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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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.
  2. 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.
  3. 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)...
  4. 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.
  5. 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.
  6. 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?
  7. Hmm, the glow look like more detail and noise than what is shown in your tutorial LionKanzen. Also has drop shadow.
  8. The glow doesn't look like the other icons in the game. Maybe try again?
  9. What if replace single tree entities with large forest entities with multiple trees? Example, clumps or groves of trees together as one thing instead of many things. This would reduce pathfinding?
  10. I see full conversion mod in the future... 0 A.D. - Lightning War...
  11. I think in the first minute or two minutes you should train 1 at a time and then after that train 5 at a time. In 3rd age train 10+ (do this especially if your base is directly under attack; of course this all depends on the situation you find yourself in).
  12. Is this because you are testing a scenario expecting to be able to change the civs when a scenario by definition has pre-chosen civs?
  13. Does a house take 40 seconds for 1 unit to build it or regardless? If you use more than 1 unit to build the house it does build faster, correct? So, now you are making a decision: Should I send 3 units to build this house very quickly or just send 1 to build it slowly and use the other 2 to chop trees. When I play the game if I send 3 units to build a house then it builds very fast. Also, the game is still in an immature state. There are many possibilities for technologies to be included that make building buildings much faster for those with no patience. Is there no creativity left for these things? You say the game is this way or that way, but I see an unfinished game yet, so you should give the developers some time to satisfy you.
  14. The problem with the idea that the game is too slow is that while you may have some vocal people saying the game is too slow, there are many thousands more who either don't care enough to state that the game is too slow or the game speed is just fine for them. In my comment about game speed (1.25x), I am just trying to get people to understand that (I think) the game has game speeds for a reason. That reason (again, I think, I do not know) is to allow players to play the game at speeds they are most comfortable with. My opinion is that the 1x game speed is just fine for beginners or players who want to more leisurely-paced game. Players who want a faster game can play at 1.25x speed, which is what I tend to play when I don't have time for a longer game. In my opinion, a qx game in 0 A.D. is about as fast as a 1x game in Age of Empires II.
  15. I think that would lessen the "overpoweredness" of the free walls. I think the walls should be looked at as some kind of inner defense against rushing and all that, to protect the houses, temples, and such things instead of something that encompasses a bunch of resources so that the player can gather behind them. Overall I think players should have to move out away from the Civic center to get to the bulk of their early resources. In short, the player should in general need to build both a farmstead and storehouse in the early game to get an efficient income trickle. Having everything all bundled up against the starting civicenter made the walls overpowered by default. This was a flaw in map design, not a flaw with the walls.
  16. You will have maps that serve the game mechanics. IMHO, giving map makers 100% freedom and creativity should not be a priority. There are obviously 100 other different features and mechanics in the game that the map makers need to take into account. Iberian walls are no different in this regard. And as I said, the maps are crammed and weird for all players, not just Iberians, so the maps just need better design overall. All just my opinion. Why are metal and stone mines right next to the civ center on almost every map? Shouldn't the player need to scout for these precious deposits of minerals? That's what I'm saying -- rethink all the maps to take into account the game's features and mechanics. So far it doesn't look like this has been done. Not for the Iberians. Not for much else.
  17. I think maps should be designed with all features in mind. And I also think the maps are too cramped with or without the Iberian walls. The random maps need redesigned/rethought. It would be better to have 10 or 12 really well-designed random maps than 30 random maps that are all cramped and weird and don't take into account game mechanics and features.
  18. I don't make such an assumption at all. I was simply asking a question. My question is in regards to the idea that the game is too slow. Only one guy seems to admit that he has have even tried it at 1.25x (iNcog). I have to say the responses I have gotten so far in this thread have been troubling. I am a long time lurker. I was around the forums 2+ years ago under a different name ( been playing the game since alpha 1, or was it alpha 2, don't remember) and I remember this to be a much friendlier (and more productive!) place then. You have this "balance branch" run by a team member (?) with contributors challenging me to a schoolyard duel like we're in middle school instead of discussing a video game? As someone in the game industry, I seriously wonder about the methods being applied here. Is there a vision? What are the guiding principles for this branch? Will any of your changes actually make sense within the context of the game design? Have simpler solutions to balancing problems even been attempted before throwing out what seems to be a mature set of game rules?
  19. Then I think the actual temple could be scaled up a bit to match the majesty of the other temples.
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