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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Instead of fighting I come up with new idea that is best of all worlds IMHO. Imagine a tech web, instead of a tech tree: You start at the top and research downward. Each new web strand makes 2 other strand become available. Of course the ages still unlock the those rows of techs, but you can always go back and research any available technology. Eventially you can research them all if you have enough time and money, but it still makes it so there are choices like the pairs (but different and better, you can go back and research what you chose not to research before). Every building with techs could have such a web as this. Of course some bigger than others. (my mod includes Imperial Phase, so just ignore that part, because vanilla game does not have this phase)
  2. Your argument also is an argument to prevent civs from being unique. I also remember that there were multiple tiers of paired techs that allowed me to switch my focus later.
  3. What is bad with that? With the pairs, the player chooses a tree that is to her advantage for the strategy she has chosen (same for the civ, she would choose the civ that best suits her play style, is this bad? Choosing a civ is not reversible in the middle of a game either). If she wants to do a different strategy next game, then she would probably use a different tree that she has found through trial and error best suits her new strategy.
  4. I don't like the battering ram needing soldiers to move. The ram cost more population allready which is a simulation of men inside it to move.
  5. I agree, this would be nice. Looking at the technology files for my mod I see maybe the possibility of a "iconPhase" part for the file?
  6. As Enrique say, the pairing of techs add more replay value that is now lost in A17. The pairs give the player interesting choices and trees that can be different every time they play. Now, all techs are in straight line and expensive, meaning you make fewer choices in a game. There could be a mix of small choices and big choices with a mix of a lot of pairs with some single techs, inexpensive and expensive. Instead now there is only big choices in a straight line and no pairs. Not as interesting as before as it could be. I do not think you will agree (given I was made fun for suggesting vision and imagination) so I make my own mod and play my own way.
  7. Your hope may lie in mods which can be better than the vanilla game (See: Rome TOTAL WAR and other games with great modding communities).
  8. This thread seems to be out of date, With some digs I find that you must make a file in the binaries/data/mods/public/civs folder.
  9. I see now that it does do mods. Where does it get the information from?
  10. This is easy to agree on. However, when you talk about difficulty and balance of features, I think it is important to think of gameplay like this: It should be easy to get good; difficult to be great. So, look at it this way: formations are an additional feature that adds management, balanced as you say with other concerns. But if you add directional bonuses it doesn't have to mean that the game has too much management, only that now the great player can have another thing to master. I am not saying this will be the case, but just an idea. Also, concepts can be made to be simple to the players (while underneath they are complex of course, the players doesn't need to see the gears turning, only the effect of the gears).
  11. There is no need to pigeonhole 0 A.D. into one category. IMHO
  12. Agreed. This thing is what happened in real life too. Going to war was a bad thing for your economy, unless you won the war and brought home lots of booty and land. Even then, it would take your economy a long time to "process" this new wealth, so during the war a kingdom's economy would suffer greatly while its able body men were away. That again is why I like the difference between men and womens in this game it is not sexist one bit. Men and womens had real roles in society and while the men left off to war the womens were left to hold down the home front so to speak and tend to the farms, shops, etc.
  13. Here is my suggestion. Perhaps you will hear me out. Have civil center train womans and spearman only (swordman for Roma). That way to get the other types, including cavalry, the player must build a barracks.
  14. This^ The developers should be cautioned when reading posts like these. Just because this one guy does not like your direction does not mean there aren't 1000 people out there that do like your direction. As I have said time and again, vision is important. This guy's vision is different than yours, so be it. You cannot please everybody.
  15. I must say they did make more sense when the game had hard countering, which is a shame that is gone. Now it is just another melee cavalry soldier and you have to use a bunch of math to determine if they are more effective than the other melee cavalry unit. Same problem now with spearman and swordsman, who no longer have distinct roles in the game in order to make things "easier" to balance... if this is the case, might as welll have gone with one generic melee dude and one generic ranged dude and one cavalry dude. That would be really easy to balance right guys? But to make the sword cavalryman different than the spear cavalryman, the spear cavalryman can be given pierce attack like the infantry spearmans now has (this may already have been done, I havent bothered looking lately)...
  16. Very nice one! Knowing the Romans, the Capitoline Triad resided within this temple! So, it was basically 3 temples in 1! Very cool. During Republic times it was very much influenced by the Etruscan.
  17. Again? A14 was playable, so then all one had to do to make it playable was to revert A15 changes. I don't say that this is all the game needed, but there are many directions to take to make the game playable. The durection you took makes the game feel like Alpha 3. I did not say make the game historically correct. You make a strawman. You also make a classic false dichotomy, which is what is called a fallacy. You also do not address my points, another fallacy. The paired techs were intriguing* and gave another layer of strategy to the game. They are gone. I like the idea of super techs, this is a good thing that you have done here. But why not make the 3rd level techs expensive and super, while keeping the 1st and 2nd level techs more reasonably priced? The costs of the techs make me think that you do not want the players to research anything in the first age. And when you scoff at my comments about vision it tells me you are not a real designer. Vision for a game is the difference between Flappy Birds and Age of Empires. *Intriguing in the way that you cannot have your cake and eat it too. Such things with choice add an edginess to the game that is now lost, because now you can research all techs. You make the techs very expensive in order to force some kind of choice, but any decent player can research them all anyway. With the pairs and reasonable prices, any player can research the techs, yes, but a good player will choose correctly based on his needs and strategy. You tell people to install your new changes and give opinions. Do not be angry when people do as you ask. This is a good comment. I will say that the pairs were not ideal. I agree there! But then as you also say, things evolve and tweaks made to make things better. So, it puzzles me why the intriguing concept was dropped completely when it could have been tweaked and made better. the core of the feature was solid and added a layer to the game, just the details needed ironing. Why not do this for most techs with better design of the tree, and then have the super techs as a 4th tier? Or put it on its head, have the super techs at the beginning, which sets the direction of your economy and military, and have the pairs for tiers 2-4 to tweak your economy and military from there. But the new tree now is very very very boring, uninspiring, and the costs are crazy to where I wonder if the designers want us players to research anything in the first 1/3 of the game.
  18. Your changes remove: formations, which are a must, if only because battle is like a bunch of ants in this game and now even worse technology choices (chose one or the other), which were cool amd unique and added a layer of strategy that is now gone historicity, which is important in a game about history wondering what the overall vision for the game is. What is it supposed to be besides balanced?
  19. Hmm, the glow look like more detail and noise than what is shown in your tutorial LionKanzen. Also has drop shadow.
  20. The glow doesn't look like the other icons in the game. Maybe try again?
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