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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Female Citizens could have a weakish Armor aura for soldiers.
  2. This could be a cool special tech. "Iron Fetters" Infantry +1 hack armor, but -10% speed. I'm with @real_tabasco_sauce, let's make something based on this for the emblem.
  3. We decided to call them Germans instead of Cimbri because there are 4 different tribes represented within the faction, some of them just as powerful as the Cimbri, so it made more sense to call them Germans. The Gauls aren't called "Arverni," for example. Anyway, it's not perfect, but that's the basis of the decision. If we add more Germanic factions in the future (like Goths or Suebians), we can alter the name. It can be changed. Everything can change based on feedback. Because it's cool and easy. Open to suggestions.
  4. Coop is pretty fun. Played it back in the day on Age of Empires.
  5. Chronicles: Battle for Greece is kind of like how I envisioned the entirety of the 0 A.D. franchise. 0 A.D. Empires Ascendant (500-ish B.C. to 1 B.C.) then 0 A.D. Empires Besieged (AD 1 to AD 500-ish) then 0 A.D. Kingdoms Reign (AD 600-ish to AD 1200-ish) then we go back 0 A.D. Golden Age (1500 B.C. to 600-ish B.C.)
  6. The current treasure gathering restriction for boats limiting it to only Merchant Ships is a legacy from time before the inclusion of the trading feature. It basically gave them a function in-game while trading was being developed. There's no "logical" reason other ships can't gather treasures other than this.
  7. In AOM, there's a special death sound Arkantos makes @0:14 Then a V.O. says to everyone:
  8. https://gitea.wildfiregames.com/0ad/0ad/issues/7103
  9. We need a better tooltip for the Obstructors. Something like, "<Building> cannot be placed on this terrain."
  10. https://www.wikiwand.com/en/articles/Hippeis#Early_formation
  11. They essentially did that with Return of Rome DLC
  12. I can't believe that they didn't take some inspiration from Delenda Est...
  13. I meant, do we want one long narrative campaign, or do we want to go with the newer ideas presented in that video of lessons that are self-guided.
  14. Colossus of Rhodes What think? EDIT: Fixed typos.
  15. It's true that we don't need fancy new UI code to start on the scenarios. But, it must be decided first what form these tutorials will take.
  16. Yep, this is what we should do, in concert with a more traditional guided tutorial campaign/series of scenarios based on skill level.
  17. I wonder if you'd want to figure out a way to use the construction obstructors in your map script. These objects prevent construction of buildings, but allow passage of units.
  18. We can have "Game Tutorials" and "Practice Matches." The Game Tutorials teach you things via guided learning. They are grouped by difficulty or advancement. You can play them sequentially or you can jump between Basic, Advanced, and Elite levels. These tutorials largely teach you mechanics, but in the Elite group of matches you learn strategies too. Practice Matches are grouped into groups based on type, such as Economic, Combat, Booming, etc. They are more freeform and unguided, but the only way to win is by completing the main Objective(s) of the match. In these matches, you are pushed and harried by AI opponents, who keep pressure on you while to try to complete the Objective(s). You can set the difficulty of these matches like you would any singleplayer Skirmish, and you are rewarded (somehow) by completing the Matches at higher difficulties.
  19. Oooooooo. This is very nice, especially at the 6:00 timestamp: So, what we could do is, don't have a "tutorial campaign" per se. Instead, have various missions that teach you new things that players can play at their leisure. You could play them sequentially, but it's not necessary to do so; you could just jump to "Advanced Map Control" for your 2nd tutorial lesson if you wanted to, or if you tried playing online and were utterly demolished, you could go offline and play a relevant tutorial mission to help teach you what you lacked online.
  20. A checkbox option: "Play Sequentially?" that locks them in order.
  21. It depends if there is some kind of narrative through-line. If the campaigns are relatively self-contained, then there's no reason to lock them in order. But if there's some kind of progression designed into an overall storyline, then locking them in order makes sense.
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