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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I like the customization aspect of the AOE3 card shipment system, but I like the EE system even better. Select some available bonuses and techs in a meta screen and then those selections affect the civ in-game. Less of the "5 cannons popping out of the town center" thing but still allows for customizing.
  2. I think DE's Isthmus of Corinth skirmish map would make a good basis for a random map script.
  3. The cards at least add a level of meta that is currently lacking in 0 a.d. I personally don't think one time use powers are gimmicky. How they are used and their timing can be very strategic, especially if they are limited. But I'd rather have something like what I call "Policies" that affect how units behave. So imagine once you train a hero, you get a number if buttons in the hero's UI that set Policies, such as Plunder, Massacre, etc. that dictate what your units do. So, plunder could make your units default to destroying buildings instead of capturing them. The opposite policy would default your units to capturing instead if destroying. Things like that. There could be a small set of standard policies for all civs and heroes, and then perhaps 1 custom policy per hero or civ.
  4. Musicians would be a great addition if the game had hard battalions. You could upgrade your battalions individually to have Musicians, Officers, etc., which give bonuses to that battalion. Else, without hard battalions, you could get rid of heroes as trainable units and divide their auras and bonuses amongst new Officer and Musician unit types.
  5. So you want the fields to only spawn one at a time? Does the field placement happen automatically or does it require player input?
  6. Then I guess I don't know what you want. The effect remains the same.
  7. It's all fine and good as a fun mod, but then are you playing a Roman-themed game anymore at that point?
  8. I think non-animated cubes for everything wouid make a very big difference for performance.
  9. The question supposes that there will be a 1.0 release of Empires Ascendant. Any new things after that would potentially included in a Part 2 or sequel. The plan was always to have a Part 1 and a Part 2. That's not to say I agree with the plan (frankly, I'd just expand Empires Ascendant to 500s AD and include all of antiquity in 1 game, then "Part 2" could be the next 500-1000 years). Just, if the plan is to be carried out, then would you want new features too or just new civs.
  10. Should the "sequel" to Empires Ascendant just add more civs (extending the roster into the 500s AD) or add new features too?
  11. No, or at least not by default. The music tracks should still be arranged according to the civ being played unless overridden in some way by the map code. The Ambient soundscape (birds chirping, insects, etc.) should be choosable by map or biome.
  12. One thing I'd like to see is some innovative soundscaping in the game. Here are some ideas: Music Playback I'd like music to fade in and out and even have some reverb based on positioning of Civic Centers and zoom level. Distance from Civic Centers CC within X meters of center of view Farther = fade out Closer = fade in Zoom level Higher zoom = fade out Lower zoom = fade in Biome Ambient Soundscape Have a selection of ambient tracks that can be called or init from the random map biome or chosen in Atlas for scenarios and skirmishes. Distance from Civic Centers CC within X meters of center of view Farther = fade out Closer = fade in Zoom level Higher zoom = fade out Lower zoom = fade in Wind This is a "windy" sound that takes over as the Music and Ambient tracks fade out from Zoom. Inversely proportional to Music and Ambient zoom fades Higher zoom = fade in Lower zoom = fade out Have a min and max zoom effect Min = Completely faded out/off (defaulted to 'default zoom') Max = Completely faded in/max volume (defaulted to 'max zoom') Having something like this would be hella immersive. Thinking there could be a control in Options to turn it off.
  13. We could probably set MaxAttackers as some kind of ratio to size of the target, so that larger units can have more attackers targeting them (makes sense I think). But a setting of 20 MaxAttackers for infantry and cavalry could be a good starting point. It's something I'd love to be able to play around with and see if I couldn't make battles flow better and look less like a mosh pit. I could even see such a thing make battles stretch out linearly, naturally recreating what a real battle would look like.
  14. For most civs, you're right, but the Romans did have barracks an they had areas for both infantry and cavalry. But if folks want "realism" then it stands to reason that any unit except elephants and siege should be able to "fit" into any building. Just something to consider.
  15. I personally am not so hung up on the dancing thing. I agree, that particular issue has largely been mitigated. I just think /in general/ it would be a good thing for units, by default, to spread out their attacks and not all attack the nearest unit possible. A "MaxAttackers" component/element in the templates could be one way to do that. I agree that such a unitAI/template change should be overridable by the player if they wish to focus-fire on something. User input, to some extent, should override default behaviors. But also keep in mind, we don't allow players to set 100 gatherers onto a farm or 50 gatherers onto a tree either. They spread out. It's nearly the same concept and no one bats an eye at that. A MaxAttackers template component would work very similarly to the MaxGatherers component in that sense. It's not "automating the game" to have those things, IMHO, and generally leads to better default unit behavior.
  16. There's "automating the game" and then there's fixing bad unit behavior. But whatevs.
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