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idanwin

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Posts posted by idanwin

  1. 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.

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  2. Concerning trained dogs... I've seen many dogs trained by the police around here and i can say that those dogs that immobilize are the ones trained for hunting, to cripple the preys for the hunter. The dogs trained by the police instead attack the arms to disarm the guy. And dogs not trained at all generally attack the neck (by instinct), for the neck is the most vulnerable part of the body.

    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.

  3. A player should be able to play how he wants. We only have to supply the methods of doing so. Whether he wants to build farms around his CC, he should be able to. We could discourage them for reality's sake, but we shouldn't forbid them. If a mayor wanted to build farms in his city, he very well could, even if it wasn't such a great idea.

    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!

  4. I don't really like that idea, but I'm not entirely sure why. I feel like we should encourage farms to be built around farmsteads, instead of discouraging them being built around CCs.

    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.

    A lot of people agree there need to be a lot more bushes and fruit trees on the maps. I don't know why you think it would spoil the realism of the game. Wouldn't it add to it? Most locations have more than one clump of 5 berry bushes.

    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.

  5. 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.

  6. i like the idea of farmland : fighting over territories is one of the good things in 0ad

    +1

    That's, as far as I understood, the whole concept of 0AD. Not just skirmish games but real border push'n'pull.

    farm regenerating near mill(so that they are nearly immortal when build near a mill(lasting twice longer would be enougth))make the mill a lot more attractive(but keep the CC as an early option)

    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?

    undestructible regenerative bush seems worth thinking, bush would still be usefull in the late game

    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.

    technologie like "farmer : gathering rate from bush decrease, gathering rate from farm increase" and vice versa would then become interresing : either you rely on very efficient but sparce and spread over the map bushs, either you rely on less efficient but compact and easy to protect and build farms(the technologies would make doing both an inefficient choice)

    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.

  7. 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.

  8. 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.

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