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idanwin

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Everything posted by idanwin

  1. And the trained units should not be able to construct buildings of their civ! That would just make things messy. A loyalty reduction rate depending on the surrounding units/buildings was planned I believe. The loyalty should not go back up at once, it should go up, but not suddenly.
  2. No, farmsteads should not shoot! (see what I did there? should/shoot, sorry xD) I would even say only civilians/civ-soldiers should be able to garrison inside. Not allowing CC to be build on farmland seems a bit strange. I would rather place a tooltip warning like: 'WARNING: Placing a civ center on this farmland will degrade the soil!' or something. And when you do decide to place a CC there you just lose the farmland bonus.
  3. FOV? not sure what that is, but isn't it just 'Settings' -> 'Developer Overlay' -> 'Camera restrictions'?
  4. I would love to see something like this as well, but I can wait for part 2.
  5. I like that idea, living of some other player's work xD
  6. Even though the Greek were, in certain ways, much more civilized...
  7. I would love a moving civ center!!!
  8. I was talking about that aamof xD sorry for the confusion. They immobilize the thief/criminal so that the police can catch them, they don't kill.
  9. OK, I admit you have a point there. Discouraging it is then. I keep my opinion on no winning without farms though! Not literally of course: farms should not be a prerequisite for winning!
  10. A no-farmstead range around cc and farms only around farmsteads? With the 'auto-seed' button as presented before. I don't want to see a single farm build around a CC anymore! I've gotten tired of those unrealistic cities in AoE where the inner city is all farmland. It just makes me sick. The problem is that historically people never 'just' relied on fruit/farms/meat. Some civs were better with one than with the other but they all used all food sources, and farms were the primary food source (people lived mainly of bread). I live on a farm myself, and we have an apple orchard, berry bushes and a vineyard as well (and sheep and chickens)(and peaches, prumes, cherries and lots of other stuff that doesn't matter). Berries and grapes can't be stored, unless dried. Apples can be stored at low temperatures, we have cooling rooms, in medieval times they would've used an icehouse, not sure what they did in ancient times. Meat/fish can be gotten all year round, but you can't live of those alone. Many farming products however can be stored for long times (they didn't have potatoes back then, unfortunately, but they did have other things they could store: grains to make bread). These don't need cooling, they just have to be stored dry. This said it would be a crime to allow a player to get their food from nothing but corrals/fruit. Also: wild fruit (bushes, apple trees) would be extremely ineffective, which is why I propose a vineyard building and orchard buildings that can be build only where fruit is available and that have an increased production so that these food sources become worthwhile in late game. When I said 'realism' I was not talking about berry bushes being on the map, I was talking about berry bushes being a primary food source. <- This does not happen! For the sake of realism I would even limit the amount of corrals you can build to a percentage of the amount of farms you have. In the end you need vegetables to give to your animals. But I do understand if some people think that hurts gameplay too much. No civ should be able to get their food from fruit or meat/fish. To play well you should always need farms.
  11. The problem is more than just their numbers, it's also the fact that they're fast and can take you by surprise. I never said a horse wasn't dangerous (I do wonder though: if a horse acts dangerously isn't that dangerous for its rider as well?) Anyway I think the dogs should be best at immobilizing infantry. Yes, I must admit that the whole being armed thing does change a lot ... hadn't really thought about that one.
  12. +1 That's, as far as I understood, the whole concept of 0AD. Not just skirmish games but real border push'n'pull. Why keep CC as early option? Farms should not be build around CC. NEVER. That's it. The End. In the beginning you get chickens, bushes and hunting. Farms should be build around mills, and only mills. Maybe a no-farms range around CC's? I have an idea: what if there was a building like 'vineyard' (but for berries) which can only be build on a patch of berry bushes. This would increase the production of said fruit during the late game, workers have to be assigned to work there. This can only be a supplement, farms have to stay the primary food source in late game. Impossible, you can't rely on bushes spread over the map (unless there's a lot of them). It would spoil the realism of the game entirely anyway. I do like that technology however. If it is well balanced, I think it might even be feasible.
  13. For linux 0AD 13 is just an update, so no uninstall. You want to remove saved games though as they will no longer work. EDIT: saving games still works, loading saves from previous versions doesn't. Sorry for the confusion.
  14. You would only have the notification sound once, at the start of the battle, anyway, so I don't think that will be too irritating.
  15. Have a look at the Glest menu.
  16. These dogs are trained to fight. You've clearly never been attacked by one, or you would know that killing them can be harder than you think. The main point (irl) would be to incapacitate the enemy so that he can be taken out easily by a friendly soldier. Not sure this is a good comparison, but I would compare them to antibodies, Clinging to enemy units so that they can hardly move or attack. If they don't take population thy should be limited by the amount of kennels you have. I like the bloodhound idea, but I wouldn't increase vision range, I'd rather have coloured circles in the void/fog that show where units are, but not which. If cloaking gets implimented they should show hidden units as well. They are good for hunting.
  17. Great, you should change the shoulders, they look off (look at spearman_b in git version) Added a first model for the barracks as well
  18. Good Lord, LordGood is good! xD
  19. Adding the waterfall was really hard, but not impossible:
  20. It's a temporary solution, in the end having multiple water planes will just have to be possible. Multiple tiles won't work, unless the ground is flat, which it rarely is. I've already made a lake though. This was an octagonal plate using the water texture around which I elevated the gound to form mountains. Haven't tested with waterfalls yet though. But that should work.
  21. Agora was a great movie. I really suggest seeing it sometime of you haven't done so yet.
  22. Don't worry, I understand this takes time. Yes, the nubian texture is already included.
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