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Sundiata

WFG Retired
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Everything posted by Sundiata

  1. @Lion.Kanzen Yeah, we have similar looking trees over here... One of our more common forest giants is the Silk Cotton Tree. It's absolutely humongous! Varieties of these are apparently also native to Latin America. It's dense... Here's a collection of personal pictures I took of the nature scenes in my surroundings and other places in Ghana:
  2. Oooh, @wackyserious, I remember you asking for bananas...
  3. Apparently there's like 160 to 1350 different varieties of "Acacia" depending on who you ask... I was getting confused looking at different types, including the more greener broader leafed types I see around my neighbourhood. I should have stuck with "umbrella thorn acacia" or "Vachellia Nilotica" or "Senegalia Senegal" (gum arabic tree) or something like that. Anyway, the leaves are exaggerated in size and they look more messy/angular in real life... I was thinking they look too minuscule if I make them any smaller, but I might want to revisit that.
  4. lol, I just mentioned these windmills in another topic: I tried looking it up and sadly they seem to belong to a different time-frame than our game
  5. Just from casual reading I read that they were used to create and store ice, as well as preservation of food. The ice itself was also used to preserve food. It probably wasn't used to store grains, but it was used for things like meat and dairy. I'm not an expert though, just an idea.
  6. Nice.. Wouldn't it make more sense to function as a special building that increases productivity from farms (food can be stored longer, less waste, more net food surplus)? And how about an option to upgrade them with bâdgir (Persian windcatcher/windtower): I think @LordGood was actually interested in the windtowers. Persian windmills are also quite interesting, but I'm not sure exactly how far back they date.
  7. Just brainstorming a little How about expanding the economy just a tad, by using the CC to recruit several economic units: Farmers (60% female, 40% male): used for farming, gathering fruits/berries. Can only build farm, fields and coral. labourers (100% male): used for mining and logging. Can only build mines, logging camps and CC. builders (100% male): used for building anything and everything, except for fields. Can't gather. slaves (50% male, 50% female): can be used to boost the output of farmers, labourers and builders, but can't initiate anything themselves and have a very low health. Unlocked in second or third phase (or become available after capturing "gaia settlements") For the rest the, CC would have one armed trash unit as a militia for emergencies and a scout (cav with very low health which can double as a hunter). Most of the military units can only build military structures and the CC. Citizen soldiers can still be used for mining and logging, and can build mines and logging camps, but work at a lower rate than labourers. There is nothing like the healing touch of beautiful young lady. I'd like the healers in-game to be female. They can be recruited from the temple (priestesses) like priests and basically take over the priests' current job. Priests are instead used to boost morale, which was part of their actual function, to make the soldiers believe that their fight was ordained by the gods. This is either achieved by adding morale to the game, or, simply by increasing defense and/or attack stats for units nearby the priests. In other cases, women should be civ-specific, like the Mauryan maidens or Scythian Amazons, warrior Xiongnu women and specific heroes already in-game. In the future, if we can have animations for the buildings, it would be nice to see a bunch of animated women in the market place, buying and selling their produce.
  8. How we see borg- How someone else sees borg- "Resistance is Futile!"
  9. Really??? omg... I never knew... So many awesome little details... Where is this mentioned? Shouldn't there be a clearly visible button?
  10. In the current setup it would be awesome to have a back to work button that automatically reassigns selected units to the last economic activity they were working on. I'd actually prefer this as well... Focussing on town building, raising an army and combat, instead of microing individual labourers.. That would theoretically mean defenders have an advantage, but during competitive play I feel like the more aggressive player actually has an advantage. This depends on the success of the attack of course, but sending an enemy's economy into disarray through an early rush seems to be very effective, especially if you keep up the pressure.
  11. I think it's better to ask @Tiber7 what has been done... I think there's a few nice maps, but it's a huge project that needs an active team of people.
  12. Wasting time trying to do a quick (and ugly) visualization of a possible new Roman CC layout:
  13. How about a fully fledged simulated economy with supply chains and a civilian NPC population, from which you recruit your player controlled military units (which can then only be used to fight and build military structures). And add a call to arms button to call up a certain percentage of the NPC citizens as an emergency militia unit which can then be controlled directly as well.
  14. Very casual, but he's having lots of fun and inspiring people to download
  15. I actually like the unit veterancy in 0AD. It's one of the few good incentives to keep your troopers alive in my opinion (too many people see their army as disposable/easily replaceable, which shouldn't be). I prefer a soft snowball that benefits the better player over a stalemate that turns into an hours long grind. I don't really like long battles of endurance in an RTS. I don't have any problem with long games, but I'd prefer them to evolve around strategy and tactics, and not wasted investments in upgrades and techs that don't give me any tangible advantages. People should be rewarded for keeping their army alive long enough for them to gain a credible amount of experience, and have that experience translate into kicking butt.
  16. I found some totally legitimate pictures of 0AD's gamer girls: But seriously though, there's even some females working on the development of the game. There were at least a few working on translations... I'm pretty sure I got my butt kicked in MP by a girl at least once or twice. Then again I pretty much get my butt kicked by anyone above 1300 @Boudica are you actually female, or? And whatever happened to that Viking girl here on the forums? Also, we need some sexy Scythian Amazon warrior women ASAP Don't forget Cleopatra and Amanirenas
  17. 12.000 dollars for a computer, screen and stand... And it's specs aren't even anything to brag about... I read somewhere about a 35.000 dollar version as well... Life must be good in lalaland... I'm ashamed I ever spent money on that company... How I feel right now:
  18. Yeah, the speed of the attack animations for slingers as well as archers needs to be brought down to more realistic levels. I'd say a reduction of at least 50%... Even if it means increasing the damage to compensate.
  19. OMG, who did that??? Hahahaha, that's legitimately awesome! lol "When 0AD is life, but you prefer racing games..."
  20. Yeah, slingers destroying fortresses seems a little silly to me as well, and kind of defeats the purpose of siege with slinger-civs. You can just mass slingers and use them as your siege...
  21. We just need some serious and organized playtesting by devs, pro-players and community members alike, over a period of a few months at least... Then small or big adjustments can be made as we go. I don't think anyone is arguing for blindly incorporating the entire mod just like that. Of course it needs to be scrutinized (as a historical enthusiast for example, I was a little unsure how I felt about flaming arrows, which I read somewhere). But as has been pointed out several times already, it's difficult to assess the quality of the changes if you don't test the whole shebang, as it are all interdependent changes, which is a really good sign actually... It means we'll have a more integrated game. @borg- don't let the few individuals get to you. If the mod was really that well received, which is was, there's value in adapting it, at least in part, to vanilla. I for one would appreciate a detailed rundown of all the changes and why. It would make it easier to discuss. You've clearly done a lot of work, but aiding the devs by creating individual patches for everything seems to be what they need, so please help them with this, as you know your mod better than anyone. That doesn't mean that the patches need to be tested individually for their effect on the balance of the game. Just keeping it "overviewable" and easily adjustable. For the critics: how hard is it to point out exactly, or just outline what your problems with the mod are? The current balance and meta are bad for competitive play. Someone is doing something about it. Help the person instead breaking him down.
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