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sphyrth

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Everything posted by sphyrth

  1. Yes. That's exactly what I meant. I find it annoying that Promoted Units need to "shout it out" in the middle of a battle. An icon that just pops in and out removes that annoying factor.
  2. This is my feedback regarding Promotion Animation: I don't like it. How about following the Red Alert 2 tradition? A Promotion Visual popping over the unit's head It's a little bit like the Move Order Visual you're currently planning out.: Static Variant Rotating Variant
  3. Vanilla: Here's a popular gameplay pattern. Keep spamming Cavalry and kill as many women as you can. What you described (Get to City Phase Fast and Mass Spam your Champions) is the classic way. Since many already said that you can't stop rushes once it gets going, the two best things you have to do is: 1. Prevent the rush. Be quicker than your opponent. 2. Do a counter rush. Be quicker than your opponent. Greek Factions like Athens and Sparta? There are Champion Mercenaries in Phase 2. Build the Royal Stoa, gather your resources Wood, Food, and Metal (take note of the population too), and start training them. Scythian Archers are in Phase 3 if you can build them, do it for the sake of it. A mixture of Unit Types is actually better. Melee Units to tank frontal damage, while the range units do the support damage. Delenda Est: I haven't got a clue just yet. This one requires you to know your faction, your opponent's faction, your playstyle, etc. In other words: your strength vs. your opponent's strength.
  4. Either there will be a separate thread on DE replays, or players will have to specify the mod in this thread. Given enough replays I might be forced to commentate on them as well... even with the graphics my machine can handle. DE makes Phase 2 the most colorful phase of the game, and I like that aspect.
  5. For the sake of it, are you guys considering a Horizontal Scrollbar? Not only for my 1024x768 screen, but just in case there will be additions to the structures.
  6. My preference comes from the Battle Realms Tech Tree. Note how the Structures Icons have a different shape from the Trainable Units. e In 0 A.D., I'm imagining that the Structures have an "upside-down house" shape, the trainable units maintain the square shape, while the upgrades have a circle shape.
  7. You can ask all in here, or you can make a separate thread for some things you want to be specific about. However you want I guess.
  8. I like that "more info" when I'm not playing, but only the necessary info when I'm in-game. So, how about a little difference between the In-game Manual and the On-screen Manual?
  9. Vanilla The Skiritai Commando Rush heavily depends on metal. If you can find a way to starve your opponent from having them, then you're good to go.... Just in case, destroy his Market as well. No metal, no Commandos, no Phase 3, no Hard-hitting Hoplites. On your end, if you can find a way to distract the main army so that your Siege Elephants can destroy his base, do it. Delenda Est Search and Destroy as many Mess Halls as you can. Keep those Hoplite population to a minimum. I think I'm going to present my answers in this format from now on.
  10. Any specifics? There are those typical cav-rushers even with Spartans. There are Skiritai Commando Rushers, and those who just want to pump out their chamions: The Spartan Hoplites. If I remember correctly, the Spartans have a population penalty. So you can might want to plan against that.
  11. Since you're now Alekusu 0AD, what did ATN stand for?
  12. I'm looking forward for those videos @Alekusu! Regarding Delenda Est Replays: DE_a21, or DE_svn?
  13. So, it still is the case. Just in case, I'm not saying whether Northgard's territory mechanic is better or not. I'm saying it's just different. I wonder how the people here think. Do you like Northgard's fixed territory, or 0 A.D.'s more dynamic territory?
  14. Correct me if I'm wrong, but the last time I checked the game, its territory mechanic is more or less fixed regardless of where you build your structures. Check the OP's 2nd screenshot. It looks like the whole map is built with hexagons. So I think when that mechanic is pushed to 0 A.D., your territory will be defined by those pre-defined hexagons... even if you built your CC in the corner of those hexagons.
  15. I've seen it before. Didn't think too much about the similarities. But come to think about it, what other modern RTS likes the Territory Mechanic?
  16. Welcome to the forums! The devs would give you a good response to all of this, but here's mine The Game NEEDS to be Finished The devs are on their way. They also see the need for the game to get this game out of Alpha. We all share your concern. The Development is Slow What you're witnessing is the primary side-effect of Open Source. People working on their free-time without payment for the time and resources they've spent on it. I can't refute this point, but I'd like that they keep it Open Source because it's the only RTS game with a Tripla A potential that has an "Open Source" brand that I know. Coders > Money Don't get me wrong. They DO need money. But talented/skilled developers with a lot of time and willpower is a greater need right now. Right now, they're only a handful with so many tickets to address. Similar Games There's a game that I think meets your current criteria: Empires Apart 1. It's being funded 2. It also brings the old-school RTS with modern touches. 3. It will be released somewhere in the second half of this year. I support that game being finished while considering it as 0 A.D.'s proprietary twin/rival. If you want to see what 0 A.D.'s might look like when it's close to being finished, check out a mod called Delenda Est. Just think of it as "0 A.D. on Steriods"
  17. Loose Criteria: Faction must be from a Civilization in its Classical Peak (500 B.C. - A.D. 500). Since we're here, it's interesting to note that the Greek Factions are divided among City States, and the Celtic Factions are similarly separated by geography. The rest of the factions are based on a nation's ruling dynasty/empire. I mean, they didn't divide Rome (or maybe Italy for that matter). If you're going to add a Roman Faction, go DE mode: Roman Kingdom, Roman Republic, Roman Empire... or should we? Can we have an Western Roman and Byzantine Factions?
  18. Wait. You mean there will be new factions in Part 1?
  19. Not to mention they can't be captured.
  20. I'm not sure if it's more organized to divide the gameplay discussions based on structures, but I'll go in here anyway. So, it's a given fact that walls are nearly useless in the early game, but unnecessarily drag the late game. This "feature" will be further magnified with Carthage's really buffed walls and @wow's strong core city concept. We'll be having this thread for more future wall discussions but here are my suggestions: Incrementally increase Wall and Turret build time based on a player's total wall length and/or turret numbers. Walls and Turrets almost immediately turn Neutral, forcing players to garrison them. (Yes, they will also be prone to capture by opponents, and that's the point). #2 will probably mess up gate-building if not garrisoned. Edit: #2 is also unrealistic especially that we still don't have a feature to set which side of the wall is facing out... and I failed to take account the Iberian starting walls, which will be made useless with my suggestion. But I'm still laying it on the table: walls immediately turn neutral.
  21. It's also important for me at times when I watch gameplay videos on mute.
  22. I had to watch it in slow-mo to confirm. If we ignore the splash, everyone was hitting static units with pin-point accuracy. I guess dodging is the vital part of the combat system.
  23. Since I can freely watch Youtube videos today, Imma watch the OP while I present you this. I guess 0 A.D.'s Fortresses can get away with these standards... to some extent.
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