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IberianJavelinMan

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Posts posted by IberianJavelinMan

  1. 20 hours ago, Imarok said:

    So if you have ideas, feel free to post them.

    I would need to spend more hours in game to be able to advice anyone who to play :)

    But for example I saw that champions are not trained any more in fortresses. I think it's a quite important change to have in mind when you start a new game. There is no changelog for alpha releases? I can't find it. Maybe it would be nice to popup a window when the game starts after updating with a summary of latest changes (I don't know it's possible).

  2. Hello, I'm trying 0AD Venustas after sometime without playing 0AD and Petra is kind of kicking my @#$%. I think is hard to adapt to gameplay changes. So I have some suggestions to make users "learn" how to play easier.

    1. Nice loading screens with some advice for gameplay (it would be better if this advice is related to latest changes).

    2. Ingame wiki. I remember when playing AoM there was a wiki and you could click on the portrait of each unit/building and a page popped up showing as much historical information as in-game unit stats, and some advice like "good against: cavalry, projectile", "weak against: infantry, swords" or whatever. But I think there is no official wiki for 0ad and maintining it is extra work.

    • Like 1
  3. 5 hours ago, Ulfilas said:

    -- for balance :

    1) Citizen soldiers can should either be in economic mode or weaponized mode. In economic mode they can gather or build, but if immediately are forced into combat they are limited to melee nd slightly better than a Spartan woman at fighting. To change to weaponized mode, where they have their full combat strength, they must first vist a house or city center and drop anything they are carrying (wood, food etc). This simulates them 'arming up', or if they carry nothing then they can simply visit a house to 'arm up'.

    Is way better than what we have now, but it doesn't solves the problem of choosing eco production or military production (you still can spam soldiers near your base for eco and using them later for fighting). Or you can spam them send them to the gatherer spot and then choose if you want more soldiers there or gatherers, but the player don't need to do any production decision, no depth in choices just more men. What is better is that you're gatherers are not instantly self defenders (rewards for scouting and defending gathering spots).

    2) Citizen soldiers in economic mode should move 10% faster than their weaponized counterpart

    It depends on the soldier, why has a citizen carrying all the metal or stone he cans to move faster than a man with a slinger? So I won't do it, maybe they'd move faster if they aren't carrying anything.

    3) In weaponized mode, citizen soldiers have a 'food bar' which slowly decreases when away from the aura of house, civ center, barracks. When the food bar drops to zero the citizen soldier reverts to economic mode and must visit a house / civ center to reenter weaponized mode. Being within the aura of a friendly caravan shiould also reset the food bar.

    I like the idea of "soldiers need supply" but I don't know if we are proposing a too complex game. But, nice approach.

    4) City centers should no longer fire arrows. Instead, the city center should provide an armor bonus to all freindly units in its aura. In this way the village level can also see invasion (currently it is insane to attack a civ center at the village phase, which is highly unihistoric)

    I don't have anything against about logic or history but it wouldn't be too hard defending your self from rushes?

     

    I think we are messing too much with wowget's proposal with so many different ideas in the same topic. It's hard because we can't discuss any aspects by its own, they work together in the gameplay. But following these endless threads is really exhausting and time consuming we should find another way.

    • Like 2
  4. "(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)"

    You are starting to convince me. What I usually do in those cases is to group my army by unit types with ctrl + number. It's impossible to micromanage each unit, so it doesn't differ too much on having battalions.

    "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."

    This isn't useful. We also use programming languages which have 20 year old and there is no problem with that. Lots of recent games have not battalions, or is Starcraft 2 a 20 year old game? or is it Supreme Commander?

    About unnecessary complexity is what makes me concerned about battalions. It would simplify some parts of the combat but it is not all necessarily good.

    Pros of individual units:

    • You can micromanaging to kill more powerful enemies
    • You can dodge projectiles easier
    • You can do better use of your units (divide them to gather different resources or construct)
    • You can micromanage to obstaculize your enemies movement.
    • The game is prepared to work this way already.

    In general, you have more control about your resources (train just the units you need, use just the units you need for each task...)

    Doubts about Battalions:

    • What will happen with my formation when I try to harass some women in the woods (e_e)?
    • Will I have a full battalion of scouting cavalry? It won't make them slower if faces obstacles like trees?
    • As many soldiers are "workers" I wouldn't be able to split them in different tasks. So "manpower" will be wasted (not a doubt, I think it's a con)
    • Women will be grouped also? Merchants?
    • The formation will be rigid as a rectangle? Could I customize the formation? They will adapt to the circumstances? (for example to surrounding an overwhelmed enemy unit)

    I think battalions may work but many things have to be redesigned.

    • Like 3
  5. 5 minutes ago, DarcReaver said:

    Afaik the current game is setup in a way that promotes macro oriented manspam strategies, just like AoE II. So the actual veterancy does not do much for the individual soldier. No proper healing/unit preservation for the unit itself, and it's hard to keep them alive because individual units are ant like small. -> pointless clicking/searching for units -> no fun.

     And, as a general sidenote: why would somebody want to merge different rank battalions in the first place? And furthermore: Why should individual soldiers in the battalion receive experience? And why should the combat performance vary within a battalion?

    It should be pretty obvious that a battalion system should exactly remove these inconsistencies to make the game rely less on individual pointless clicking and instead focus on getting the correct army composition without the manspam effect...  

    I absolutely agree with that part. I don't see the point of veterancy in most of my 0ad games (although I didn't play too much). Don't take me wrong, I like the concept of veterancy but for my game which is spaming spearmen and so, it's useless. I don't care for a single soldier, also I find micromanagement hard for keeping they alive. Selecting hurt units after a battle one by one, send them back, heal them and returning them to the front in most cases doesn't worth the effort and time for me.

    But I'm concerned of turning into a battalion system. Maybe it's because I don't have much experience with battalions except for Total War and I really think 0ad may be a great game with or without battalions. But I have AoE gameplay very linked to a splitted units system and battalions make me wonder how it will work mixed up with many other functionalities (veterancy, replacement of deads, gathering resources). I just don't see that system in the currently 0ad. I don't say battalion system is bad for 0ad, I'm just not convinced (just an opinion)

    • Like 3
  6. Just now, Lion.Kanzen said:

    May be is planned but I'm not remember, but you can do something similar from training buildings.

    Oh, sorry if it's duplicated it's hard to follow all the suggestions being so many topics in the forum (I think it's a nightmare for developers reading all the suggestions)

    Sorry I didn't understand the part of training buildings

  7. Hello, I want to change the default folder in which replays are saved. I didn't see anything in the options inside the game menu about it. I think there is no option to do that but... maybe modifying some configuration file? I use a gnu/linux system if that helps.

    I have several disks and the default folder is in the SSD I rather like to save replays in other HDD in which I have plenty of free space.

    Thanks!

  8. 3 hours ago, Lion.Kanzen said:

    We have idle villager.

    Hmm... didn't see it. I'll try harder :)

     

    Another suggestion: Show queued actions on your units when holding shift pressed. Show you can see the path your units are going to follow (it would be great it you also can see how much time is going to take for the unit to get to every point)

     

    Supreme Commander example:  example

     

  9. I suggest a new topic to arguing the pros and cons of a battalion system. Because I really don't see the point of using that. I think it restricts player freedom to controlling their troops and reduces the possibilities micromanaging battles. Also, with soldier citizen system you couldn't split to gather different resources. On the other side, I just see that it would be nice looking for battles and implement some features as in Total War games (charges, moral, flanks, etc).

    I personally see lots of troubles and little advantages for battalions.

    • Like 1
  10. Hello, everyone! I've just discovered this amazing game a couple of days before. I want to thank and congratulate you for all the work done here. Also, I want to thank all enthusiasts and people of the community who are not developers but contribute with testing, suggestion and support.

    Now, I would like to share with you some of my impressions:

    First of all, I'd say this is the most beautiful libre and driven community game I ever saw. It drove me years back in time when I used to play Age of Mythology.
    However I didn't felt some comfortable with some mechanics like "soldier citizen" gathering resources, capturing buildings and more. I don't say they are bad, I'm just not used to it. So I wanted to share this impressions and I found in the forum some posts of @DarcReaver from around 2015 saying that the gameplay was broken because of the lack of design and it summarizes some of the feelings I had in my firsts games. I just didn't feel like the game mechanics were cohesive (it's just my impressions, I'm not criticizing your work). Then I saw this topic about game design and it made me feel relieved because you are willing to do a good design and to argument to each other the pros and cons of including features as battalions and so.

    So, I personally believe in community driven projects and I think you have in your hands something with invaluable potential. I hope we'll enjoy one of the best RTS ever made in few years.

    I would like to ask if Pyrogenesis engine might be used to make other games in the future. My favorite RTS is Supreme Commander and would like to dream with a future clone of it.

    Finally, I have some suggestions (little ones and huge) so I guess I'll public other topics.

    Really, thank you all. This is one of my dreams when I was a little boy.

    • Like 8
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