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Everything posted by borg-
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Desired gameplay(planned) features for A23
borg- replied to Lion.Kanzen's topic in Gameplay Discussion
Well, I must be one of the few who would not want to see lots of new things. I'd like to see optimizations in lag (multicores) and mainly in pathfinder. Ony two new things that I would like to see: 1- Counter system 2- Hotkeys for buildings -
Age of Empires definitive edition [remaster]
borg- replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Units they are movement/animation very good. I would like to see something similar on 0a.d someday. -
y wololo vibe
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If u rotating, what was invisible becomes visible, but part of what was visible becomes invisible.
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Newbie questions (suggestions for the manual)
borg- replied to IkkeTM's topic in Gameplay Discussion
Welcome!!! 1 - How more units, more arrows (dont work with womans). 2 - Units are only promoted by fighting. 3 - The game does not have a counter system yet -
I made a patch with some changes about it, I do not know if it will be accepted. You can see in https://code.wildfiregames.com/D574
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Expansion gamemode. Whoever has the greatest number of territory in a determined time, win the game I do not know if anyone has already proposed this.
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Well I have one more suggestion: D I think it should be audible as soon as the population reaches the limit and you need more houses. A beep resembles when you create new soldiers.
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About the silhouette of the units, we know that it is possible to activate them through the options. But why not also expand to gaia? That would be something like the images I put down, animals (white), shrubs (green), stone (white), metal (golden). Especially small animals are a problem when they are in the trees, you waste a lot of time looking for them, I think this suggestion is valid and in great need. I also think it should be optional as well as for units.
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I've played, and it's a good game, it's not my favorite style either, but it's a good fun.
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1- In 0 a.d the units can pass through the trees, so the walls actually lose a little of their value, at least at the beginning of the game. 2- Wood Walls should be more a bit cheaper. As trees do not serve as walls, then you always need a large amount of walls to have a significant defense. This would easily cost you 500 wood, which is inpensavem at the beginning of the game. Towers cost 5 and walls 4, i think 3-2 more apropriate, I would certainly start using. 3- Stone walls are actually much stronger, in two situations, damage and defense. I would greatly decrease your hit points and a bit of your damage.
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Wow thanks!!! I did not know, and I think most players do not know. Likewise, I think this should be simpler with just the right click, without the Ctrl.
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1- We need an indicator for minimap, For now nothing complex, (attack here, help here, etc..) just something to indicate. 2- I would like to see the units come out of different points of the constructions as indicated. They are always coming out ahead, this can sometimes be delayed (if you have only wood behind the CC, it takes a lot longer to get around), and also prevents you from ambushes or fleeing enemies that are around the building. 3- One thing I really miss, is to be able to create units and leave them inside the building as soon as they are ready. Currently you can not do this, they leave the building so you can put them in later, and they can often die carelessly instead of protected. 4- Rabbits should be domestic like chickens. Its very very hard kill them with horses range, are very small, and need more than one attack. I do not see any player hunting habbits, is very rate. They should be hunts like chicken. 5- What I'm going to put here seems to be something of no value, but I missed it a few days ago, and I'll expatiate because. As you can see in the picture, most games have an indicator of where your unit will move, after your click, at 0 a.d we do not have this, I never felt lacking to be honest, but days ago I was having problems in my Mouse, right click, then sometimes it ended up not clicking, so I got lost several times, (there were not few) because I thought I had clicked and had not, as we do not have the indicator I had no way to know. I relied on the audio, okay is a good indicator, but have you stopped to think about possible deaf users? I think an indicator would really be very useful, especially for users with possible hearing problems.
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Let's start the challenge The time can still be improved, this was my first attempt and the map was bad.
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Something is wrong, in that rank i dont anniKILLation all.
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It will be a pleasure!!
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Hi! I am at your disposal if you want to do some video showing different tactics. There are some good players, I think the best after me at the moment is the Liberty, sure to be great games.
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I think it would make it much easier to understand, especially for new players. The current interface is not friendly to new players.
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Can't destroy enemy buildings just conquer them?
borg- replied to sebbef8d's topic in Help & Feedback
Np -
Can't destroy enemy buildings just conquer them?
borg- replied to sebbef8d's topic in Help & Feedback
For atack instead of capture use the control (ctrl) key on your keyboard. -
The three types of attacks can be placed, separated perhaps by "/" a previously used example. capture/loot can be included, all with an icon and its value, would then be much clearer and easier to understand.
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I said that the current does not need to be withdrawn, he can keep all his information, I just like to see only the most important information. Exemple: atack (icon) value/value armor (icon) value/value range (icon) value Atack speed (icon) value move speed (icon) value If the player needs more information, he uses the old system.
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Hi guys!!! I come here to discuss a change in the interface of the units / constructions. It's something that has bothered me a lot, for several reasons. You need to leave your mouse over icon for some time, until important information is shown, and even then they are confusing, have poor allocation, letters are small and not have icons. It sounds like something unimportant but it is not, in some other rts games, when you evolve your drives, the drive model also changes, so you know that drive is upgraded, and you take care of it. At 0 A.D this does not happen, so you can not tell if the drives are upgraded, you need to click them, leave the mouse on the icon for some time, and then you can see a lot of confusing information. What I would like to see is something like this: It's something simple and clean, just with a few icons, showing, atack/armors/atackrang. Of course a few more things can be added, and also, the other information does not have to be taken, they can stay where they are. This way it is much easier to see and you do not waste time looking for the information you need. I have seen some players complaining about losing fights and only then did they see that the enemy units were much stronger. And I dare you to say, that some players do not know that this information exists, because they have never tried to leave the mouse over the icon. Age of empires 2 is just one of the good examples we have, it does not have to be identical. What do you guys think? He gave his opinions and suggestions. Tnx
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With simple micro is impossible to lose 200 units against 40
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Pure Boom can win Rush, or Rush + eco, Any strategy can win other strategy, depends on the ability of each player.