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maroder

WFG Programming Team
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Posts posted by maroder

  1. 11 minutes ago, Lopess said:

    The important thing is to demonstrate that the game is alive and moving forward

    It sure does not help that the main homepage has sections that have not been updated since presumably 2012

    "Unit formations: Arrange your units in historical battle formations from the Phalanx to the Testudo and gain bonuses, such as increased armor. However, beware the costs that may come with them, such as lower speed! (As of August 2012, this feature has not been implemented yet.)"

    https://play0ad.com/game-info/features/

     

    But yes even something like a weekly re-post of a nice screenshot from the forum to the relevant social media platforms would be good.

    • Like 2
  2. 24 minutes ago, Langbart said:

    Just one thing, a smooth way to capture something not just a single image, but a short clip.

    I totally agree. Additionally smoother camera control in-game (rotation, zoom, ect.) would be nice for such clips.
    Also: I would like unrestricted viewing angels, without having to turn on the developer tools.

  3. 28 minutes ago, Nescio said:

    Of the selection I made, I believe the first patch (D2845) is the most significant

    Yes could easily be, but playing against AI it didn't matter much to me.

    30 minutes ago, Nescio said:

    The archer change (D3668) shouldn't make a difference;

    In that case it makes sense that it doesn't feel different.

     

    Btw @BoredRusher this is your chance to give some feedback before something gets into the game

    • Like 1
  4. I tested it and it is definitely a nerf for defensive buildings. For me it feels a lot more similar to a23. I am actually not sure if i like it more or less, but at least it makes much more sense that every arrow inflicts the same amount of damage now.

    The territory increase seems fine. The rams also.

    I didn't notice a big difference from the archer reload time.

    No opinion on the theater & the CC techs.

     

  5. I want to hear your opinion about the following mechanic:

    Disable the ability to use the CC as storage, but make farms and storehouses therefore either gratis or let them have a very reduced cost.

     

    Why?

    • It is inconsistent that you can use the CC as storage and not the fortress. Historically you would need to store resources in a fortress as well, otherwise it would be very susceptible to siege.
    • It is generally a bit inconsistent that you would store resources in either the CC or the fortress themselves. Wouldn't the resources be better stored in a storehouse or farmstead by the CC/fortress?
    • As mentioned somewhere else, it makes not so much sense to have your field directly in your city in front of the CC. -> See DE or the city building mod.

    Pros:

    • more realistic city layout
    • it gets easier to rush, as the fields are not in front of the CC. (At least not all of them).
    • more interesting gameplay. You need to think about how you want to protect your fields.

    Cons:

    • little bit slower game start, but as it is the same for all players it shouldn't change anything balance wise.
    • gratis buildings are not realistic, but you could argue for a really reduced cost. In comparison to a house, a storehouse can be build much simpler/cheaper.

     

    Looking forward to hear your thoughts on that, or maybe just tell me if that has already been discussed somewhere :D

    • Like 2
    • Sad 1
  6. On 11/03/2021 at 10:24 PM, wowgetoffyourcellphone said:

    I thought about that a long time ago, but I'm not sure what's more efficient for the game's graphics memory footprint and then also rendering. Is it more efficient (for the game; I know which is more efficient for the artist) to have two 1024x512 textures or one 1024x1024 texture?

    From my limited understanding it is better to have one big texture file, because in some cases (based on the render implementation) it decreases the performance if you draw a texture from one file and then switch to another. But maybe @vladislavbelovknows more about that?

  7. I do support the idea of all units being bribable and I also like the idea of escalating cost to do so. 

    So if you really want to know if your opponent is going for a rush, you can invest your 50 starting metal in a bribe and see what he's up to. But then you have to delay the first woodcutting upgrade. 

    The next time you want to get intel, it costs 100 ect. ect.

    But I also see the problem, that once you invest let's say 800 metal, you are very disappointed when you bribe a unit just to find out that the position of your opponents cc has not changed.

    Maybe that just needs to be tested in game, to see if it is enough of a improvement.

    • Like 2
  8. 36 minutes ago, chrstgtr said:

    Why would anyone want to do this? I wouldn't want to spend resources just to see that the enemy has a soldier fighting my army. Just like I wouldn't want to spend resources to see that my enemy has women farming by their CC because I already assume this. 

    You never know, maybe this time they put the farms in front of the battlefield.

    But jokes aside, that's a good point. An interesting video relevant to this topic:

    To make it short: randomness in map generation is good, because it helps with replayability, but randomness as in loot boxes or in this case bribing units is bad, because you can get screwed hard.

  9. 12 minutes ago, Palaxin said:

    You mean something like über hoplites for Sparta, über elephants for Mauryans etc.? I fear that would be a bit too special. I want to make room for 2-3 choices so you can act according to your current circumstances. However I could imagine there are 5 endgame technologies and each civ can choose 2 or 3 out of them...

    Yes something along those lines, maybe a little bit more tech focused. Like a big increase in formation attack for Romans or reduced cost for Persian cav.

    And yes that would be quite special, but it would give room for differentiation.

    But anyways i like your idea also.

  10. 2 minutes ago, Lion.Kanzen said:

    There is a problem with that concept and it is that it is the mode wonder victory it would basically become In a race who reaches phase 4 first.

    The whole game is a race of who can produce more units faster and can advance quicker. And it may be balanced by messages

    eg:

    7 minutes ago, wowgetoffyourcellphone said:

    {playerName} has started building a Wonder!

    and longer build times, so you have the chance to counterattack.

    • Like 1
  11. 2 minutes ago, Palaxin said:

    one of three possible endgame technologies

    either that, or a specific one for each civ. That would give room for differentiation.

    Additional gameplay bonus: You need to scout more even in the late game and if you see your opponent is building a wonder you need to go for a big push to prevent it. So it would add a new dimension to the usual fighting.

    • Like 1
    • Thanks 1
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