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DarcReaver

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Everything posted by DarcReaver

  1. Even if the game has a philosophy of "everyone does what he/she wants" the game still needs a gameplay concept. Art ofc is important, but it's just one part of the whole. Also, good news on the trampling patch
  2. The posts are in this thread. It doesn't contain hundreds of posts on 20+ pages (which I would understand if someone doesn't read through those). It's only 3 pages long and takes 5-10 minutes to read through. If someone doesn't do that and comes up with a point that has been discussed 1(!) page earlier he certainly doesn't deserve a polite answer from my point of view. That's why I reacted the way I did. In short the quotes that revolve around the single soldier <-> battalion mechanic. Hf reading.
  3. Because you have no clue thats why. Has all been discussed in this thread before.
  4. Discussed before. How does that improve the concept? Apart from making it more complicated without any benefit.
  5. Still doesn't change the fact that noone delivered a decent gameplay concept so far. Working on art is nice and all, but at the core is the gameplay. So that should be a priority instead of deciding which unit has what type of axe. lol.
  6. Actually, that is at least something. And I found something else: http://trac.wildfiregames.com/changeset/18421 "Training units in batches is now allowed". That is another preset for a battalion system. If now someone tries to include a squad system this might work out.
  7. Easiest solution to make cavalry overall more useful is by giving them the ability to trample and run down infantry units.
  8. Who cares about whether a unit has a wood axe or not !? Better start working on a gameplay concept instead of artsy stuff tbh.
  9. Actually, that might be a nice idea. Specialist units like certain hunters work like early "hero" units, that are individuals. But I still think women should be trained in groups. Foraging and stuff was always done by groups of people, not single entities.
  10. Yes, in AoE it's fine with the pop management. But I think that batches of units create more atmosphere because it feels more that you're managing a city. If you have a "city" that only consists of 5 super efficient worker units it looks weird imo. I rather have multiple units at once instead. As for micro, I think AoE II isn't that great, as defenses are so strong, and you just run around and try to prevent being out of range of the TC.
  11. Why? What's the point? Every unit in 0 ad can fight, and you'll have 30-50 units as single units early on. After any fight its just impossible to properly redistribute them to gather resources again. It's the most annoying "feature" that this game has. Whenever it gets to a fight I just get annoyed because I know I have to redeploy every @#&#036;%ing soldier to the resources. Why not just go with 3-4 battalions instead? Women are trained in 5 person batches and you can send 1 batch of women to a resource spot. So you micro 5 units instead of 25. Why is it necessary to have single units? On top of that, how do you want to balance the costs? when you unlock city phase suddenly all your units you can train cost 10 times more resources because you suddenly train them in batches. This just makes everything confusing. It should be straight forward and streamlined. Battalion sizes ofc can vary with the city phases, e.g. lategame you can increase your battalion sizes with upgrades and what not. But pls no single unit -> battalion unit transfer. Also, certain battalions and formations can and will be unlocked by teching, or maybe with increasing squad experience. Musicians and officers can be upgraded on each battalion individually, yes.
  12. From what I've read in the vision 0 ad sounds a bit like an RTS version of a total war game, not really an AoE clone. Less focus on economy (yet still you need to manage several resources which is a good thing) and more focus on armies and unit compositions. That's why I think 0 ad should use a battalion system instead of individual units. Right now the individual unit management is very tedious and keeps you away from fighting. Also, because all gatherers work as combat units its very hard to apply pressure on the enemy as I've stated numerous times already. I'd really advise to have a look at this.
  13. The design isn't even remotely finished ata all, so there is no apparent gameplay apart from "harvest lumber + food, build soldiers". Like half of all techs are missing, there are a handful of units which do not cost a logical amount of resources and the economy system is unfinished. How can this be unbalanced? Also, how is this graphic alpha in any respect "competitive"? I don't get it..
  14. You haven't even finished the basic concept of the game. As long as the game isn't finished don't even think about dlcs... lol..
  15. I like the new forum, good job. The old one wasn't bad, though.
  16. This. Are you serious? 0 ad is non profit, so it's hard to sue devs for "stealing data" because they don't get financial advantage out of it. But anyways, 2d artists are not that hard to find, at least ones that do icons and minor 2d stuff. And even then you could just do ahead and do some 64x64 paint images. Or just use random artworks that are free to use and scale them down for usage.
  17. Yeah, this is exactly what 0 ad needs. More factions..
  18. Sure, that's the point. One thinig people have to keep in mind: A game consists of "must-have" parts, and "nice-to-have" parts. You cannot make a game consisting with only "nice to have" content. The difference between these two things are determined by the game design sheet that was the original vision.
  19. I know how stuff works, I've been in a volunteer modding team for almost 5 years now, too. Ofc everything is based upon motivation. However, one must ask himself whether his/her freetime is worth spending on something that will ultimatively suck just because he/she wants it to be in a certain way instead of forcing something different to improve the game objectively. Well I don't really complain, I just think that this would make the game very different from AoE type of games, give it a very unique flair and add many tactical options that otherwise wouldn't exist in that way.
  20. What a pity.. Should be done with a high priority as it helps the game in many areas that it's currently lacking.
  21. Morals and stuff like that do not belong in an RTS game. There have been ideas around to create a "real" battalion system, units are trained in packs instead of training single units. Much easier, more streamlined, less variables included. "Battalions" with 3 or 4 units don't make sense anyways. discussion link: http://wildfiregames.com/forum/index.php?showtopic=20102
  22. I said from the beginning that the capture mechanics shouldn't be in A19, but whatever.
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