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wowgetoffyourcellphone

0 A.D. Art Team
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  1. "This software is free speech, not free beer." Not sure how this is helpful.
  2. I've always found this wording to be... unhelpful.
  3. On the contrary, I'd make the rarer siege units (catapults, bolt shooters) capturable so those civs lacking them can use them.
  4. It would honestly be great if it was either an element in options, or a toggle button in-UI in-game (my preference), or both. EDIT To expand on what I mean by a toggle button, what I mean is a button that toggles between capture by default and attack by default. So, in a match, you can dynamically swap back and forth, as the situation dictates. I'd rather not have this be on a per-unit basis like a stance, but rather a broad policy for all units to toggle back and forth. The game already has a ton of micro as-is. Or, have both, where you can change it like a stance on a per-unit basis, but also have the big toggle button that changes it (overrides) for all units at once.(And, of course, hotkeys for both)
  5. So, I just played the new Greek major god, Demeter. I have to say it's quite disappointing. Their decisions when creating this major god are baffling. Several pre-release fan-made concepts for Her were 10x better and more well thought out than what we received. If I were a Demeter acolyte, I'd be angry (lol). No female hero, which is a shame (No Medea? Circe?). No Hera minor god choice. Myth units are gangly and have odd abilities. No real Fortress UU (Amazons say hello!!!), just another bad Myth unit. I've also decided after several skirmish matches that 0 A.D. is just a plain better designed game in a lot of ways (especially with the DE mod, eh hem). Some of the animations in AOMR are just plain bad. Unit recognition at zoom is nonexistent. The environments are super cartoony and distracting. It's lacking several UX items that 0 A.D. has, like formation drawing, which is huge. I found myself frustrated that AOMR didn't have it. Whoever suggested the feature for 0 A.D. should get a gold star. AOMR's UI is bewildering. AOMR's unit and tech and building portraits are terrible. It's missing things like selection sounds for gaia objects (trees, mines, etc.) which are much appreciated in 0 A.D. That 0 A.D. has 'medallions' for heroes at the top of the screen is also sorely missing in AOMR. So useful for selecting heroes. AOMR's encyclopedia is pretty great. It also has a lot of game modes that 0 A.D. just doesn't have (yet?). I mean, does 0 A.D. even have any game modes yet, truly? lol AOMR has balanced strategies between rush, boom, and (now, after recent patches) defense. AOMR's textures and lighting engine are super nice. AOMR's expanding and contracting minimap is a great feature that 0 A.D. should have. But still, things are baffling, like boat sizes. Sure, 0 A.D.'s are too big, but AOMR's are the size of a battering ram and look cartoony as Hell, even more so than AOM's first release 25 years ago! In some ways, AOMR's water rendering is nicer (it has more features), but in other ways, 0 A.D.'s water looks nicer. Just, in general, I think 0 A.D. is heading in a good direction in a lot of ways when compared to a AAA game like AOMR. For all my criticisms and long wish list, 0 A.D. just plays more naturally and just feels like the player has more control over what's going on. I think I'll be playing 0 A.D. long after AOMR is dead. EDIT: And 0 A.D.'s music is just plain better! @OmriLahav
  6. Gurken is right. We are well-meaning amateurs doing the best we can with the information available to us. Let's not be too strict. If something is close and seems good enough, let's run with it until we have a better source. The game is constantly being iterated and translations/transliterations/scholarship are all constantly evolving.
  7. The skirmish cavalry has some weirdness, so needs another iteration.
  8. Antiochus III the Great Antiochus IV God Manifest
  9. That is perfectly fine. Improved and additional floral and landscape assets would definitely be appreciated as well! Some new cliffs, mountains, trees, shrubs, rocks, anything like that.
  10. The tutorial could definitely be a "lead in" to a full fledged narrative campaign. I think that is how a lot of games structure their main campaign now. The first few scenarios are for learning, more than anything else.
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