Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    10.895
  • Joined

  • Last visited

  • Days Won

    537

Posts posted by wowgetoffyourcellphone

  1. I was thinking balance and how the game is designed. 0ad is a very straight-forward RTS game with a few ideas... "borrowed", from other rts games, but nothing so dramatic as a Physical resource system.

    I'll say it again, it works in stronghold because the games are built around the system, it isn't the kind of thing that can be forced in without any consequences to gameplay.

    No one is saying that these new idea would not have "consequences." Of course they have consequences. :) The good thing aboout 0 A.D. and indie development is that new things can be try without fear.

    • Like 1
  2. it's something that works in stronghold because the game is designed around it, throwing in game mechanics like this which would have a massive impact will just make the game worse, unless the entire game is remade from the ground up.

    I don't think it would need to be from the ground up. Mostly needs GUI changes and features. The big problem implemtn this right now is the interface (also treasury goes negative which introduce bug, but that not a ground up thing).

    I did try it with my mod but the mentioned bugs and lack of UI sypport makes it hard to judge its success. At least, I can see it working very good for things like mercenary pay (though, I have ideas about 'dynamic events' like where the mercenary captain demands payment for his men and things like this that you have to bank up for).

  3. I see in SVN that almost everything is able to capture now. While i hoped it where only special units that would give another layer to the game, but now it will mostly be games based on capture. i hope im wrong but i really have the feeling the capture feature is overpowering normal gameplay.

    I am planning to make capture only for civic structure (Civic Center, House, Temple), Outposts, and Mercenary Camps. All other must be destroy. What team do for core game, I don't know.

    I think Civic center should be like the cities in Rise of Nations. Once player builds a civic center it is now a permanent thing on the map that is capturable. So now there are permanent consequence to building new CCs. Something like that. Would be good for team to make a <Deleteable disable=" "/> tag (or something like this) for templates (so thing like Civic Centers and Merceanary Camps are permanent).

  4. 1.) What about a new form of resource, something like honor/glory points?

    -Can be used to train heroes and special units like aquilifers, centurions, arjos (Gallic nobles), etc. Let's say that a hero would cost you between 300-500 glory points.

    -Gained through researching, killing enemy units in melee, capturing enemy CC/wonders or killing an enemy hero. (Ex. researching a certain tech would give you between 25-75 honor/glory points and killing an enemy hero would give you 100 honor points or so)

    Edited: Champion units also cost little honor/glory. (1 glory point per champ.)

    I suggested this same idea. Name could be: Prestige, Glory, Honor; pick one.

    Kill enemy unit: +10 Glory

    Research tech: +10 Glory

    Find a relic and place it in a temple: +1 Glory/sec

    Build a Temple: +100 Glory each

    Kill enemy hero: +500 Glory

    Capture enemy Civic Center: +500 Glory

    Build a Wonder: +1000 Glory

    Spend Glory on:

    Heroes

    Champions

    Special Techs

    Non-Special techs like: Promotion Techs

    Leveling up your Hero

    • Like 1
  5. IMO the amount of properties per entity type should be kept as small as possible.

    Reusing the footprint (size and shape) for the selection rings makes perfect sense to me (and actually tells the player somthing about how easy the units are to be hit). How far they extend beyond the footprint should be the same for all units (with the same shape, and there should only be square and round shapes for movable units - actually IMO there only should be round shapes so units don't get wedged).

    It also makes sense to use the footprint size and shape for the unload distance IMO.

    Could you give an example and reason why you would want a selection ring not fitting the footprint size?

    All footprints are currently larger than the object. If you want to reduce entity components then reuse Obstruction size for unloading, since Obstruction size more closely resemble the actualy size of the object.

    And why should an arrow register a hit on a unit when the arrow actually falls far from the unit's feet or falls within a building's selection ring but doesn't actually hit the biulding?

  6. Or if you want: go full on and remove troop cost to train completely and simply have units take away from your supplies. you could have a gain/loss per minute and overall balance. Would be much more realistic and opens the way for more tactics surrounding rush training troops etc.

    I think units should cost a little bit upfront at least. It takes resource to train a soldier or raise a woman from birth. But something like 10F 50W for a hoplite, then -2F every 30 seconds. I think stockpiles should not go below 0. This would help prevent the cost problem I was having above.

    Mercenary can cost 50W 10M for a mercenary hoplite, then -2M every 30 seconds. If Metal stockpile at 0 for too long, then mercenary and mercenary camp start to go Gaia/Hostile to all.

    We could use Storehouse and Farmstead to represent stockpile centers. UI can show how much each one possess when clicked on. I think each could hold a maximum (maybe 1000W, 1000S for each Storehouse, and 3000F for each Farmstead, and maybe 5000M for each Temple, just an idea). I think enemy player could "capture" 25% of the stockpile when they capture the stockpile center and own it for longer than 20 seconds. If they destroy it, then they destroy the whole stockpile. Just some ideas.

  7. Should unloading range be the same as loading range? Look like the unloading of units is at footprint size while loading of units use loading range. Should probably use loading range for both or some other fix.

    Also, it is weird that footprint is use for both selection ring size and hitbox for projectile. There are many case where you would want the select ring/lines to show up bigger than the object, so now the projectile hitbox is oversize (and units unload at large range).

  8. Yes, a little bit harder but not that much. Imagine, 2 rams were able to tear down a fully garrisoned Carthaginian civic center and barracks while in the process of getting captured by a large group of spearmen.

    I'm also thinking that this has something to do with the ram's radius, because not all units will be able to surround and contribute to the capture threshold of the ram, only a selected few will be able to, and those behind them cannot contribute since they are not in direct contact with the object. So, when a ram is attacking and facing a building it also limits the number of units that can capture it.

    I've also read that because of the new pathfinder, there was an issue where slower units were able to outrun faster units. When the AI began sending rams to my territory my first strategy was to surround and halt them with my spearmen but the rams outrunned my men :lol2: and was able to wreck havoc inside my territory.

    This speaks to the interface of the game, IMHO, which is not being thought out while new things added to gameplay. It is not intuitive for player to know how to switch between attack and capture (I think rams should be destroyed in most case, captured in some others). This is interface problem, team does not address. IMHO, Alt key should be use to switch between attack and capture and some way very easy to tell the player that his troops are in which mode. Capturing vs. Attacking is now a fundamental gameplay feature and greatly affects the fundamentals of the combat mechanic.

    • Like 3
  9. It seems that this only happens when one (or more) of the woman wich you strt with is selected. It does not appear when one (or more) of the trained woman is selected.

    This sound like it gives "command" of the group selection to the entity with the lowest id number. Hmm, this sounds "efficient" but ultimately seems wrong way to do it.

  10. Hmm.... capturing. I think it would be good to limit capturing buildings to something more special, like you destroy all buildings like old school, but capture civic centers (and mercenary camps). Capturing civic centers becomes something special and focused.

    • Like 2
  11. :lol: Oddly enough, that makes logical sense.

    To prevent 'resource quantity not set' errors, one of the base templates that most, if not all, the other templates inherit from will have food/wood/metal/stone costs all set to 0. So a structure that according to an in-game tooltip only requires 100 wood, will also require 0 food, 0 metal and 0 stone. <_<

    I'd be tempted to suggest finding the template and changing the base values to neg inf, but that would probably cause other issues. Might be best to modify Cost.js to skip checking the current stockpiled quantity of a resource if the cost requirement for that resource is set to 0 (or less).

    Hmm, I have no idea how to do this. lol

×
×
  • Create New...