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Adeimantos

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Posts posted by Adeimantos

  1. If the lag was fixed this game would be as good as the best RTS games out there. As it is I have to stick with smaller and more open map types, which really limits how much I play it. Is progress being made on fixing the lag? Is there anything a modded can do to affect it?

    • Like 2
  2. It would be interesting to see how much social commentary could be put into a game. Perhaps nihilists, with a backstory similar to that of the freedom group, and the barbarians from the steppes could be two different groups.

  3. I thought you were just basing it on Europe at 400 AD, it is interesting looking at it as a timeless depiction of the different organizing motives of human societies. Religion, wealth, natural law or the ideals of freedom and equality, and tribalism are all things societies have been organized around. I think a tribal society is more governed by culture and relationship in peaceful times, and by strong leaders in dangerous ones. I would  suggest that these organizing motives are not simply good or bad, that each can be good or bad depending on if it is moderate or extreme and what context it is in. Showing that could give more depth to the concept.

    A campaign could be made to illustrate this, and it could be done in just about any game; I'm not sure it would be worth it to make a major mod for that reason. A fantasy mod would be fun for its own sake though 

  4. I'd be more interested in a more creative alternate history, where you change some significant event and imagine what different results that might cause, rather than just transposing existing history into fantasy themes.

  5. On 3/9/2018 at 2:47 AM, Prodigal Son said:

    I'll keep repeating myself, but such suggestions would only  fit in if the rest of the gameplay is build around advanced combat mechanics and not the classic RTS style.

    That said, the idea of merging things like ammunition, stamina, morale etc is an interesting one from a gameplay perspective, in order not to overwealm players with many changing stats to manage for each unit. On the other hand it might be a bit hard give it a good name and not having it appear unrealistic. Edit: On second thought something like "supplies" could work.

    Similarly, the terrain ideas would need many game mechanics (and map design) to change.

    I agree. This would work better with battalions I think. I also thought supplies might be a good enough word.

  6. I think 0 ad should release a beta before putting major new things like the following, which could be in an expansion later.

    every unit should have a meter that measures their level of equipment and energy-- it would represent how many arrows or spears a range unit has or how tired a Melee unit has primarily. I'll call it prep for short. Every range attack uses a certain amount of prep, arrows use a little, spears use more. If a unit doesn't have enough prep it can't use its range attack and has a low Melee attack instead. Melee units use prep to do charge attacks. Prep rejuvenates slowly, or faster if units are near a supply wagon or armory. There could be special attacks such as fire arrows that use more prep.

    terrain could do several things. Rocky or wooded areas would slow down cavalry some and things with wheels even more, and keep them from using charge attacks. Trees could give stealth or enhance pierce armor for units near them. Hills could enhance range attack as well as range and affect unit speed and charge bonuses too.

  7. 7 hours ago, Nescio said:

     

    Balancing factions is similar to balancing units, in either case if some are too strong you don't use others, which reduces your options in the game. With units especially but somewhat with factions adding a counter can be a more interesting solution than weakening the strong unit or faction. Jav  cav attack rate should be slowed some, but mainly giving skirmishers more pierce armor would solve the problem by making it a counter unit to the jav cav. Rams should have low attack with a big bonus against buildings, also if there was an axeman unit it would be a good counter to rams.

    I'm ok with some factions being weaker overall if they are especially good at using or countering a particular strategy.

  8. 5 hours ago, wowgetoffyourcellphone said:

    I do something similar to this in DE. I call them "Trample" auras and they work, but not ideally. Ideally, the aura would only activate when the unit is in motion, not idle. This requires new code.

    That is good enough for me, even when a chariot is not going somewhere it could be fidgeting enough to be dangerous. I wonder why the regular game hasn't used these auras when the chariot description says it has trample.

  9. I'm wondering if it's possible to add an aura to a unit to damage nearby enemies, so I can give chariots trample damage like they are supposed to have. Also I wonder if auras slow down fps since if I play with more than one or two ai players it goes below 4 which is too slow. Any info on how to mod without slowing fps would be appreciated. Would removing women's aura help, or even slower attack rates with more attack so the computer has less calculations to make? I know pathfinding is the biggest issue but I don't know how to change that.

  10. I like range units missing, and that does balance their attack some but up close they don't miss much, right? And when in groups Melee units get in each others' way, reducing their attack compared to range units.  Anyway I like 0 ad's system overall, but javelins should be reduced since range is less important than attack especially when supporting Melee units. To mix it up I'm working on making an axeman unit who will have high attack and move fast, with low armor, it'll be good against sword and siege units probably. 

    Randomness doesn't unbalance things when armies are larger

  11.  I suppose it is good for battlefield tactics to revolve around taking out the enemies range units while protecting yours, makes more possible maneuvers than just having two Melee forces clash.  Hoplites as tanks seems reasonable enough to me but I think it would be good if some Melee units had more attack and less armor. Maybe there should be an Axman. I also would like a heavy cavalry with more attack.

    In my mod I've  slowed down the javelin fire rate more, but given them less pre-attack delay than other range units, to give a little more of the effect of them having only a few javelins and having to collect more after that.  It'll be nice if they come out with special attack types  so a unit could throw a javelin and then switch to sword, etc.

    • Like 3
  12. I've noticed that in 0ad, unlike most RTS games, the range units have higher attack than the melee units on average. I'm wondering what the reasoning behind that is, what are the pros and cons of making Melee units stronger in attack rather than health or vice versa than range units? And why do javelins have such high attack?

    • Like 2
  13. I like the two level bell, but I'd like if on one of the levels citizen soldiers would drop off their resources then fight.  Maybe on first ring women garrison and range units start fighting, on second level range units garrison and melee units fight. I'd also like if women would garrison automatically when attacked then come out when enemies are gone.

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