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Everything posted by JC (naval supremacist)
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Hi !!! I dont remember if i share this idea before but anyway .. basicaly its to input a campaign mode in multiplayer IDEA : Imagine, 2 players want to recreate an historical war , i.e the punic wars, this game - a campaign - comes with 12 linked scenario games/mission inside (with its starting ressources, cities , and units) .. a bit like single campaign on AoE .. but even more .. In the lobby : 2 good players start a campaign, they open a room . At that point, the campaign start with 2 "emperors" . Each emperor opens some slots to enrole "generals" (not too bad players) , which enrole for their own "commanders" (better not ultra noobs) .. so 3 levels of power. So the campaign can start like a 11 vs 14 players (or even 5 vs 3 vs 12 players if there is 3 empires .. whatever .. if the campaign is " Corsica vs Sardine" it would probably start with 1vs1 and both "emperors" are nothing more than the boss of 2 rival villages ) .. the campaign starts.. - A map : the 2 Emperors see the same map , i.e Europe + north Africa, and its split in many territories (like the board game RISK or the video game DUNE 2000 ) with their respective terrirtory colored. So the 2 Emperors each make a STRATEGIC decision to invade a territory or another one .. or even .. more .. its just a question of investing ressources in a game/mission .. so the emperor can even split all its campaign ressources to invade all the neigbour territory in same time .. but may be silly and useless. On the map , the forces on field will be represented by little figurines like every Emperor like to play with ! - A mission : each mission/battle is a game (like those one know now) with a target (kill all , capture city ...) . The "emperor" will receive the benefit of the mission if won (extra ressources gathered, slaves (captured units) & city captured and survived units .. so he can re-invest this into the next missions and take the right decisions. - After mission : the generals can transmit information to the Emperor by typing it the Roman room (hosted in lobby) and evaluate forces in presence. If the enemy retreat, General say how much units go out of the map and indicate direction. Each General can put figurines on the map so the Emperor has an Idea of the forces in the region or nearby territories. Ennemy Emperor and his Generals are represented by figurines.. like for other informations .. only the players will evaluate the situation. So a evil Emperor will make his ennemy think that he lost all but, he just reatreat all his forces only in a purpose to massive counter-attack in poorely protected territory. So players may collect most information they can to put this information on the Emperor's map after a game in order to give the Emperor best idea of the real situation. - The timing : for emperors, its not real-time playing when its on MAP mode, the results will be displayed only when a game/battle is finished with its results. Each emperor has the power to "PAUSE" the campaign (but not a game !) and resume it later or even 1 week later .. time to discuss with his generals in the lobby-hosted "Rome forum" or "Carthagian Hall" . On the map, the Emperor can see (thx to information given my generals ) if ennemy decided to attack on sides (like Hannibal did) or rather decide to send all his forces towards Capital (like Romans did). So a player can have the duty to build extra walls the more he can (after defeat a nearby gaia civ full of Stone) if the Emperor see on the map huge naval forces naving directly to Carthage. - The players : for sure, AS ITS possible to "pause" a campaign" (so it will be nothing more a saved file on lobby or on HD of the 2 emperors) , any player can let his SLOT and position to another player if he can't play anymore or if he's not in the lobby anymore. A emperor can allow or refuse a new "General" as a "General" can refuse a new "Commander". Exactly like does a HOSTER now - A territory : the whole map are splitted in piece, as said, its a territory for a game . The gaia , will be nothing more than the local civ , so for exemple, Hannibal should know that he will have to fight or ally iberians if he wants to avoid NAVAL with Rome. Rather than having to build whole city from scratch .. An invader will find a couple of cities on the territory , i.e Syracuse (typical greek with some historical monuments ) , and will capture it for its own benefit and ressources. So a typical mission will not start with that 10 mins building phase .. players will find beautifull cities already builded (basically, some typical munuments with some generic stuff around with roads) to capture. But in germany campaings, maybe building new city can occurs .. depends the mission. - Gameplay : the Emperor can move his presence from 1 territory to another NEIGBHOUR territory between each turn of game , so he can take command of a battle if he wants. So the Emperor can swith from MAP mode to MISSION mode (= the battle = the game one play now in 0ad20) . Generals, will be related to a game/battle as the chief of the Commanders on the field. Each Commanders will be a typical player with its own units (exactly like a player in the actual games one have now) and CC's .. The General ( a super player) of the mission can take control of Commanders units , as Emperor can do so if he's on the territory of the running game. AI's PETRA can play a Commander role. - Incarnation : A commander will be a Champion , A general will be a Hero , the Emperor will be God so not incarnated .. but will die (ALL Campaign over !) if he lose a game/ battle while he was on that territory .. so the Emperor will take HUGE risk to take control of a game and losing it rather letting a General do the stuff. If a General dies in a game/mission, the best Commander becomes the General. A General or the Emperor can retreat from a mission/game .. not a Commander . When all Commanders of a territory (those of the loser team of course) die , the mission is over. And the survival General has to recruit new players into the lobby to play next missions. Beside this, seing - Aura : each players can take control of units if its in RANGE aura. A commander (a champion in the game) will put him self into CC to control all units on his CC aura . While go attack , he will have to GO in expedition with units to command them in a limited range. A General ( Hero on in the game) will work the same way but his AURA will be far wider and if all CC of his Commanders are connected ... he can control all the ally CC territory. Each Commander will have his units with its own COLOR, but a General can , at any moment, set units on his own COLOR to take control them . If the Emperor comes into a mission, he will bring his own Imperial Guard to give a hand but can also, as do the General, overtake control on units. - How-to : basically, it will be nothing more than "glueing" traditional games together with long term ressources management through a board map with figurine on it. The game will be micro (like now) and with a new macro aspect (the emperor map) and just let some players over-taking control units on other ally players during the micro. - Contribution : modders can create maps and scenarios. If possible, also short animation between each mission or after the final one . Ie : the fall of Baal statue from a wall , or the incineration of Roman Emperor in the mouth of Baal Statue. - Furter : Recreate the whole 500BC to 0AD period and thus titan campaign with 12 civs and some gaias tribes/civs. Civs will ally each together like a big FFA in order to be ultimate civ but still , like in chess, if emperor dies, the team-civ lose.
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0ad_19 : 1 vs 7 very hard AI (click on "vimeo" to see in HD)
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Survey : offline skills
JC (naval supremacist) replied to JC (naval supremacist)'s topic in General Discussion
Last video I made before i say gl&hf to 0ad game (have to study) . I use here the Replay feature of 0ad19. 1vs7 very hard AI (click on "vimeo" to see in HD) ( Just notice that it looks like that capturing AI towers make them panic and run all over the map. Coalition of ennemies in attack may be a clever input) Thank you for this unique game and all the creativity and quality you put in it during your free time. gg -
New Release: 0 A.D. Alpha 19 Syllepsis
JC (naval supremacist) replied to feneur's topic in Announcements / News
The AI "very hard" is too weak, i can win 1vs6 on Sahel map -
New Release: 0 A.D. Alpha 19 Syllepsis
JC (naval supremacist) replied to feneur's topic in Announcements / News
I want to play I want to play I want to play I want to play I want to play I want to play I want to play multiiiiiiiiiiiiiiiiii player -
Survey : offline skills
JC (naval supremacist) replied to JC (naval supremacist)'s topic in General Discussion
Can i ask any of my relative to donate to 0ad project the price of a new game ? Put JC in the communication field. You can ask for the logs, for me its ok, im fair player, if you decide to ban me from the forum its ok as I summerize all my ideas in 1 post -
Please, read carefully as I put all my ideas here in separeted points. At the end , you will find a very good idea of multiplayer campaign. ___________ So, my ideas are very simple , globally, make 0AD less God-like, so a bit less traditionnal RTS and a bit more RPG __________ - You are incarnated by a Hero on the map and you have to protect him. If he dies, your re-incarnate in his successor (if you have produced other ones, if not, you will reincarnate in the most graded unit with few visual range and strengh) - Make every CC/city built "controled" by another Hero (he will transmit your orders to the units which belong to the city) as soon as he gets your orders received by a messenger, he will apply them . Otherwise, he will act AI. (So the orders will like : kill these (+shift) ennemy buildings then retreat ; genocide all pop in a CC territory ... ) . So, secure roads and or paths will be required if you want to communicate with your colony - Make ressources "real" and no more "virtual" ; it means, you have to store gathered ressources in buildings and no more in a global-virtual portofolio up the screen : this imply that these ressources can be stolen (exactly like when you kill traders) and be moved from one CC/city to another one, thanks to roads and traders. The units are produced from the portofolio of a CC/city - Each units will belong to a CC/Hero but can be enroled under the army of another CC/Hero if you decide it (order to transmit). So 0AD will work like Rome with Consuls and their respective armies/legions. - Make food a good which can "perish/rotten" or a good that living units consumes every minutes : imply starvation for isolated/defensive CC .. unless , you bring some food by traders. Then you can really win a game if you ruin the logistic of the enemy. So food, will be less sustainable than other ressources. - You can train citizen in your own CC/barracks, but can enrole slaves, mercenaries in buildings like : ambassady and markets - The market, should be like a third player "invisible" on the map. Would act like an international Bank you can interact with as soon as you have a Market. It starts with an amount of goods : one can lend ressources if urgently needed or borrow ressources for unnecessary ones (and receive later interest rates). The market would lend ressources up to a certain limit for each players and Phase status, and will ask you interest rate every time you buy units as long you are in debt in a ressources. I.E : if you have -1000 wood , you have to pay a spearman : 50 food + 50(+10) wood. - The amount of each ressources the bank will have in stock, affect the price of each units you buy on markets : i.e you can order cheap foreign slave-champion-mercenaries if the metal is cheap and that moment. (like in the game Dune 2 with the StarPort) - As the buildings (and units?) can be captured, the destruction of city dont make any sense. I would be very glad to see Athene or any antique city. Capturing a CC/city should imply the acquisition of all the units belong to that city (at least, females). Just put your flag and colors on the city. Of course, one still be able to extend the city with new operational/military buildings, but the CC/city should be never destructible and should be represented by a set of historial buildings. ________________________ If you integrate those ideas, it will be easier to create some good SOLO campaigns. In multiplayer, one can make a VERY interesting new mode as you can create a huge campaign implying many players (each player = Hero/CC) where each game will be a battle/war . IE : Rome Vs Carthage : Split the campaign into 3 punics wars/game and/or battle in Spain with Iberian tribes (other players) . A player who plays Hannibal in the second Punic War won't have to play necessarly in the third game. So each campaign can be saved after each game. Moreover, like a tourney, one can imagine campaigns where parralled games are played. Rome vs Carthage - Macedon vs Hellenes , then, Final is the VS of the 2 winners. Basilcaly, make a MMOG but with a historical line and a scenario. Each historial event results in the opening of a slot a player can join. So this massive Campaign, should have to be split in as many games there were wars during the period covered in 0ad. IE : a player, like Mario, starts the creation the city of Rome with the Hero Romulus, he will have to enrole other players to play/control some other CC he created (like the city Massilia controled by the Hero.. Mac Donaldus) , lets say, elexis, if elexis don't want to participate the next war of Rome [ ie : vercingertorix (played by MacWolf ) vs Julius Cesar (played by ffm) ], he can let the slot open to another player or even leave his city and send all to Mario. If Mario wants to stop the campaign, he can choice a successor , ie elexis, and make Mac Donaldus the ruler of Rome. In the meanwhile, one can imagine that Rome will have to face either the Hellenes, either the Macedons .. depending the results of another Campaign played by other players. Mario (Romulus) , as the supreme commander of Rome, normally has to participate in each game implying the Rise of Rome, but as I said, he can let the slot open for a player he choice and take the commands again, in a next game. Naturally, this massive multiplayer campaign should end after a succession of hundreds of games/wars between many civs and will probably finish by the final battle between a western civ VS an eastern civ . Each Civ will have its private lobby were players can talk strategy. A player can even decide to rebel and become independant city but it will be a big risk for him! So this mode in multiplayer will be represented with a big map with territories delimited by CC/city represented by its own monuments you cannot destroy but only capture (a bit like the game Risk) with a color painted on each territory representing a civ. __ thx for reading
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Survey : offline skills
JC (naval supremacist) replied to JC (naval supremacist)'s topic in General Discussion
By now, all across the world, I estimate maybe 30 players worth I play with among 6 000 000 000 humans. I should have 200 000 000 friends to find 1 who can play with me. #0ad IRC channel ? I don't know all that stuff. I will see . Anyway, In lobby I was unable to host, so I suppose it would be the same problem. No ? P.S : Do you think it makes sense that im banned in the lobby but not here ? Lot of allegations against me were just pure fantasy and just cannot never get ride of these allegations. Just ask some players who knew me, if all this was true or not... -
The trick against AI is even more blatant on Naval 1 vs 7 very hard
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Survey : offline skills
JC (naval supremacist) replied to JC (naval supremacist)'s topic in General Discussion
Thanks Feneur, but how communicate to people the way to join my server ? Here, 1 vs 7 very Hard .. I put "Insane" speed otherwise AI on naval is insanly easy .. hihihi -
Survey : offline skills
JC (naval supremacist) replied to JC (naval supremacist)'s topic in General Discussion
I can let my computer on all day , why not. I can make server for everyone How do you make that ? Also, players may know the existance of my server -
Survey : offline skills
JC (naval supremacist) replied to JC (naval supremacist)'s topic in General Discussion
Offline you mean ? Or u mean LAN ? Both are worthless now, too easy. Its holidays next week in Belgium. He can let me play for 1 week -
[Multiplayer Lobby] - Autohost Bot
JC (naval supremacist) replied to scythetwirler's topic in General Discussion
Do we have to connect to the traditionnal lobby ? -
Survey : offline skills
JC (naval supremacist) replied to JC (naval supremacist)'s topic in General Discussion
.. sorry for that .. its not really heroic . Next time, each of my soldiers will face 5 enemy units then , and with the female survivors, I will annihilate 5 CC with forks and spouns. Hahaha .. if only Ieper can hear you ! If I was a bad player , probably I would never have been banned as never spotted -
Survey : offline skills
JC (naval supremacist) replied to JC (naval supremacist)'s topic in General Discussion
Emperor, battle for Dune (old copy) I would say that most important is to know your ennemy. And with AI Petra, its not that difficult ^^ (but its quite good but not enough for players in the top 10 players like me) Not in order, those i remember : (Borgss - WW2 Butcher - Tango - Inkomen - ffm - JC - alekusu - Mario - WarBeast - MacWolf) . Of course, my outstanding naval skills consolidate my presence in this chart... hehe So, just take the strategy A against the enemy B. So, basically, against AI - Dont expand if you cannot face repetitves attacks, exploit what you have - Wait your moment to get all your extra required ressources by attacking ennemy Trade with adapted units. Its sooooooo more valuable than working When you know that, mouse skills let you VS more AI. But strategy is the most important. A total Turtling or Rushing would be a blatant fail. Now, you imagine its a pitty I cannot make good videos on multiplayer !! Do you know if a revision of my trial is on its way ? 0ad is the only game I play, I'm not a gamer. Some programmers say that I have to be like that , like this .. ok, but I see nothing coming :/ -
- Its a good idea. In the RTS saga Dune, you have to pay tributes to the Emperor, otherwise you get attacked. Here, if you don't pay debts, one can imagine coming an army of the Deutsh Bank or something . Another way for the bank would be rather to give the enemy the amount of money (or more) you must pay back. - Dune game offers 2 way to buy military stuff : the factory where prices are definitive and the "star port" which is a interplanetary military market which fluctuating prices. Here, in 0AD, one can imagine that you can buy soldiers on a fluctuating price basis (slaves) and still enrole regular soldiers in barracks. - My idea was just to create a new dimension (financial) in the game where you can use a strong economy (lot of ressources) to break the ressources prices in order to make indirectly impossible for your ennemy to buy new units.
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Do this guy has cross eyes ?
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But still , if you borrow 100 metal , its not impossible that the "market" ask you 105 metal later. So even, there is no money in 0AD, one can imagine that the 4 ressources can be all considered as "money" as you can exchange them for 1 to another. For exemple, the blacksmith use metal as money and buy his food with metal. The same blacksmith ask people to pay him with metal as he can build swords with it. This guy will put 100 metal in his word but will have to pay 5 extra metal to the Market as he was in debt
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ok, so if the ressources represent what you need to build a units and not their value, then you are right. ie N metal to build (and not buy) a sword) --> Its just that the market (possibility to exchange goods) gives each ressources a relative value. So this can leads to the idea of an "invisible" money
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The concept is simple, its inflation : the more a ressource is avaible on the global market (both players) , the less this ressources worths on the economy (ie : at the end of the game, food worths often nothing on market) the more you have to spend that ressources to obtain your good (my idea is to reflect this reality in the game) exactly like money. The american Federal Reserve have the power on the value of money as it can decide to emit money in economy OR to remove money from the economy. The availability of money (or not) influence the general interest rate on markets (more money = cheaper money = low interest rates) The are the master of the money and able to create big fluctation, creating people to be in over-debts when the interest rates are low, emit money again -> higher the interest rates and wait that they bankrupt (as they cannot reimburse anymore) to buy their real stuff (ie : houses) for peanuts. My idea is simply the same : a player with lot of ressources could use it in the same way by buying bonds (emit ressources) on the market in a way the ressources will worth nothing. In a result , an enemy with few metal (its an exemple) wont be able , no more, to buy strategic units like champions as it requires more metal to buy it !