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DarcReaver last won the day on January 7 2019

DarcReaver had the most liked content!


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    Modding, gameplay development, sound editing

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  1. What exactly? The Slinger problem again? This only makes sense if you use battalions. Having single units fire with such low frequency makes small amounts of units useless.
  2. yea and while we're at it we can also add more economics like Graders, miners, iron smelters, blacksmiths, millers and bakers and rename the game to "The Settlers: 0AD". The point is that economy takes attention from the player, and the more different economy units and gatherable resources are available the more complicated the economy becomes and the more it distracts from the game itself. The question is... why.... WHY?! must the most boring aspect of the game be bloated up with even more unfun unit management and click orgies? Just automate the economy by placing buildings near resource spots. The the according farmers, slaves, builders, millers or watever can do their duty without the player having to worry about having too much of either type of unit.
  3. Wasn't talking to you specifically, but in general someone should feel at least somewhat responsible for fixing the current mess. Sure there are other, more prestigious task, but If one of you doesn't clean up it'll get even worse.
  4. How about moderators start doing their deeds and clean the forums? So much spam and useless replay topics that do not belong in the forums they were posted in.
  5. I just took the basic rulesets that were presented in the design document and compared them to the actual "game" that is present in A23. That is all. Even a blind person sees that they don't match. And just saying: Neither did I write the design doc nor did I do the balancing in the past. That was done by someone else from WFG. And to me it's pretty obvious that nobody cares anymore. I pointed out some stuff to bring the design doc and the current game more in line. It's a fact that the current alpha contains a random mesh of different 200X era RTS game features (i.e. RoN borderlines and AoE II type resource and teching system) without any real coherent gameplay system behind that and it doesn't even remotely represent the design vision. It's the opposite to be precise. Nobody needs an AoE clone at this point, especially not one that isn't even halfway as complex/well designed as the original game. The HD edition and soon-to-be-released DE editions on Steam are more than enough to please the audience of AoE type games. The core game design is task of the developers. If they are not up to the task, they need someone else to work on this. The idea with having sub mod teams sounds good. However, idk how to make sure that multiple mods are worked on even if it's conceivable that one certain mod is prioritized over the others. Also, I fear that there might be the problem of limiting the manpower for the project even more, by splitting modders/programmers on different sub mods.
  6. Why are 3 different types of animals required for 3 same effects/ why so overcomplicated for such an easy feature? Why not simply use 1 animal type per faction? i.e. Norse = Cow Greek = Sheep other = CHIKIN/pigz Design path : Build Corral -> train animal -> get food.
  7. Why? Just keep the ban until he has proven that he was not the culprit. Even from just reading the comments he makes on this forum show that he's rightfully banned. I know dozens of this type of guy from my League of Legends times. They all behave as if they were banned accidentally and are TOTALLY innocent in every way (sometimes multiple times in a row) but when reviewed it's pretty clear that they were rightfully banned for swearing, being toxic by griefing etc. And after being unbanned they even brag about it ("lol these idiots removed my ban").
  8. Because design doc. It pretty much describes a total war clone. Single worker micro with detailed economy (which leads to nowhere btw because it's just unoriginally taken from AoE without putting a thought in it) is repetitive micro. “Fastest click wins - In many RTS games, it isn't the player with the most intelligence or the best strategy that wins, it's the player who A] knows the proper order of actions and B] carries them out the fastest. People that practice a general procedure that is usually rewarding and know keyboard shortcuts should be slightly advantaged, and they will still be required; but, the if the opponent recognises their 'cookie cutter' gameplay, they should easily be able to outwit them by identifying and countering the unoriginal/over-used tactics with an effective counteractive strategy. Single path to victory - It seems to be a trend that games cater to a specific strategy that is frequently used to attain a victory. That could be rushing, turtling, booming, etc. We recognise these are valid ways to win a game, but we will attempt to not favour one over another. Players should be able to successfully use (and adapt/change) any strategy to achieve a victory. Sneaky Tricks - Many games overlook some aspects of gameplay that are unintentionally (by the game designers) used to a player's advantage. Through many hours of gameplay testing, we need to identify and eliminate these tricks. Repetition - If you find yourself doing the same action over and over without thought, then we need to either eliminate or automate such an action. Linear repetitious procedures are meaningless and boring. “ About resources: once more: Defender has 10 soldiers gathering 10 res every 10 seconds. Attacker has 10 soldiers gathering 10 res every 10 seconds. Both bases are 1 minute of walking distance away from each other. 10 x 6 = 60 res per minute per player If attacker now turns his men away from his down and starts attacking he no longer gets 60 res. the defender still gets 60 res. Total difference is 120 resources. Player 1 has 60 less while player 2 has 60 more. You can lessen the effect by either make soldiers move around the map at unrealistic speed (currently the case) and by making the individual collection rates low (lower effect of resource loss). But the issue is always present.That's why citizen soldiers without resource hard caps is a broken design.
  9. This still doesn't remove the aspect that soldiers not gathering resources leads to the enemy gaining a resource lead while the attacker starts an attack. Considering that all units shouldn't move as fast as they currently do this is an issue nontheless, even with your (more fleshed out and more original concept). Another issue I have with this is that it adds additional, unnecessary micro for players. In 0 AD it's a nightmare to re-order male soldiers back to work after defending an attack. This is another reason why combat units usually do not gather resources. Also, this can lead to one player rushing the other, then attack and use his own soldiers to gather resources in the enemy base. This happens in AoE and is highly unrealistic - and it shouldn't work that way in a game that is intended to represent "authentic historic warfare". It's a much better thing to put automatic workers into buildings, call them villagers, slaves, hunters or whatever and let them gather resources automatically in range of their economy building. I.e. you build a Farmhouse, when finished 4 farm outlines appear next to it and a couple farmers automatically start generating food. Same with metal mines, wood camps and mines. Enemy units can raid and capture those structures and claim them for themselves. combat units do combat, and economy is done by economy building. The player who fights better and captures/destroys outposts wins.
  10. This one was just about the resources. My other ones should be available here: Also had some other posts somewhere
  11. The question is what someone wants to accomplish with this. AoE is like "we have female/male villagers" and 0 ad was like "ok let's split women and men villagers so it's different". There is no further reason for it. That's why I'm against the concept. I think the game would be better off scrapping the whole Citizen/women system, automate Economy by at least 75% and focus on building up cities and THEN creating armies and fight about map control elements like neutral cities and resources like quarries, Farmhouses and Mines. The whole detailed economy doesn't make much sense unless you focus the whole gameplay on it in a similar fashion of AoE and make the game a proper AoE clone. Which in itself is rather pointless because there is AoE DE, AoE 2 HD and AoE 2 DE coming out soon.
  12. I didn't say that someone should spam women at the start of the match - I said it's POSSIBLE to spam/boom women in general. The game gives enough incentions to do it, along with houses being able to train women for some factions. This isn't really meant to be an earlygame problem but a lategame problem. After a certain point you reach a critical mass of workers and start gathering so many resources that only pop cap/amount of barracks for training units start to become an issue. Sort of the "AoE lategame effect" - and in 0 ad it used to be even worse with training women from multiple houses along with Town Halls. The "build women in houses" tech allows to multiply your economic force after a certain point to absurd gathering rates (unless I'm mistaken and it was removed in the last alpha). By artificially slowing gathering rates you only accomplish a slower game start and delay this point-of-no-return to be a couple minutes later in the game. But this is a design choice anyways. If people are free to spam as many workers for their economy without outer limits you always get to this point - which can be fine if it's intended to be that way. It has advantages but also drawbacks. Another option is to cap workers by having a hard cap on resource spots. Without hard caps on resource spots means that your only limitation for economic growth are your own resources and pop cap (to train workers). Each individual unit then serves as a small multiplier of your economic force. And the economic growth rate is (gather rate) x (gather multiplier)^(number of workers). With hard caps means to limit economic growth along with map control. If someone only has 1 metal mine (or other resource) in his reach he can only get a maximum of / metal/minute. While with 2 mines he can have 2 x Z metal/minute, for 3 mines 3 x Z metal/minute and so on. Same for other resources. Version 2 creates a maximum number of "useful" workers - because after a certain point additional workers will not give the player more economy but only block pop cap instead. This way you limit the effect of loosing resources during attacks, because after some point a player will have soldiers that cannot serve as gatherers anymore because there are no free resource spots left. At this point the player can attack and defend freely without risking to loose resources from walking around. AoE does a mix of Version 1 and 2 with their food production from farms, while other resources are not limited. Empire Earth, Wc3 and Star Craft also use version 2. You can have up to 24 workers on minerals (5 per goldmine in wc3) and after that point each additional worker will not increase your resource income anymore. Unless you expand and take different resource spots on the map.
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