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idanwin

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Posts posted by idanwin

  1. I think the territory line-styles is a great idea.

    I used to love how the buildings would change between eras in aoe. Although I understand that you don't want any drastic changes in the buildings (and that you don't want to redo every building that can be build over multiple phases) but people will expect and want to see their city change over time.

    When I showed 0AD to a friend of my sister not very long ago he was like "Coool! and it's free?" but he was disappointed when after going to the second phase he didn't notice anything had happened at all. He'd been hoping to see his buildings change. I'm convinced we should show the player somehow that his city has advanced to a new phase. We might not mind the absence of phase-change indicators very much and we might have gotten used to looking at the buildings our enemy players possess in order to know what phase they are in, but for a new player this might come as quite a big defect in the game.

    An idea I would like to propose is to have a special house model for each phase. I'll explain what I mean and why I think it would be a good idea.

    I would start by posing you a question: What does it mean when a city grows?

    It means that more and more people are moving to the city, so more houses are necessary. In the game this means you'll be building more houses, but in history this has lead to the construction of apartments. If we made some secondary models of the house and used these in later phases as a replacement for houses build within a certain radius of a civ center (a house in the middle of nowhere should not be an apartment ... it would look wrong)

    Houses are by far the building you'll be seeing most in the game, so you'll notice changes in them for sure.

    Another idea I would like to propose is that of bigger markets and possibly docks:

    The increase in commerce that generally accompanies the growth of a city could be represented by a growing market.

    As the building size cannot and should not be changed, the activity (probably number of props) could be changed, but having different models would be even better.

    For the docks it's exactly the same.

    In phase one I would suggest something like: a lot of pier, a little building where they build the boats, and maybe a half-finished fishing boat on the side.

    Phase two would have a bigger 'construction yard' and more props on the piers. (Maybe some of the piers could be made from stone?)

    Phase three would have an even bigger 'construction yard', more props on the piers and the piers could be made of stone.

    The place where the ships are constructed should get bigger as you can build bigger boats and the props should show that commerce is increasing. Switching from wooden piers to stone ones would show the city is getting richer.

    I think it is very important the city looks richer every time you go to another phase (and my sister who's reading over my shoulder is seconding this).

    Not all of these are my ideas, it is a resume of the options that have been mentioned with what I think about them and some of my own suggestions:

    -Changes in the civ centre (would be nice, but it should at least be combined with some other changes)

    -More props (would change the look, but people might not tend to be counting the props all of the time)

    -Banners (nice for civ center, and special buildings (barracks, market, ...)

    -Bigger markets (seems logic, as the city grows, so does the commerce - although in real life it would be in the other direction)

    -Bigger docks (seems logic too, for the bigger boats to be build and to accommodate for the increase in commerce)

    -Border-styles (obvious, unambiguous, clear, ... but it does not satisfy the eyes and you can see what phase another player is in before actually meeting them, therefore a bit unrealistic)

    -Paving (sound absolutely great, but again it should be combined with other options)

    -Texture changes [more decorations, building techniques that were more expensive, ...] (quite satisfying, models don't have to be changed, can be based on historical knowledge)

    -Houses (most numerous building, historically accurate changes should not be too difficult)

    -Statues and fountains (would look wonderful, but I think it should be combined with other stuff)

    So my final point is: Give us a change in the outlook of our cities. It might not seem like an important thing, but then: does having those nice 3d models we have now? I mean: you could play the game with red, green and white squares couldn't you? The answer of course is yes; you could, but no one would be playing it. People will want the nice transition changes between different stages, just like they have longed for the beautiful graphics we already have. If we want this game to beat all other free strategy games and if we want it to be able to compete with commercial one these are the little details that get it to the top. Gameplay is one thing, but satisfying the eyes of the players is just as important. Now that we can satisfy the eyes of people who generally play commercial games with our screenshots, let's make sure they'll also be satisfied when they play the game themselves. When you play a lot of open source games you tend to forget how critical the gaming world can be over such small details and concentrate more on the experience of gameplay. I agree, that is the most important part of a game, but if we want to acquire a big community and improve the ranking of this game we should try to go for the full deal: gameplay and graphics. What we have now is amazing and awesome ... in screenshots. For a great in-game experience I think we should implement some of the ideas I listed before.

    Rgds,

    Ilya

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  2. It sounds like a great idea, but I believe there is already a difference between light/heavy units in the game and this doesn't sound like a priority.

    The idea of having male citizens run to the barracks would be --- I don't know how to describe it! In aoe you could sound the alarm to garrison you citizens, but to be able to arm them when the enemy is nie! That would be sooo amazing.

    It's certainly an idea we should discuss! Even if it doesn't get into the official game, it might be nice to have see if it can't get implemented later on so people can use it in their mods.

    This is a bit side-topic, but I was wondering what other people were thinking of the alarm button: where should it be and what should it do?

    I had some concepts:

    -Per civ center: this would allow you to garrison only in the territory that is under attack

    -One button in the global ui that allows you to order all civilians on the map to garrison

    -In the form of some kind of "spell": an area effect that orders all civilians inside a certain radius (or that are going into this area) to get to safety

  3. Yes, that topic is what lead me to imagine this formation being implemented. I would like to try to do it myself if no one else is interested so if anyone knows some good sites that explain how to model and/or texture rocks, please do enlighten me. I'll be away from my computer for some weeks so I won't be able to do it immediately, but if no one has given it a try yet when I get back I'll take it in my own clumsy hands.

    Sweden rocks! (as does this game!!!)

  4. I just went on holiday in sweden (Gotland) and saw some very nice rock formations. As a big fan of the scandinavian countries I would like to see some of them implemented in the game.

    Like this one for example (as found on the island of Fårö):

    post-4287-0-89796300-1343397351_thumb.jp

    This is not a priority, of course, but having a variety of nice rock formations to play with in the editor would be great!

    I'm willing to try and model it myself, but I'm no good, so it would be better if someone with more experience gave it a try.

    (it would be amazing if units could walk through the opening ... when the rock is placed on land of course :rolleyes:

    This what happens when I try to make a model :(

    post-4287-0-55084100-1343397414_thumb.jp

  5. As I was bored, I played around a bit with blender and made another model. Probably there already is a model for this building (a chinese house) in the rise of the east mod, but as it is not downloadable yet I made my own so I can play with the chinese civ :)

    The textures are those from the Rise of the East barracks.

    If anyone from the Rise of the East team reads this: You Rock! I can't wait to play your civ!!!

    Anyway, here it is:

    chin_house_1.png

  6. Hello Everyone,

    I've been a big fan of 0ad for about three years now and I'm really glad the game is getting better every week. A week ago, I installed the China mod and that set me thinking: how difficult is it to make your own mod? Back when I played age of empires it seemed about impossible (although that may partly have been because I was younger back then, and barely knew anything about computers, programming or modding) to modify, add or improve things to a game.

    With 0A.D. however modding is not difficult at all. I played around a bit with xml files, textures and 3d models and I was surprised to discover that without even having read any posts or manuals about 0AD modding, everything seemed quite clear (as long as I stuck to civs, buildings and units, that is. The AI files were much to complicated for me to understand).

    I have never done any serious modelling, so forgive me for my poor tower model. I do not intend to use it for any purpose other than to show people how easy it is to add a new building/unit to the game with the hopes that more experienced modellers will come out of hiding and use their talents to add new things to the world of 0AD.

    screenshot0018.png

  7. Hi TitanAE,

    I probably won't be able to help you as I'm not that much of a computer (or linux) expert myself, but it might be useful for people that want to help you if you could include some info about your computer (what linux distribution are you running, what version, what graphical card do you have, ...)

    I really hope someone can help you solve this problem :)

  8. I'm already searching for a good, historical RTS game for about 6 years (when I switched to linux). Now aoe works with wine, but it's not as good as I remembered. 0 AD looks far better.

    And it is Open Source! And modable! seems like heaven to me...

    I only voted for 0 AD. :) It didn't win ... yet. Better luck next year!

  9. -Volcanoes would be nice, certainly if you could make them erupt in a scenario!

    You could remake Pompeii...

    -Bridges, where boats can go under, and units can go over.

    -Mythical creatures, from all factions in-game (and maybe even more).

    f.e:

    Minotaurs

    Fauns

    Anubytes (& Anubis)

    Sphinx (both as unit and as statue)

    -Trojan Horse!!! (also a Pythonic Rabbit?)

    -Crusified people! EDIT: was already proposed, srry

    -Chests that can be picked up, they could have gold inside.

    -Moai (from Easter Island)

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