Jump to content

coworotel

Community Members
  • Posts

    348
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by coworotel

  1. 48 minutes ago, Sundiata said:

    This is one the things that lies at the crux of the matter. There are more than a million total downloads of 0AD and recent alpha releases are hitting hundred thousand+ downloads if I'm not mistaken...

    Can you share where you got this information?

  2. On 8/2/2018 at 7:48 AM, macemen said:

    half-naked Celtic spearman is just as skilled as your hoplites or Triarii

    naked fanatic would be a good candidate for zerg style trash unit: weak but very cheap and fast.

    • Like 1
  3. 1 hour ago, macemen said:

    Have you played Stronghold Crusader? That has a much more realistic economy... that you end up managing in 90% of the gameplay, instead of laying awesome sieges to castles (which you might think the game is all about). It's even worse in Stronghold2 in which you spend all your time making sure the rats are not eating your people's food, that you have enough candle wax to light your temple and other equally ridiculous micromanagement that I won't list here. Who wants that in an RTS? Rhetorical question, I'm sure there are people who want just that.

    I'm interested XD

    1 hour ago, macemen said:

    You are right in that a circle of houses (or any other buildings) protecting something is ridiculous.

    I think this is a problem because it kills the purpose of walls, but it is very easy to fix: just set a minimum space between buildings (more or less like is already done for towers but for all buildings).

     

    8 minutes ago, wowgetoffyourcellphone said:

    More powerful in what way? Be specific.

    I guess he meant that instead of, e.g. implementing 50 different resources in the game, make it possible for a mod to do so if they wish.

    • Like 1
  4. 3 hours ago, Sundiata said:

    0AD shouldn't become a clicking competition

    I have been thinking about this lately, because it is also something that bothers me, but my question is: is there a way for an RTS not to have this "problem"? I think the only way that efficient and fast clicking/acting won't decide games is if you remove time completely, but then it becomes a turn-based strategy game (like Civilization) not a real-time strategy game. The options and economy can be simpler or more complex, but in the end it is the player who can efficiently execute an algorithm who wins. Real strategy requires time to sit down, contemplate a situation and think. What RTS games really test is your reaction time, attention and speed of thinking - not only clicking, if you think fast you click fast. So maybe we shouldn't expect an amazing strategic depth from typical RTS games. I don't know...

    • Like 2
  5. 20 minutes ago, Genava55 said:

    I have a vague idea about an economic + slave system + mercenaries. It is starting with the introduction a new resource: money/gold.

    My idea is that each factions can build different buildings permitting the production of specific goods (ceramic, transformed food, bronze dishes, etc.) and each goods need a specific quantity of raw material (food, wood, metal or stone). Each building need to be connected with a market or a port to sold your product which give you a quantity in coins/gold. The interest for the player is firstly a capital gain (the product sold gives a higher value in gold than if you would have sold the raw material). Finally, the buildings need workers to be efficient and productive. You need to use a part of your population, putting them in the buildings to work.

    My second idea is a slave system. I have seen that it was already suggested before. In this case, I suggest it because it fit well with the previous idea. The player can use money/gold to buy slaves, but to be interesting it should have an advantage. Either a better productivity (a slave work harder and longer) or either to be not included in the population account (I'm not in favor of this one since a slave needs to be feed and to be housed). The backslash: the slaves can't protect buildings from conversion, can't fight, can't build anything and maybe can be stolen.

    My third idea is to pay all the mercenaries in coins/gold with the advantage of a fast training. They should be more expensive than normal units and maybe with a temporary limit (after 3 min they are disbanded if you don't pay again for example).

    Why am I suggesting a money system? To give the possibility to players to focus on a economic system with good advantages but with increasing risk since opponents could focus on a few buildings to disturb the resources of the player. We can even force the players to build the productive buildings far enough of the market. It also increases the motivation for players to scout the opponent's base.

    Maybe you would like Delenda Est.

    • Like 1
  6. On 7/21/2018 at 7:33 PM, (-_-) said:

    A screenshot from one of my current "WIP"  random maps, featuring a swamp (and the PvE elements that can be found in a swamp, but thats for another topic). Really shows what the engine is capable of even on low end machines.

    screenshot0095.thumb.png.0c2d18a02866e9704f4db9af165ed358.png

    Same one but with rain visible at high zoom levels.

     

      Hide contents

    screenshot0096.thumb.png.864ca6d32dfd079331fae2f2c2598206.png

     

    I cannot help but imagine some kind of Starcraft like mod with some zergs walking in this swamp

    Good job! It's looking great!

    • Like 1
  7. 1 hour ago, Astrid said:

    Who cares ? What would be the reason ?

    A lot of people actually. Finding players that are in a similar skill level is hard, and if we could do that it would make matches much more enjoyable. It's boring when you are building your first house and your colleague just floods your base with cavalry, or the opposite.

    The current stats of players would do this job though, if it weren't for the quitters (I would say 60% of games I win the other quits).

  8. Considering that we can now play with Kushites in Polar Sea and Brittons in Fields of Meroe, I don't see a problem in having Rome Republic vs Empire. It's impossible to have total realism. Also a fourth phase puts the game even closer to AoE2. If Imperial Rome was just the fourth phase we wouldn't see them a lot in the game since most games (at least 1v1) would finish in P3. (Discussion has gone off topic.)

    • Like 1
×
×
  • Create New...