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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. One of the reasons we should expand the Spy feature to include all non-hero units (not just land traders-a silly nerf).
  2. IMHO, adding some kind of mechanic just to balance champ cav is too much. Perhaps Caltrops can be a tech that adds an attack bonus vs. Cavalry for infantrymen.
  3. Indeed, I'd like to add garrison flags for ships.
  4. Unlock_females (at houses) stands at 10%, lol
  5. That's what I mean, there are more Naval skirmish maps than what you mentioned.
  6. I think number of items is a fine enough improvement, but length of time is better if achievable. If not, I'm perfectly happy with the incremental improvement. Good job.
  7. In a 4-phase game (like my mod), I'd agree. However, the base game of 0 A.D. focuses on creating action as soon as possible. Scout Ships are super weak (or can be made to be more so).
  8. I'll mention that in my first draft the techs were a lot more impactful. ;*
  9. I would very much like to reduce warship size by 25%, which I believe would reduce collisions and weird overlapping noticeably (but of course not eliminate it, that requires more pathfinding work).
  10. I'd say almost 100% of games of 0 A.D.'s type have no garrison effects for ships. Because it's not a "crew." The ship already comes with a crew. The garrisoned are passengers, not rowers. This is possibly a concern, but we were proactive in mitigating this with the tech tree. See: Flaming Projectiles for those civs without Fire Ships or Siege Ships. There was some thought put into this, despite the implications in this thread. It's also funny that you say melee ships are OP when another much better player is saying arrow ships are OP. I'd be down for moving Siege Ships to Town Phase. So, my generic proposal would be: Phase 1 Fishing Boat Purse Seine Salt Curing Merchant Ship Scout Ship Lookouts Shipwrights Phase 2 Arrow Ship Melee Ship Siege Ship Phase 3 Arrow Ship Tech Melee Ship Tech Siege Ship Tech
  11. Tangentially related: https://gitea.wildfiregames.com/0ad/0ad/issues/7666
  12. Well, let's try the former before the latter. Yeah, we can rebalance this with health/armor/bonuses. I agree. I'd like to redo the tech tree. Also, there's a problem with presentation of the techs where in other games the tech that affects a specific unit is placed right below that unit. In 0 A.D. this is not possible. Please, someone code this. Asked for it for 10 years. Huh? What's this? AFAIK, every civ that had a siege ship before still has a siege ship. Possibly. My original design for this had Scout Ships available in P1. I forget why that was changed. But Scout Ships aren't supposed to be effective against other warships, at least. It's a scout ship. But perhaps it should have an attack bonus vs. civvie ships.
  13. Ima be honest whichall. Old system ain't coming back, lol. So, focus on making the new system better. Thanks @chrstgtr for his analysis and suggestions (I have quibbles, but w/e). Any new overhauled system is gonna be trash in the first iteration (see: capture/attack balance). This alpha changed a lot of things. Keep playing and give suggestions to improve the changes besides "changing it back." There are many valid reasons for the new changes that aren't invalidated by an awkward 1.0
  14. Well, at some point you have to actually design the game. Not everything can be an option.
  15. Ah, I assumed that's what you wanted for default. My bad.
  16. What would you do to achieve the current shift-click behavior? just deprecate it? No es bueno, senor.
  17. Checkboxes next to the objectives of the scenario, etc.
  18. It could very easily have been a more accurate simple design and done the same thing visually.
  19. The entire point is to blunt the capture->delete meta. Gaining the benefit of that building isn't a reason to capture it? The only reason in your mind to capture a building is to delete it? Do you not see the problem here? There are several techs in the base game that I find uninteresting or of only minor use, but I think building strength and capture strength are useful/interesting, especially if the capture->delete meta is changed.
  20. In my opinion, packing effects into the Phase up techs is super uninteresting. It's not like 0 A.D.'s tech tree is massive.
  21. https://gitea.wildfiregames.com/0ad/0ad/issues/7599#issuecomment-112460 Design discussion branched from here^ Some of my thoughts on the subject: Things I think will help overall: #7608 looks interesting. I'm thinking there could be another status bar below the capture bar for "Assimilation." There could be a "warm up" time called Assimilation where it takes a certain number of minutes for the usage of that captured building to become available. You've captured it, it's been denied to the enemy, and you've claimed its territory, but now you gotta wait a little while before you can actually use it. And similar to #7608, you can't delete it either unless you've Assimilated it. All of this wouldn't require any input from the player, so it's decently simple. As suggested by @real_tabasco_sauce Adding some toggle or option to choose default behavior for your units: Capture or Attack. If it's an in-game toggle, we could call it a "Policy," or else it can just be an Options menu item. I think in-game toggle is sexier, but Options menu item might be simpler (?). If an in-game toggle, you wouldn't have to swap in and out of the Options menu if you wanted to change the policy mid-game. I think (un-garrisoned) buildings should take longer to capture in general, and buildings easier to destroy with melee weapons. Maybe revisit the base capture points of different building types and the health/HP or armor values of various buildings. Just rebalance capturing vs. attacking. I don't think a fully-garrisoned building should be impossible to capture. We could revisit the GarrisonRegenRate values to prevent this. Higher base capture points, but lower GarrisonRegenRates seem desirable to me. My ideal game is still Attack by default, but if some solutions were implemented to make capturing better and attacking more viable, then I could live with Capture by default, especially if there was a toggle. If we make buildings more vulnerable to non-siege units, then we can compensate with a building health tech tree at the Civic Center: Craftsmen (common) -> Architects (common) -> Monumental Architecture (for "urban" civs). And if we make buildings less vulnerable to capturing (increased base capture points), we can add a couple capture techs to compensate: Military Cult (common; at the Temple) -> Plunderers (for "barbarian" civs; at the Temple), Siege Ladders (common; at the Fortress).
  22. That's true, but we already don't call them just "Indians" or "Chinese." We differentiate them already. Yes, later we could add the Guptas and Tang.
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