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Everything posted by auron2401

  1. Just goes to show how well optimized the engine is. Next stop: Block phones.
  2. One word: Ptolmies. Though ruled by greeks, they are the reigning Egyptian Civilization.
  3. Houses can garrison. So put your women in houses.
  4. It's the best at harvesting sheep though. It won't ever level up and start being @#$% at it. it's an... Disguised strength.
  5. Since they would probably play the same, or very similarly, and live in the same geographic region.... (and there is enough factions as-is)
  6. In simple terms, micro is all the small things you will do. Like moving your units, attacking specific units, Moving your farmers so they are closer to a specific building to increase food output, etc. So yes, the small things in life. Adversely Macro is basically grand strategy, technology, buildings etc. Anyway. If we're going to have a morale system, i would like it to be a very subtle thing. It should be modeled by group situation, not individual situation. So if they are mortally wounded, they won't care, but if all their friends die? Example: you have 100 units in formation, only, say, 20 will actually live long enough to surrender, if they are freshly trained. 15 veterans, 10 elites, and 5 champions. Math that out how you will, but i think that would be best. But it would naturally be more complicated, Elephants were used to maximum effect as a scaring tool, not a fighting tool. Most men are willing to fight a fair fight, but be crushed underfoot by a big beast? Not cool.
  7. I can't even start to say how F'in amazing that comment is. Women aren't polygamous, though, right? one woman can sleep with help 2+ men work better so long as they... touch, yes?
  8. The same for Combat mode and gathering mode would also be great. Fighting in the forest or nearby rocks? Hell.
  9. A tin can on a stick, with a wooden tv for a monitor.
  10. Good idea, but bad. this would make it impossible to starve anyone out. Also, would be bad gameplay wise because resources would become worthless. ...you don't have to repay your debts, if you have already won the game.
  11. Have buildings be sectioned off into a sub-menu of the unit menu. Like in aoe. Building snap is good, but i would prefer it to be an option, it's not always what you want. maybe a hotkey to toggle it.
  12. ...then don't do that? Don't force your opinion on those who want to have a different approach. Formations at the moment are literally pointless.
  13. Male slaves should probably be good at woodcutting too, TBH. (and farming, but for balance sake i can see it being excluded) Oh and, if you're going to have citizens be two population, it might be good to have them just be good at everything. i mean, you won't be making many of them anyway, so it won't really impact much, but having them be bad at everything that isn't building is a bit.. pointless, as you would be building with your military units.
  14. I've always thought the ragnarok power was terrible though. Unless your enemy uses masses of myth units anyway. (That's all the norse heroes are good for) Anyway, if it functions the same.. hmm. maybe not make them all legionaries. It should turn the light infantry into auxiliaries as well. and force the cavalry to be mercenaries. (since that's how it worked from that point on)
  15. Seems to be related to how attacks and damage is calculated, and because of the slow attack speed of spearcav. hm.
  16. They WERE in game at some point, though. I still think it's a bad idea to leave them for part 2, as part 2's romans will be imperial romans .........and imperial Rome had already had their Marian reforms, and the imperial Romans had their own reforms besides. (i forget the names) Bad design leads to bad balance and fun.
  17. Ah Empire earth 2. It wasn't a disaster, in that it.. ah.. had too many resources. I mean, saltpeter, oil, gold, iron wood, stone, tin, Yeah, too much muck, not enough guck. That said, a resource like EXP (aoe3) isn't too bad, especially if it isn't accumulated via gathering, and allows for timed strategic benefits. Makes the game more fun, and more competitive. as much as people moaned about it, 'twas a great idea. Allowed for more diversity in playstyles. Besides your civ, and do you boom, rush, or turtle etc.
  18. instead of just a flat 75% of resource cost returned How about you get a % of resources back based on it's % of health. Would probably prevent exploitations that you are probably thinking of. (I.E Fortress: Killed half your army before you got it, but i got 75% of my monies back because i deleted it! suckd in!) Would also make it so you don't have to program the distance to target preventing deletion, or, worse, try to balance it. *shudder* The less things there is to balance, the better.
  19. So basically, more excuses to not upgrade to 10.
  20. I was thinking balance and how the game is designed. 0ad is a very straight-forward RTS game with a few ideas... "borrowed", from other rts games, but nothing so dramatic as a Physical resource system. I'll say it again, it works in stronghold because the games are built around the system, it isn't the kind of thing that can be forced in without any consequences to gameplay.
  21. Ai is very bad at offense, so a very solid defence can beat any amount of enemies.
  22. it's something that works in stronghold because the game is designed around it, throwing in game mechanics like this which would have a massive impact will just make the game worse, unless the entire game is remade from the ground up.
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