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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. My point is less about realism and more about gameplay. If you load up your ships with units, you gain a great advantage in firepower, but you should also be taking a great risk, that of losing your units in combat. That risk is mitigated greatly if all of your units just pop up on shore when the boat sinks. Same sentiment for me when talking about garrisoning arrow-shooting buildings. And if we want to talk about a realism thing: if a ship sinks, shouldn't some of the people on board die? The waters in the game usually represent the ocean, not some little pond. I'd imagine that most would drown, be killed by enemy ships when they tried to swim ashore, or be killed in the battle. Maybe @feneur could split this topic. My fault for derailing it.
  2. IMHO, each release should have a couple of BIG showcase items, supported by a plethora of small things. This is how you keep the interest high and momentum going.
  3. Texture filtering and antialiasing are easily controlled with your graphics card's driver software until such things are coded for the game.
  4. I still think that its ridiculous that if a ship is destroyed that the units inside "ungarrison" to the nearest shore. They should just die, except maybe if the ship is destroyed in shallows. I'd apply the same behavior to all types of units.
  5. Hell, make that a part of the current TAB feature. Replays AND while playing a match. It could show whatever the production queue is doing: training a unit or researching a tech, and include any upgrading happening. BTW -- I'm not suggesting anything that couldn't be done within the next, oh, 8 months between now and Alpha 23. So, it's less of a generic "suggestions" thread to me and more of a realistic features list for A23.
  6. I suggest a cross beam above the door called a lintel. lin·tel ˈlin(t)l/ noun a horizontal support of timber, stone, concrete, or steel across the top of a door or window.
  7. Put a unit queue in the upper right next to the tech queue, with the same functionality.
  8. Tested and replied: https://code.wildfiregames.com/D705
  9. Yeah, I keep trying to be clever and include yours and @fatherbushido's random code to make things possible, then having to delete it later because it becomes incompatible. Gonna start scaling back and stop doing that @#$%, since it makes everything more work than necessary. I'll try D705 and see how it works. Cycladic Archipelago sound good?
  10. Yes, because of player input. I don't think the game should do everything for you.
  11. Well, the "fake retreat" tactic could be used right now by the player, it just takes a lot of micromanagement. You retreat and the enemy's units will follow yours in disarray, and then you can counterattack and kill the enemy units easier. You can already do that. Works especially well aganist the AI, less well against a human, but with the game's current mechanics it's difficult for humans to control their troops, so it's a good bet it'll work against humans too from time to time, as a human's attention is elsewhere. Doesn't take morale. But what you're wanting is special formation that uses this behavior automatically, right?
  12. In nex version formations without buged? For the new Concursare type training Concursare consisted of a mass attack, in apparent disorder. In a moment, before being under the scope of the Roman projectiles, a signal was given to him and the Iberian army stopped and began to retire, giving the impression that they left the field of battle. This attack-retreat sequence was repeated over and over, throughout the day, for several days. Every apparent revocation of the Iberians was followed by an attempt to persecute the Roman legionnaires, while trying to maintain the formation. It often happened that the Romans lost their nerves and discipline, broke the formation and rushed wildly in the pursuit of the Iberians. Then another signal sounded, the Iberians regrouped quickly and mounted a counterattack, charging at full speed by the legionaries, who lost the formation and although they were better equipped than the Iberians, were less agile in the close combat
  13. I just threw that out there as a possibility. Cavalry can still hunt even if sheep are removed. There are things called huntable animals and they can gather the "sheep" you find too if you don't want to wait for the trickle.
  14. I said 'Other', because what is needed are improvements. Keep it manual, but some improvements, like minimap notifications, etc. can really help. Using the target marker patch in DE, for instance, has already improved scouting for me.
  15. Can we talk about garrisoned units be "ejected" from a destroyed building too? Shouldn't units simply die if the building they're in is destroyed?
  16. First part is simple by slowing their movement speed and reducing their vision range. 2nd part is just needless micro. This provides a nice bonus to raiding. Thanks for mentioning it. Defense towers it doesn't matter, since you have to build them within the terriory anyway. Outposts sounds silly, since their whole point is to be placed way out in the open to help as an early warning signal. A food trickle does no such thing...? It just changes the mechanics of the corral.
  17. I sincerely think you guys should change this to something like 2048. Why? Because the water levels at that height reflect the skybox poorly. Also, you don't need that much depth, usually. You want the height more, again, usually.
  18. I don't think there's any for it either though.
  19. If I remember correctly, it was said that the current mechanics of the corral was just a temporary hack until the corralling feature was implemented. I figured you guys would want to finish off the original plan for the corral because right now it's kind of superfluous. I characterized capturing animals like relics to illustrate its similarity with relic capturing in AOE games, while obviously being unique to 0 a.d. I personally would not find it unrewarding to find and capture gaia sheep and goats and cattle and get a nice little trickle boost for garrisoning them. I didn't find capturing relics in AOK unrewarding. YMMV.
  20. Yep, pretty much like that. I think would help the Youtube casters. Agree? I don't watch many replays myself. Just thought it would help others and made sense.
  21. Ehh, you could say this about a number of thing in the game, and also about relics in general. How much skill is there capturing catafalques and gaining a boatload of free auras? AOK and AOM had relics which function very similarly to the catafalques and to my concept of the corral and animal capture. If anything I would remove the animal training from the corral entirely to focus it specifically on the corralling aspect. Yeah, every single thing. Just go all the way with it. Well, right. Currently you have to go to the individual player views and then to compare resources with other players you hover over their res icons. In general observer mode you could compare them all at once instead of having to swap to a player view. Just a minor thing really, but something that jumped out at me the last time I watched replay videos.
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