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Posts
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Everything posted by plumo
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1. Will the borders expand like in Rise of nations ? ( technology based + buildings like forts and command centers) 2. I think the thick border lines kind of 'ruin' the nice graphics. Maybe make them thinner ( again like in rise of nations) ?
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And sth for Philip: latest autobuild gives 2 conflicts (for pyrogenesis, not for atlas). On windows 7 32bit.
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Tiny thing: the loading screen of the fortress doesnt mention champion units yet .
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You're right, but i m looking forward to the fourth civilization ( and its units) . And about the new units in alpha VI, I checked the editor and found some nice looking war elephants, thracians and persians .
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Call me a troll, but I'd love to see more units moved to public
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Jubot: A Marginally Improved Ai
plumo replied to Jubalbarca's topic in Game Development & Technical Discussion
"Building directions now 100% random" I don't think it is a good idea, to be honest. It quickly looks like a disorganized mess of buildings. My proposal (for Hellenes in this specific case) is to define the directions upon the direction of the ( main) roof of the civil centre. This shouldnt be done for all buildings of course, but worth a try maybe. (If I'm not making sense i ll try to add a screenshot) -
I'm not on the dev team so I can't speak for them, but I hope you keep updating your A.I. I tested it yesterday, and I was impressed.
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I can't help it but I simply love the current Gallic walls. If you would make a new interpretation, please let the Gauls keep these walls and give the new walls to the Britons.
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Interesting, I agree it is well-placed there. But maybe you'll need another place then for the parameters like Attack damage, armour and range.
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Sounds good to me !
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I love the Icons, Mythos Ruler. My only comment would be that the selected stance is not clear enough to see, compared to the other stances. Maybe make the Selected stance icon turn bigger than the others or make the colour difference bigger?
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I prefer the current UI, although it is not perfect yet. Also: the current position of Stances seems out of place, IMO. Also , in the current UI lots of space isn't used yet.
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Thanks Philip ! All I wanted to hear
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I agree with the OP: Attack damage and armour should be visible in the UI of a unit without having to go over with the cursor. I really enjoyed this in Age of empires 1 and 2, but I hated the system in AOE3: there was just too much info and parameters.
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Another question: can the limit of 8 players per map be changed to a higher number? 10 or 12 ? I think it will be really useful for single player custom made scenarios, where these 2 or 4 'hidden players' can be used for triggers and neutral factions. I know I often regretted when I made RPG scenario's in AOK:TC that 8 factions is the limit.
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I really hope the wall system ( drag and drop ) will be implemented. It will be very rewarding , i' m sure. Although it is nothing crucial right now, it will make the game feel much more complete and more pleasant. Forget about gates and gate animations: just the walls will do for now IMHO.
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Greece will play a central role in the maps I guess ( persian wars, peloponesian wars, ...). I'd also love to see a map of Greece incorporating the Western Coast of Turkey and Crete. But the list looks perfect to me. Btw: is this the maximum size that is possible ?
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Another (new) bug: whenever i use the cheat to promote units: instead of a promotion, a new soldier spawns on the same spot of the unit i wanted to promote. So when i promote 5 skirmishers for example, i end up with 6 or 7 or 10. Also , the new stances give a lot of UnitAI.js error warnings.
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Something else i thought about: building flags. For the town center, you normally place 1 flag and your units go there. My idea is to have 2 kinds of flags: 1 for gatherers, 1 for military units ( cause the civ center allows you to train both). So whenever you create female workers, you can send them automatically to a farm whilst soldiers automatically can be sent to your borders f.e. It seems handy to me. In A0E3 i put the flag on a gold mine or farm, but whenever i get sent a shipment of units from home i have to find them between my farmers or gold miners, blocking everything.
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I prefer drag and drop for multiple reasons. for example : with curtain wall you dont use natural formations like forests, heights and rivers to your strategic advantage. also more realistic looking and more customizable so you can fit as many buildings within your walls as you want.
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I have to say: i don't get it. 0 A.D. and its six civilizations were all located around the mediterranean sea, Europe and the Middle East. This game also wants to be quite realistic. Why than do we get so many tilesets of places where none of these civilizations ever set foot ? Serengeti, tropical island, gambia, even the sahel... I'm not saying anything bad about the tilesets itself, they're beautifully made.
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An AOK rip-off named Highland Warriors had a system with seasons. In winter: snow : no farming possible, i think. Even though it is a terrible game, some ideas are worth exploring, like civilians receiving XP for a certain resource they harvest , etc.
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First: Reseeding is a tedious job. Remember the first age of empires: it was a pain in the @#$%. In AOK:TC it was much improved, although when you are occupied sieging and attacking in the final part of a game, i tend to forget about my farms. Second: Turtling with farms can have considerable disadvantages, if the devs make it the slowest source of food. If your opponent turtles with farms, you can hunt the wildlife, pick the berries and get the fish, thus providing you with much more food. Drawback is some more micromanagement.
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Personally, i hope farms will have unlimited food... less micromanagement, but slower food supply than hunting or fishing.
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Another tiny suggestion: in combat demo maps, making sure AI player has no resources. I tested with Jubot and the AI placed 2 foundations on the map Anyway, almost not worth mentioning.