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Radiotraining

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Everything posted by Radiotraining

  1. ahahaha I'm actually having a lot of fun tbh! maybe I'm the weird one ahahaha
  2. nah, not really I'm just an illustrator and I was trying something out... I don't have experience as concept artist tout-court. As I said previously, my problem is that I have very little / basic knowledge of Blender and 3d software in general, so it would take me a while to convert these sketches to actual assets that can be used in the game. So for now it was just a bit for fun! If you think this skill can be helpful to the game / process, I would be very happy to contribute! I'd have to learn everything else about making the game but is very fascinating
  3. Not gonna lie, I'm having fun! ehehehe Some concepts for basic Russian buildings
  4. Nice, I like it! I'd like to help out, if possible. I don't have deep historical knowledge around these events, but I'm open to learn if you guys have some suggestions of books/materials to start with >Personally, I prefer mission where u build an army instead of just starting with some armies and then fighting it out. ahaha I like those! They make for good storytelling, I think!
  5. Are these planned campaigns or is just a list of potential titles? Or have these been made already and where to find them?
  6. Hey wow!! There are some pretty good assets from that thread! Yeah, some of them could definitely fit with this civilization too Ps: btw, why Sassanid haven't been implemented in Vanilla? They look super rad!
  7. What would you consider as "skilled" for map-making? Maybe there are people out there that can actually contribute! Maybe I would too, I just don't know exactly what kind of skills are required and if there's already an organigram to follow for campaigns
  8. ahahah actually I think I missed that..! I took the latest pictures of buildings here as a reference, but I'm not surprised we came up with similar solutions! Anyway, it was just to try something out.. if you think it can be helpful, I can work on the full family of buildings / assets for this civ. But eventually there's the need to actually implement them in 3D and into the game, and I'm a total noob on that. So that's why I was wondering if there are also other people interested in the endeavour that may support on the technical aspects, so things don't have to be made completely from scratch! (basically: I don't even know where to start LOL but I can try!)
  9. That's also true. Good observation. Another aspect about units that can be improved (in my opinion) is the hard differences between each type of unit. For example, spear units are so weak against infantry compared to sword units. And, as much as it's appreciable to have differences between units, I think the disparity shouldn't be so wide, because it makes the game a bit too mechanic and less creative. Another example is about destroying buildings. Units are a tad too weak on destroying any building and this also force you to use the same predictable mechanic of relying on siege units before any attack. So this again makes the game a bit too linear. Just my impression, but I haven't played much the most recent update, so things may be different by now I defer to more expert players to find the right balance in these micro differentials
  10. I don't know if the intentions behind this comment are legit or just for trolling, but I think there's a degree of truth in these observations. I think 0ad overall is a pretty solid game (and is still incredible that such a game is still around!) but yeah, it as some limits. I think one of the limits is a bit of predictability in the gameplay and lack of flexibility for crazy strategies, like sometimes you can see in AOE 2 online games. I think there are a few threads that could potentially tackle this issue. Like this one: I think that breaking the status-quo by differentiating more the civilizations can help a lot to keep the game fresh and unpredictable, even after a lot of matches. I'm talking as a complete noob. I guess that for competitive players less differences would be better to ensure a fair match. But I think that shuffling the cards a bit could still make some difference without compromising too much the balance. In that thread there was the example of Scythian as a good example of nomadic civilization that can make the game fun and unpredictable with a set of special bonus and weaknesses that keep that civilization reasonably balanced with others more "canon". If you have some specific ideas on how to improve the gameplay I would suggest to participate in the discussion with constructive feedback, so the game can slowly adapt to new changes and ideas
  11. It's a bit random, but I tried to throw a couple of ideas for the missing Umayyad buildings, based on the references in this thread. As I mentioned here, I would be maybe interested to help pushing a bit this mod, to make it on par with the main game. But my 3D skills are pretty basic and I'm totally not a developer, so I was wondering if there's still interest around this mod also by other more experienced users, or where should I start to look around just to experiment a bit..? Anyway, feel free to use the image below as inspiration for a couple of buildings, just in case
  12. Oh..! I guess you would be right too bad! I actually like the concept cos it would make territory area strategically relevant but yeah, I see the problem. Maybe a compromise could be to have it only as a special bonus for some civ, so the effect would be limited to civ choice and not dominant in the game? I don't know, I imagine competitive players wouldn't find it necessary at all. I remember something similar was conceptualised for the Romans, but in that case was a speed bonus inside the territory. I'm not sure that will be implemented, but I thought it was a cool way to differentiate that civ from others.
  13. I don't know if it can properly answer the problem, but I suggest to check out the mod Delenda Est (if I'm not mistaken it has been updated to the current version of 0ad). It still follows the main game concept of territory restriction, but it allows to build some economic buildings (storehouses, farmfields ecc..) outside the territory, so you can grab already some strategic resources in the map. I find it's a pretty cool compromise of keeping the features of the game, while allowing some freedom. Otherwise I know this mod was in development: But I don't have informations about that. @wowgetoffyourcellphone probably would know better
  14. Guys .. super random question : what's the status of Millenium AD? Looking at the forum, it seems like it's been a couple of years that it has been abandoned, but I don't know if there's still interest in the mod. I think it was pretty cool to have a medieval version of the game and - not gonna lie - with AOE around it would be very much needed! Thanks Yekaterina for bringing it up and working to optimize it for the current version! But also: is there a way to contribute to keep it alive from an artistic POV? (meaning concept art/modelling/visual design..) . I'm considering this possibility, but also I have no idea if there's some interest behind, or if the focus of the dev team is on the future releases and optimizations of the main game? Sorry for the random comment ehehe I'm just trying to understand how it works here, I'm a total noob
  15. I was thinking that an integration that could work well with Vanilla could be to keep units loose as it is at the moment, but maybe have a button to form a "battalion", once you select them into a group. In that case the whole group would start to act as a "single unit", and assigning actions could become even easier with a single click to select the whole block. And hopefully this would help to streamline the pathfinder when you manage big groups. This would allow to manage battalions, while at the same time keeping the same costs/properties of single units, so there's no risk to create some weird unbalances in Vanilla and would help a seamless integration of the feature. If I'm not wrong (it's been a long time tho), the series Cossacks worked in this kind of way. I have no idea if this complicate things even more from a coding standpoint, though. So take this idea for what is worth
  16. Hello! I'm upping this thread because I think there are a couple of interesting ideas going on. None of this is highly a priority in the dev schedule, but maybe is a worthy discussion idk.. Anyway I was recently messing around with map building in the atlas editor and I've realized there's a lack of proper "villages" in the game. Especially if you want to simulate the aspect of a rural countryside, you're forced to drop a CC to place other buildings around, and this "ruins" the purpose. I like the DE alternative of giving free room to dropsites even outside the player territory, but I was thinking that another alternative could be to consider a "village center" for early expansion. I think it may have been mentioned also in other threads, but basically this would be a cheaper sort of military colony with some root territory around that can substitute the CC effectively. Some people have mentioned that great game of Imperivm in another thread (happy it enjoys some popularity!), and that's basically what I'm thinking of: a small center dedicated exclusively for economic activities that allows you to expand further and have more room for farms and dropsites. Possibly, military buildings can't be built around this territory (so to not exploit this), unless such village is upgraded to full CC, gaining then full features. I think such a feature can maybe encourage expansions earlier in the game, and, again, make more use of the whole map. What do you guys would think of this? Too dumb? Unnecessary? I'm curious to hear some opinions!
  17. Personally I would think : - gameplays like Newbierush help a lot in my opinion - I like a lot DE (yes i'm a DE fan ) eye-candy pictures but those are also limited to the forum and little else, so they can maybe spread more around - some teasers about civs like what has been shown in AoE? (There are some small videos with a focus on Britain or the Mongols..) this could keep the momentum beside the main trailer only - work on historical campaigns for the game that can become also a powerful storytelling tool with videos/gameplay? - twitch stuff? (Idk, seems popular) What do you guys think is really effective? I'm not a heavy gamer, so I have limited knowledge of that kind of world and what spikes the interest. I'm more from the design/advertising world so that's why I personally get excited by a cool trailer or eye-candy stuff, but maybe those may have little impact outside and not being worth the effort. Just brainstorming, I don't know ..
  18. This is a great topic. Thank you for bringing it up!! If I'm not mistaken, I think I've seen a similar discussion popping up months ago, and one of the issues for an effective communication strategy was the disconnect between devs (and their -sometimes- hectic work) and any social media manager that would take this role. So for this reason it has always been hard to struck a balance. Since I'm only a simple fan of the game and I have no part in it, I avoided to delve deeper into this. But yeah, I agree with you that 0ad could deserve much more attention from outside and I suffer a bit to see it only relegated to a niche. Even the fantastic gameplays of Misticticjim are AAA stuff, but only enjoyed by a small circle circle and that's unfortunate. I would think that more presence online, beside the sake of visibility or popularity, could help to raise the stakes of the game by opening the pool of potential donors, devs and modders that can really contribute to raise the bar further. However I'm not aware if it has been reached any consensus regarding the issue of communication and what should be done about it. But maybe we could still take this opportunity to brainstorm further..? What do you guys think could help to expand views and awareness of the game?
  19. Zarathustra is my personal favourite. It sounds epic and majestic Otherwise, if Chinese are approved, ZhongGuo? That's how the "central kingdom" of China is called
  20. yeah, that's fair, I haven't played that much the latest version, so I was probably stuck a few releases behind Anyway I was just shuffling a couple of ideas/variables from the concept of interactive sites on the map, but I defer to you guys for a deeper knowledge of the game. I apologize to Lion.Kanzen for having maybe misused this space that was more meant for references and concept visualization. Sorry for chiming in
  21. From the sneak peek I've seen I confirm that's the format: 3 sacred sites in each map to conquer, similar in concept with CoH capture points. Is an alternative to the wonder, or in AOE terms, when you capture all reliquiaes of the map and starts the countdown to victory. I also thought it was an interesting variation in the gameplay but I was wary to not propose something similar for 0ad, to not make it look like an AoE rip-off. Beside this, I think is possible to draw also a useful lesson from this concept: how to make the map more playable and interactive? I think DE works well in this sense, introducing more Gaia elements and mercenary camps. AOE also have conquerable markets in the map that can be used to trade. I think that having some mid-objectives to conquer and hold in the map, could maybe lead to some interesting situations in the gameplay: something like a bridge on some chokepoints, the already mentioned markets, or some fortresses/fortified outposts in the map that can be conquered. What do y'all think? - sacred sites however are pretty rad EDIT: an idea could be that some sites, if conquered, can generate resources (like reliquaes on AOE), so taking them could be decisive for a strategy and maybe prevent too much turtling?
  22. this is looking like the most interesting civ so far! Key takeways (to me): - Reward of high risk strategies (let's see how it translates in the game, but is an interesting indicator of how the civilization has been set) - the "Khan". Very interesting, brings some special bonuses like a hero, but is still a common unit - "Yam network" tech to improve speed in your area: that's something been discussed for the Romans in 0ad and I find the concept really interesting in my opinion!
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