine), use the Ctrl+Right click command. Capture sould be second so you attack first and if you want to capture you give them a command via short-cut or UI.
  5. What about both. Every Era phase gives a X amount of bonusses and onlocks new buildings while building those you onlock a new "Era phase" then you get new buildings but also have to upgrade existing buildings to get to a new phase for more onlocks with new techs you name it you can do it with a system like that. And i believe it will give you a good feel when you reached the next era to upgrade buildings for new units,techs,buildings, to then hit the next ERA for more bonusses and stuff and so on. I think when done right you can get everything from both worlds with a unique system. But if t
  6. I see in SVN that almost everything is able to capture now. While i hoped it where only special units that would give another layer to the game, but now it will mostly be games based on capture. i hope im wrong but i really have the feeling the capture feature is overpowering normal gameplay.
  7. Maybe a nice ready for you Alpha975, http://www.twcenter.net/forums/showthread.php?557729-My-list-of-Ship-Types-weapons-and-tactics-that-could-be-in-ROME2-Please-help-add-to-my-list With the many different types of ships for all purposes you can create so many awesome situations. If 0.A.D nexts big feature update would be "seabattle mechanics , effects , and stuff" Then ships like the Harpex / firepot / corvus and artillery / archer ships would have so mutch potential to create unique battle,s and make 0.A.D a game to play in different ways. I really hope that after the capture feature naval g
  8. Well all those things can be balanced for the best result and new mechanic,s and features added to make it work with 0.A.D, I think it would be awesome when you fight on a big map and have small skirmishes and small/big battles to build up your forces to lay siege to your opponent. I love long games and big maps and if 0.a.d goes for that with ofcource some game host options to set up the game like they want then i think you would have some awesome games in the future even if they take longer then a normal RTS match i bet you won't even know you played that long because you are having fun!
  9. Really nice, Would be very useful for campaigns and stuff.
  10. Oke what do you think about this, Units need to enter the building to capture but first they need to RAM the door "Damage shown with small health bar" then when the door is destroyed by the attackers they can enter to begin capturing but when the building has a garrison they need to fight inside with the progress of the fight is shown by "A swords icon and a progress bar" And the buildings have a cap limit based on the size of the structure for both sides. So lets say it its a fort and has a 10/10 cap and both players have 10 units fighting then the winner is the one with the best units based
  11. Thats probably because the "sessionToolTip" code is not yet assigned to the object. And if you want to report every ERROR why dont you make a ERROR thread and post in there everything you encounter then make a new thread for every Error/bug.
  12. Love to see some working ship combat mechanics for 0.A.D would add even more fun to play and see different ships getting destroyed by fire or ramming.Awesome Ship combat is one of the things i miss with 0.A.D and would add new tactics and ways to play to the game. Good luck with the new models and don't forget to make different destroyed models
  13. Fishing boats are just that fishing. And tirimes are the ancient battleships not transport ships they had marinies on them and so sould it be ingame. Why would you want to put a x-amount of men on a small fishing boat to get shot to pieces in a sec when if you want to scout you can use a faster ship and stronger. As long it is practical and based on real acounts then you can use fishing boats to use for early raids, But its a small boat so would be around 2/4 unit cap and you need alot of them for a affective raid s that would cost alot while when wait a little you can have a navy and transpor
  14. Then i think the best way to do is to have farmable land only on the bigger size islands and like Darcreaver said the main food source would then be fishing. And to enable it you can have a mechanic that you need to build a farm near the farmfields "fixed position" to clame it. I Also agree that there sould be a none build radius around the CC or something. And same for mines and it would also be nice to have buildable mines of some sort.
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