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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. This is a simple hotkey, yeah, but maybe should still have as minimap button. Also, all buttons should show the shortcut key in a tooltip I think.
  2. I am sorry Sanders, yout first post make me seem like you say it was difficult or the optimizations would still make it expensive. I think such ranges can be optimize further if game have battalion since whole battalion (multiple soldiers) can have 1 range, but maybe there are other range calculation I am not thinking of as well that battaltions would not help optimize.
  3. No no. I mean there are 5 powers per phase available to choose from before the match (in the meta game), you choose only 1 per phase to have avail in the actual match (so total of 3 or 4 depend on number of phase). If the game to have commandments or powers, I would not want them to be hero-based. The game is strategy at this level, not MOBA or RPG. If you want RPG element, then it need to be a separate thing like a Hero Mode (Rise & Fall did this well enough, almost like proof of concept). AOM's special hero attacks are fine to have (because they were mostly automatic and were tactical, not strategic), but that is a deifferent discussion I think. Game is 3 levels: MetaStrategicTactical
  4. AOK and AOM are similar stances to my propose. You tell me they can do it in the year 2000 but we can't do it now?
  5. I don't think OP mean to rain meteors down on enemy base. Morelike the "war cries" you suggest. I think such powers would be cool and add some strategy. I also think it would make neat metagame to choose decks of power ahead of time like Lion suggest. Say, 5 weak powers available for Village Phase, 5 better powers avaIL for Town, 5 for City, 5 for Empire Phase. Select in a menu before the match which powers you want. 1 power per phase (so, 4 in my example). Have 3 out of 5 powers for each phase be generic for all culture, and then 2 powers per phase be culture-unique. Or.... Make the powers available be a choice when phase up. 2 powers to choose from kind of like choose minor god in AOM. Also, add unique techs to these choice too (but this is different discussion). And by "powers" they can be call "Policies" or "Commandments" or something like this. This of course add feature creep, but theere is discussion on how to make the gameplay more fun, more strategic, more dramatic. I think the game need more Drama. It lacks this. It is only a grind right now.
  6. The game only need 3 stance to select for players: Stand Ground Only respond to melee attacks directed at them. They will not respond to ranged attackDoes not automatically attack anything within vision range, unless being attacked by melee enemyDoes not chase enemies at all, unless player targets the unit to chase (then the unit switch to defensive)Defensive Automatically attack enemy who come within 25% of vision rangeOnly chase enemy target to outside of 50% vision range, then stop chaseAggressive Attack all enemy who comewithin 75% of vision rangeOnly Chase enemy target to 100% (edge) of vision range, then stop chaseAll other behavior and stance can be hidden (like Avoid, etc., which are default behavior of some unit). The current behaviors of Defensive and Aggressive cause bad gameplay behavior. It is also useless to choose btween Violent and Aggressive, so I want to get rid of Violent. Passicve is useless when you can choose Stand Ground instead. Defensive just act weird, and Aggressive is too aggressive by attacking and chasing enemy within 100% of vision. I think my changes will make unit easier to control in a battle or in generral. So, does anyone know the step to take to make this reality?
  7. What should day/night cycle achieve for gameplay, in your mind?
  8. In order to create diverse roster, the Daphne Parade and 2 large battles fought near height of the empire's power against 2 of its biggest foes are used as source. Why would you not think this is a good era to depict? We know from sources that the Selucid use: Dahae/Scythian cavalry archrsMedian and Persian light and medium cavalryGalatian mercenaries (probably infantry and cavalry, sword and spear)Thracian mercenaries (rhomphaiaphoroi and skirmisher)Arabic mercenaries (skirmishers)Greek mercenaries (thureophoroi mostly, maybe some traditional hoplite style, and Cretan archers)Greek Citizen/Militia/Colonist from Syrian tetrapolis, armed in thureophoroi/medium spear - "Power of Cities"Bronze Shield pikes, Silver shield Pikes, and Romanize sword recruit from the "flower" of the Greek colonistsElephants from IndiaHeavy cavalry, Hetairoi, Agema, and Cataphracts recruited from Greek colonies, but mostly from Syrian, Persian, and Median nativesAsking if you are crazy was joke.
  9. Sorry, I meant to ask if he is crazy. I will try more precise next time.
  10. Here's idea (may be similar to other ideas): Only 1 trading resource: "Coin". That the resource that get gathered with each trip of trader. At Market you can use Coin to purchase other resource (food, stone, etc.) and sell those resource for Coin. High level Market tech can cost Coin. Destroy enemy Market and you gain all the Coin at that market. Some treasures can be found that give Coin too. Coin is not resource that show in top bar treasury, it show in the Market UI.
  11. No, 0 A.D. already use other kind of restriction too, not just range. If Market to auto-generate income, I think it better to be a series of increase technologies. I have such a tech in Delenda Est ("Commerce Taxes") but it's just 1 tech. A series might be good.
  12. I try mod. Interesting stuff, but the current UI was definite not design to show this stuff. You should redesign entire UI before you add this stuff. The garrisoned bar looks especially ugly (why add garrison bar when you have a whole blank panel?). Health bars and stuff now look ugly. Keep thin. Also it would give you more space if you reduce number stance and formation. (eh hem)
  13. I don't know what is hard to understand 1 town = 1 market.
  14. Yes, ASAP. Work so far on new tree are very excellent. Best to do this comprehensively, IMHO. I am outsider, but I can see this straight. Let's not waste effort on making such an excellent selection of tree, then 1 year down the road decide to, oops, make them fall. keke
  15. Not a bad solution, but might be simpler to just go the Sheep route(tree falls over with death animation)? Plus ppl are already used to the AOK/AOE style fallen trees. The current trees are all being replaced anyway. If we come up with solution now, then the new tree can be retrofit easily. Only real problem is the footprint changi? But that problem shoudln't stop work on the actual feature.
  16. #131 not relevant, like at all. #1017 proposal totally different solution. Stannis, I bring this up now before too many new tree made.
  17. Before too many new tree made by Engrique I think team need decide if falling trees should be something they are going to add. Because the trees will need a break point and a 2-bone skeleton. Animation and sound FX would be very simple. If they do, I think it can be very similar to current way of killing and gather from a sheep. A sheep has hitpoints. Gatherer uses Attack.Slaughter animation to kill it. A tree can have hitpoints. Gatherer uses Attack.Tree animation to kill it (basicaly the chopping animation already in game) Gatherer units maybe need a new attack type in their template for trees. (opportunity for new techs) A sheep plays death animation and can then be harvested after death. Gatherer uses Gather.Meat animation. A tree plays death animation and can then be harvested after death. Gatherer uses Gather.Tree animation (a new one where they chop downward instead of sideway)
  18. With imagination I see something like this. Say player want to place defense tower. As player waves the defense tower around the map to decide placement, if it cross into a city with Stone Towers upgrade the ghost image shows th stone tower version. If wave over into, say, a settlement still at village phase then the defense tower ghost switches to wooden version.
  19. Fpund discussion: http://wildfiregames.com/forum/index.php?showtopic=18635&p=300053
  20. All of this, especially Wijitmacker's comment about applying changes only to that city, make me believe that the game should encourage actual cities instead of using large territory effects to block off huge portions of the map. The concept of strict frontier borders was alien to ancient civilization anyway. Territory line should then instead demarcate city limits, a firmer concept in the ancient age. See Delenda Est for a attempt to do this. What can happen then is that the phase upgrades only affect buildings in that civic's center's territory (city limit). These concept are making me a little excited if you guys agree with this direction. EDIT: See here, the player 1 has two Civic Center. Their city limits do not merge because each town/city's phase only affect structure in their city limit: I yhink in general the MinDistance between Civic Centers would be enough that city limits would not touch, except maybe until last phase or other research (or Hellenization effect or other effect expand territory range).
  21. Yes I like this. More notifications. I like see in AOK or AOM that it tell you enemy has reached an age before you. Like you say, it was kick in the pants and added a little bit of momentary drama to the game. And choices like you say can be Military: Offensive or Defensive Economic: Gathering or Trading/Bartering Team-Based: Yourself or your allies In my example I use 4 phase because with more phase you get more big choices, plus can differ the phases better. The standard meta would be like this: Phase I - Agrarian phase, hunting/gathering, setting up your economy and putting things in place for the rest of the match. Only infantry available, no cavalry. The only defenses are palisades. Very vulnerable at this phase. Phase II - Diversification. Diversified economy and military. Military: Cavalry become available. Blacksmith unlocked. Shipyard unlocked, Wooden Defense Towers unlocked, etc. Economy: Market unlocked and good number of new Farmstead and Storehouse techs. Phase III - Settlement is now very organized and strong. Heavy hitters become available: Stone Walls (every respected city should have walls, nay?), Stone Towers upgrade, Fortress, Heroes, Champions. These are all expensive, so hopefully you have robust economy. Building more Civic Centers becomes available now. Your population is growing so you need colonies (because number of houses are limited by Civic Centers!). Wonder unlock as well. Build Wonder to unlock next phase. Phase IV - The very strong meta technologies are become available. This can be the phase to help break stalemate. This can be the phase where you throw everything you got at he enmy. All hero and siege techs unlocked. Massive battles for territory control. So, choices can adjust this meta game up or down based on your strategy or the assumed strategy of your opponents. Maybe even at the start of match you get a choice screen right at the beginning for Village Phase. So, Village Phase choice could be between Hunting and Ranching boost (unlocks cavalry a phase early if you capture and corral a horse?) or Gathering boost (maybe unlock all Phase II gather techs ahead of time?). And then when you go to Town Phase there can be a choice between Defense (unlock Stone Walls and Stone Towers upgrade a phase ahead of time) or Expansion (unlock Civic Centers ahead of time). When you go to City Phase you can have another meta choice (Ally boost and trading vs. selfishness, lol, dunno). When you go to Empire Phase you can get another meta choic.
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