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Everything posted by wowgetoffyourcellphone
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Gathering wood is very micro-heavy
wowgetoffyourcellphone replied to wraitii's topic in Gameplay Discussion
I don't understand why 5 gatherers per tree is "less manageable" than 3. Certainly it is "more manageable" than the current 8 in that case. I can already see a big difference in the way the units spread out, while maintaining the benefit of the 5 batch. I think the benefits to sticking with multiples of 5 outweigh the benefit of going with some other number that'll seem random to the player. Just my opinion. I added groves for a few reason. You can give them various auras, which are nice because you don't have to give a bunch of little auras to a bunch of single trees. I also made trees and groves passable by units, so that the groves can give a bonus in trees to guerilla units and it may or may not give a noticeable pathfinding benefit. Also, it's just nice in atlas to place a single grove than to have to click and place 30 trees. Other benefits too I'm too tired to detail. lol -
This remind me there should be a random team option too.
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Gathering wood is very micro-heavy
wowgetoffyourcellphone replied to wraitii's topic in Gameplay Discussion
May I suggest that every "max gatherer" stat you implement be in a multiple of 5. Reason being, batch training defaults to multiples of 5 and it just makes things neater, tidy, for gameplay to coordinate. It's a minor detail, but something to keep in mind. So, 1 tree can reduce down to 5 gatherers. I made "groves" of trees as 1 large object. Can have "max gatherer" of 20 or something. But point is, multiple of 5 to coincide with the batch training works really well. -
Changes in farms
wowgetoffyourcellphone replied to mimo's topic in Game Development & Technical Discussion
Slingers don't gather faster than pikemen, they shuttle faster because of their faster base speed. there is no "shuttle speed" in the templates, so there's no way to make the infantry shuttle resources at the same speed. BTW, "shuttling" means to bring resources back to the dropsite. In effect, this makes faster infantry more desirable as gatherers than slower infantry, when it is my contention that this should not have to be a consideration for the player and gameplay so a new element in the templates needs to be created for shuttle speed. That is... if soldiers gathering resources is kept for the game. But it would still be a nice element to have in the templates regardless. -
Changes in farms
wowgetoffyourcellphone replied to mimo's topic in Game Development & Technical Discussion
Yep, my point exactly. Every infantry unit should start at same shuttling speed. Right now, it's way betteer economically to train slingers or javelin dudes to gather because they shuttle much faster. imho, this should not have to be a consideration, and they should shuttle at the same speed. -
Perhaps then that each civic center casts its own territory, and new ones you build aren't at the highest tier, but are village centers, then are upgraded to town, city, etc. There's not one giant contiguous territory added to by civic centers, but rather dynamic provinces created. Your outer provinces are villages and towns, while inner provinces are cities.
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Nice.
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I'm saying, if the civic center represents the center of a town/city/metropolis, then why do you want it to act like some kind of forward resource camp? There's already such things: storehouse and farmstead.
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Changes in farms
wowgetoffyourcellphone replied to mimo's topic in Game Development & Technical Discussion
Nonono, better not remove shuttling. If anything I would like some [minor!!!] complexity added with shuttling: I would like a shuttling speed added to the templates, so that dudes carrying slabs of stone back to the civic center can walk slower. That way, maybe wheelbarrow and handcart techs can affect shuttling speed as well. -
Changes in farms
wowgetoffyourcellphone replied to mimo's topic in Game Development & Technical Discussion
Well, all of the aura in the game feel gamey. At the end of the day you have to accept some of these tropes and suspend disbelief. But perhaps the female aura is one step too far for you? For me, it's not so tedious as @WhiteTreePaladin says, because I use enough females that I'm relatively assured that if I send a few of them with the men to mine the stone that they'll have enough "coverage" for efficiant use of their aura. But I have no huge love for the feature though. At one point I removed it from DE -- but put it back again -- it felt charming to keep it, to use Brian [aka WhiteTreePaladin]'s word. -
What is the civic center? What does it represent in the game?
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I don't know if it favors rushing per se, but it does make it more difficult to defend your food source and encourages scouting and claiming sections of land, which is okay to me since the weird way that 0 a.d. allow making farms in the middle of town protects the food source too much imho.
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Yeah, when I think more about it I think you're right about multiplayer. While I don't think it's impossible to do right, I think a lot of players would get frustrated with it, unless you did it so that raids in winter time are fun and challenging, or winter time was used by players for other tasks, depends on how the game is structured. But sure, to just shoehorn it into 0 a.d. or any other RTS without some serious restructuring would be a disaster, as you say. Singleplayer would definitelely be enhanced though, I think, especially scenarios or campaigns.
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Changes in farms
wowgetoffyourcellphone replied to mimo's topic in Game Development & Technical Discussion
Respectfully, they are so broken that online players ban them in their matches. I mean, their current form is a decent stopgap to make the corral interesting until its final form is developed, but it's just a stopgap. -
Changes in farms
wowgetoffyourcellphone replied to mimo's topic in Game Development & Technical Discussion
D227 sound like an unnecessary complexity. You guys care about this kind of stuff too much, like the hundred or so posts spent on trying to make berries variable and regenerate. What player should need to care about is placement of the farm instead of whatever you're trying to achieve with D227. -
Lion, the comparison to aok and aom relics are just a comparison, breh.
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I can see he got pwned. lol
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I like the seasons. Hmm, let's say in 0 A.D. if it had seasons, combat would be nerfed somehow in the winter, as well as food production, so large attacks are difficult and booming pop in Winter becomes problematic unless lots of food stored up in the summer. So, each match gets a rhythmic cycle. I like clean the UI btw.
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The capturing of buildings is annoying me
wowgetoffyourcellphone replied to SandJ's topic in Gameplay Discussion
Make capture more special. Capture the civic center and gain all of the surrounding houses too. Decisive. Important. Have merc camps around the map to capture for special merc units. Points of contention. -
Changes in farms
wowgetoffyourcellphone replied to mimo's topic in Game Development & Technical Discussion
Let me go to bat for the corrals, just this once, and see if I can come up with good pro argument. Corrals as they are now are broken and not good, this is universally accepted I think. But... but... Corrals as they are now are not what they are intended for completion. Here's what they can be/should be use for: storing relics. Wait, the game does not have relics? The relics are herdable animals. No one says relics break AOK or AOM. Herdable animals are the relics of 0 A.D. So, you capture them and then garrison them into the corral to gain their benefit, just like a relic from AOK or AOM. These are not meant to unbalance the game, but to give the player a small edge, like relics did in those games. They provide a nice little benefit of scouting before the enemy does, just like relics, and add a nice little layer to the game. Just remove the animal training aspect from the corral and readjust the techs toward this new paradigm. -
Portraits (Units/Buildings/Technologies)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Which one this? Look good so far, though the glow is wrong. -
He got pwned.
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Changes in farms
wowgetoffyourcellphone replied to mimo's topic in Game Development & Technical Discussion
IMHO, since this is in alpha phase, this is not a strong consideration. You are developing a pc game that you hope will be played for years to come by thousands of people. Focus on what you want the end product to be, not on satisfying the couple hundred of people who play the incomplete alpha releases. -
Gameplay guideline
wowgetoffyourcellphone replied to DarcReaver's topic in Applications and Contributions
Regarding blacksmith tiering: If you keep the phases as they are now, then if you decouple the blacksmith from these phases, you may introduce unnecessary complexity, or confusion, but certainly a tear in the concept of the game. If you have phases, then they must mean something. Unless... unless... The phases just happen automatically. For instance, if you build 10 buildings, then boom, you get upgraded to the next phase automatically, with a nice aural flourish and graphical animation. That way, the phasing is directly, more directly, tied to the number of buildings you are building rather than to the phasing tech itself. Building enough buildings becomes the bottleneck instead of the phase tech cost. So, you may still have a phase tech icon in the UI, but costs nothing and it's auto-researched when the prereqs are met. So, returning to the Blacksmith, it can still have tiers of techs, but what you can do is present these tiers as blacksmith experience. I can imagine teching up your blacksmith from apprentice blacksmith to blacksmith to master blacksmith to royal blacksmith, each level unlocking more techs. Maybe make these tiers have prereqs like "Requires any 3 blacksmith techs" or something like this, in order to gain this "experience", see, and unlock the next tier.