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Sanguivorant

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Everything posted by Sanguivorant

  1. Just make sure the King isn't fat and speedy like in AoEII =P
  2. I've made a tutorial about using hotkeys. It's the first time I made a video, so obviously the video quality is going to be bad, and I will have to improve my video making skills over time. I forgot the most important hotkey actually, ".", which detects units that are not working. Here is another video I made about resource management:
  3. One other thing I have to point out that is done by players. Most players choose to exit the game instead of resign. The result is that they are still technically in the game so they are not defeated. Also, it forces players to go hunt down all of their units if the players want to win. This should be fixed as well.
  4. A very popular one in most RTS games. Basically, you start out with nothing but a few units and some resources, and you play the game from there. In most Nomad maps, you often have enough resources to build the town or city centre. In some Nomad maps, you are given just enough resources to build a resource-gathering site, and you have to collect the resources you need to build your town centre. Obviously, for the latter, it cannot work, because if you do not have a city centre, you have no territory and you therefore cannot construct any resource gathering site. How can this be implemented in the game? I prefer an option so that Nomad can be played in any type of map, but I am not aware of how map scripting works.
  5. 1. I would love that. And I would love some more hotkeys in actual gameplay. 2. I don't really know if that's necessary or not. But sure, it would help transport siege equipment and whatnot. 3. No. Resource limits in the game make it so that you have to plan wisely. Competition for resources is also part of the game. If anything, I would either have a deathmatch game type or a map that has a lot of resources in a player's starting area. 4. I don't know much about building limits. The Romans can actually build their forts and walls outside of their territory, which makes their civilization unique. I think every civilization should have one unique building that they can construct outside of their territory, and every civ should be able to build palisades in neutral area as well. 5. You mean like wheelbarrows? Or an alternative is a tech that increases villager speed. 6. The diplomacy screen is pretty basic and fulfills its role, so I don't know. 7. I have no opinion on that. 8. I kind of prefer the barter system that we have, and I assume that metal is gold, because you can make metal coins out of them. The reason I don't want gold is because we would have too many resources to gather.
  6. To win a game of 0 A.D, you have to completely eradicate your opponent off the map. That is, take out all their buildings and all their troops, even if there was no way for your opponent to win with the troops they have. For most matches, there are two parts. The first part is the actual game, and the second part is playing Hide and Seek. I don't want to play Hide and Seek, that is not why I play 0 A.D. If my opponent loses all their city centres and buildings that can produce units, then how in the world can they expect to make a comeback? I just don't see it happening. Even in multi-player matches, a lot of people just do not know when to give up. In one game, I was playing a 2v2, and their ally quit, so what they did is hide all of their units all around the map. The game was lagging hard by then and we spent an hour taking down his walls and spotting his hidden villagers, so I just quit from frustration. He actually won from hiding, not playing the game. In another 2v2 I played on a map with lakes and we destroyed our opponents and they just camped in the middle of the lake in those triremes, with absolutely no way of making a comeback. We had to make a few warships to deal with them just so we can be declared victorious, even though we were technically victorious by the time we wiped out their territories off the map. Though this is partially due to bad RTSmanship (The player is supposed to quit when they know they cannot come back), the victory conditions are still stupid. Hence, I propose that a player should be given the victory when they have destroyed all of their opponent's unit-producing buildings. That excludes any defensive buildings like towers or walls, or any upgrade buildings like a blacksmith.
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