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DarcReaver

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Everything posted by DarcReaver

  1. Dude you_can't_use_the_structures. Because there is no converted territory next to 1) Towers, 2) military buildings and 3) most importantly next to Civic centers. Which makes the system obsolete. Just delete while they loose capturing points before they turn neutral. The reason why houses should have more population and cost more instead of being cheap and spammable buildings in the first place.
  2. So, what is the advantage of not suiciding buildings? In the last version buildings automatically went to neutral within a couple of seconds anyways and couldn't be used anymore unless you kept half your army next to it to keep it occupied. Which binds significant amounts of soldiers that could instead go around and kill stuff. The fact that Town Centers are almost uncaptureable with earlygame/midgame armies and enemy soldiers garrisoned inside doesn't help either. Either scrap capturing or suiciding. Both at the same time makes no sense.
  3. So, what's the purpose of this ticket? The arguments already hav been repeated like 10 times now...
  4. There is no need for that anymore. The game has its own multiplayer platform integrated now.
  5. Only spots where gatherers are. Much sense and realism.
  6. So, apply this mechanic to outposts aswell, problem fixed.
  7. All I know is that global weather systems that affect fighting are despised in multiplayer. For campaign/single player missions that's an entirely different matter though and perfectly fine. Just don't suggest that as a basic concept for the game.
  8. Example: Building cost : 200 wood, buildtime 10 seconds Place building - initial : 0 cost While building : -200 wood from your total resources is removed, wih 20 wood per second rate. If stock reaches 0, the building stops. Correct? If so: that would be a pretty drastic change in game flow. But I wouldn't oppose to it I think.
  9. Yea, put seasons in an RTS. And let's rename the game to "Farming Simulator 0 - AD" while we're at it.
  10. 4 resources - AOE II ripoff city phases - AOE II ripoff Blacksmith/technology system - AOE II ripoff "counter" system - AOE II ripoff Combined with a @#$% game pace. But yeah, using a squad based system is a ripoff... So what? IT's not about whether the system was used by another game at point X in the past. It's about creating a concept, using various tools to make the whole game itself unique. Currently 0 ad has what absolutely, unique and OUTSTANDING gameplay element? Ah yea, soldiers can gather resources.. wooooooooooooooooooooooooooooooooooooooooooooooooooooooow So units can do the most boring task in the game to not be idle. Impressive.
  11. The game IS an AoE clone. And a s h i t t y one on top. Citizen soldiers do not save the @#$% concept, they just make it even worse. The whole point of this thread (and my threads) is to make the game more unique by creating a unique gameplay concept. The suggestions are ripped apart into nonsense and there is nothing useful coming from the other side. hippocrity.
  12. I've had dozens of arguments against citizen soldiers. I do not bring them up again. @#$%ing read my posts you troll
  13. You can clearly see following facts: a ) color BLUE units are not color RED's units b ) units from BLUE are clearly not the same as RED c ) there are units with huge axes/hammers/logs that obviously attack close range, while BLUE's units seem to have rifles or something similar And no, my examples are not based on good micro. And you're still not understanding the difference. Once more: Compared to this: Edit @ the picture - so, there are ~ 200 dead cavarly bodies and long bows + some priests. Even if I have not zoomed in I can see it easily. So nope, no disorder really. If you put in a battalion, you'll at least have a much easier option to select units of a certain type at once. This already makes the UI much cleaner to use and creates order. Then it does not matter that much that unit's are harder to differentiate from each other.
  14. Once more. Every game you mentioned had a distinction between unit types. Each unit is easily. 0 ad doesnt have it. Citizen Soldiers concept sucks @#$%. Healing is useless, yes. And apart from that your statements make it pretty clear that you don't have a clue tbh. Compare this to: To this Units are easy to notice, contrasts are in between the unit types, and the models differ from each other enough to create an overview. This is the main reason why lots of RTS do not use "authentic" unit skins by default.
  15. Nope. The UI is a mess, units are not apparently easy to differ in regular fights. Formations are already implemented, but they just create more micromamagement for adding/removing units from them. The variable size of formactions even creates problems with grouping and spacing out armies on most maps (forests are in the way and mess up the unit positioning with Formations > 20 soldiers). On top of that individual unit micro doesn't do anything because units can't be healed efficiently and die too quickly. Just adding a couple of techs/working on the tech tree won't do much.
  16. Which leads us right back to my original application as gameplay developer Without one there won't be progress just like we anticipated. Great stuff.
  17. The question is : what do you want to accomplish by a "disband" function. As has been stated already, single units are more of a burden than a relief for the player. Units cannot be distinguished from each other due to lack of easy-to-notice art features (compare to age II, AoM or SC II). There is no benefit for single unit micro aswell. I can't think of reasons why it would be beneficial for the game itself and for game controls to have manual disbanding options for formations.
  18. A mechanic present is that siege can be captured. But the time to overtake them is simply too long. Fixing this should help.
  19. And as usual ignoring the arguments when proven wrong and just shift over to a different topic. Debating culture at its best tbh
  20. BFME and CnC official servers were shutdown when EA closed EA Pacific studios and lost the license from New Line to sell BFME games (which was in 2013 I believe). It's still played by a couple thousand players via gameranger and a private multiplayer server though and downloadable for free https://www.gamereplays.org/community/index.php?showtopic=977795) (same for CnC games). So it's the same as AoE II on voobly. It sitll has a very active community compared to other RTS games of that time, with tournaments being hosted etc. Battle for Middle Earth 3 can't come because EA has no longer the License for Tolkien games. SEGA got it now, and SEGA does not make strategy games at all, only Roleplaying games (Return of the King/The Hobbit). So what are you trying to say?
  21. Forgotten Empires revives a 20 year old game. Just saying. And blizzard games rarely have more than 50 units on the field per player WHICH I WROTE HERE: @#$%ing smartasses really Edit: Also to see how "battalions" _CAN_ work is shown here. The CnC game shows how single entity games can work aswell. However, the main difference to 0 AD is that units are easy to different from each other. Faction's units look very colorful, and each race has a different style -> fights are easier to overview. in 0AD everything looks the same from a far.So this already doesn't work per se. In AoE II the artist style of units also makes the units easy to different from each other, so countering/micro is possible. or here
  22. I) So, in order to fight with a battalion the player is forced to use randomly either single trained units OR multiple units with a price discount, to put them in a Formation, and then manually refill them when they suffered losses and not having any kind of overview about the total veterancy level / combat performance INSTEAD of simply training a battalion of 10 soldiers which can be reinforced automatically, have a set up combat value and overall equal veterancy level per single soldier within the battalion? Yeah, sounds like a much more advanced, less micro intensive and better way to make game controls for combat. Especially if you consider stuff like flanking bonuses, hard counter system with charging etc. Edit. Just to show my point: yeah it's really very easy and rewarding to micro each unit individually here (note that this is only regular army movement. Now imagine another player or even 2-3 with their units clashing into yours. HF trying to get an overview and apply micro to assign unit counters) II) I don't get your point. First: 1 basic fighter battalion kills another basic fighter battalion -> winning battalion = +1 veterancy level just to state a number. Elite units give +2 veterancy for the whole battalion etc. So the veterancy is tied to the battalion instead of a single soldier. Way more easy to overview, more predictable in gameplay for the player and much cleaner in general. This is another reason to actually use battalion combat system instead of tying the vet to a single entity. TO REMOVE POINTLESS COMPLEXITY. III) Yeah, higher skill cap... ctrl + A - CTRL Number 0-9 - pick formation. Very skill intensive indeed. This isn't micro. It's bacis of game control. And even worse: this is not where the unnecessary micro part starts. Once a formation lost soldiers it's becoming an annoying micro clickfest to actually "refresh" the battalion. Once more 1) SOLDIERS ARE ANT SMALL IN 0 AD -> hard to notice individual soldiers unless zoomed in extreme close range -> no overview -> chaotic fights 2) individual soldier level up is no big deal because soldiers die quickly / cannot be microed effectively, except for A-click 3) Battalions make it way easier to overview and keep units in formation properly - if there are no hard battalions it's incredibly tedious to keep selecting and refreshing a combat formation once there is a battle ongoing. I already covered this half a dozen times already. Single soldiers is something for either Real Time Tactics (less than 50 units per player), macro games in which individual units do not matter (RUSE, CnC maybe) or games from the past century (because of lack of PC power to support proper squad AI). If you insist on using a 20 year old, outdated system I can't help you. Especially since you already state yourself that you want to avoid unnecessary complexity.
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