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Everything posted by Akira Kurosawa
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Modern vs Older RTS Discuss
Akira Kurosawa replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
It would be nice to have an RPG-like campaign, like the first AoE2 mission about Jeanne d'Arc. -
Enslaving enemy units
Akira Kurosawa replied to Sostenedor del Cielo's topic in Applications and Contributions
I can't even imagine how they do it. This will only add unnecessary fuss on the battlefield. And the evacuation of a slave from the battlefield? What if the slave mine is attacked? It will be much more efficient to use a soldier than an unarmed unit. In addition, we will need a separate population scale for slaves, or even make their population capacity zero. To add a system of enslavement, it is necessary to again separate economic units from military units, as in Cossacks: BtoW or in the AoE series. -
In general, it would not be bad if relics could appear on a random map, but as destructible objects and as decorative temples.
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Building walls at "explored" but not visible areas.
Akira Kurosawa replied to Akira Kurosawa's topic in Bug reports
Yes. It was a little island. I've been there a hundred times to scout everything. -
Please do something with the walls! We have three types of terrain: visible terrain, explored terrain, and fog of war. The problem is that the wall is periodically not built on explored terrain and it is required to send a unit to make the terrain visible. Because of this, I can't sketch the outline of the city wall, send units to build, and forget about it.
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Did I say "relic mode"? I meant "freestyle" game. Although, you know, yes, it would be nice if destroying the relics would cancel the countdown and start the conquest mode.
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Modern vs Older RTS Discuss
Akira Kurosawa replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
You need to include national voices. Prostagma? Vulome! -
By the way... It would be nice if you figured out how to quickly demolish the trees that interfere with the construction. In the Age of Empires 2, we had siege onagers. And what do you think about those Celtic taverns? Will they still be indestructible interference? Personally, I can't stand indestructible objects in strategies. On a freestyle map, everything should be destructible.
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You have indestructible buildings on some maps. I hope these "sanctuaries" will not be the same thorns that prevent me from building where I want?
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I don't know where to attribute this, but it's more of a graphical bug. In general, I noticed here two interesting palm trees without the texture of the trunk. It looks like a futuristic lamp stylized as palm trees.
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Rethinking the border system.
Akira Kurosawa replied to Akira Kurosawa's topic in Gameplay Discussion
You do not even want to try this innovation in test mode, which can become revolutionary, but have already refused. -
But this function has already been implemented in the Persian immortals, only there the spear is replaced by a bow. Is not it so?
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Rethinking the border system.
Akira Kurosawa replied to Akira Kurosawa's topic in Gameplay Discussion
I am writing that the territories overlap and the allies have a common territory at the intersection. In the case of the enemy - the same, but until someone's city center is demolished and the buildings begin to move under the remaining zone. Exactly the same influence as the Tech center in Tiberium Wars, which adds its own small circle to the current circle from the city center. Simple houses or sawmills can have zero impact, just like simple turrets or power plants. In the long term, the developers could decide for themselves which building will create a circle of influence, and which one - a percentage increase to the expansion of all existing circles. And what kind of buildings should not "make the weather" at all and just stand in the area of the city center. -
Rethinking the border system.
Akira Kurosawa replied to Akira Kurosawa's topic in Gameplay Discussion
Didn't understand. It's just that buildings such as Theatron or Coton will generate their own circles of medium radius and capture everything that falls within their radius of action. The essence will remain the same, only the form will change to a simpler one. At the same time, the Wonder can simply add its own percentage of bonus expansion to existing circles. I think it couldn't be easier! It seems to me that this is much easier than loading the system with calculations of all this "lace". -
Rethinking the border system.
Akira Kurosawa replied to Akira Kurosawa's topic in Gameplay Discussion
As for layering an allied zone on an enemy one, buildings at the intersection of zones could retain their ownership as long as their under zone exists. At the same time, the troops could still capture them. If two or more opponents claim neutral buildings, the buildings could go to a closer source of territory rooting. -
Rethinking the border system.
Akira Kurosawa replied to Akira Kurosawa's topic in Gameplay Discussion
But in the long term, this can once and for all put an end to the border looping and calculating strange octagonal figures in order to fit into the occupied area. And yet, it seems to me that it will be easier to get rid of the calculations altogether and make static circles around the main buildings, which will expand three times, while giving the secondary buildings their small circular area according to the Tiberium Wars model. At the same time, it is possible to maintain a distance restriction between the city centers of the allied nations, while allowing forts and towers to be placed side by side. As for the minimum distance between the player's city center and the city center of his enemy, a distance of one or two "ring" radii seems optimal. It's just that one of the developers still needs to play Tiberium Wars at a low level and evaluate in detail how C&C solves this problem. Can you imagine what would happen in the C&C if there was such a loop and the capture of your turrets by an enemy border? -
Why not make two maps? One will be balanced and the other is random? For example, I like unpredictable terrain generation. Random terrain adds naturalness, intrigue to the game and adds ingenuity to the strategy ... But if you insist, then it would be fair to add an option to switch the generation from random to "e-sports" mirror.
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Rethinking the border system.
Akira Kurosawa replied to Akira Kurosawa's topic in Gameplay Discussion
If it doesn't break the AI too much, I think the developers should make a test mod and give it a try. -
Rethinking the border system.
Akira Kurosawa replied to Akira Kurosawa's topic in Gameplay Discussion
Why doesn't it make sense? In StarCraft, taking territory with pylons made sense. At the same time, the Terran could build its own building next to the pylon. In Tiberium Wars, the capture was made in order to have land for construction, because secondary buildings could not be built on uncaptured land. In Tiberium Wars, it was generally possible to build your turrets on an allied territory and without imposing your territory on an allied one. Therefore, I think that for 0 A.D. has the same meaning as for Tiberium Wars - territories for buildings. If someone climbs into your territory, demolish his city center. Do you have Tiberium Wars on PC? You just have to play around and think about the border system there. But, most importantly, I could strengthen the allied territory with my towers. And if the developers allowed building on allied land at all, it would be possible to make a denser line of my and allied towers without breaking the distance limit between their own towers.