
Classic-Burger
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Classic-Burger last won the day on September 2
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Civ: Germans (Cimbri, Suebians, Goths)
Classic-Burger replied to wowgetoffyourcellphone's topic in Delenda Est
Good catch. -
Civ: Germans (Cimbri, Suebians, Goths)
Classic-Burger replied to wowgetoffyourcellphone's topic in Delenda Est
I saw it in the Gitea conversations. The development seemed to take forever. Let's try. -
I saw that Wraitii wrote you something about the events of Paradox games. I think it's fair to a trigger that gives a decision dialogue. This happened in Rome II especially in Divide Empire dlc. Events occur throughout the course of play of Imperator: Rome. There are a whole range of events in the game, which can result in positive, negative and mixed outcomes for a player's country. They can either take the form of a pop-up notification on the player's screen or may optionally appear in the Event Queue, and they might present a player with a choice between various options or simply inform the player that something has happened and let them understand the context and consequences. Events can be fired randomly as the result of a regular on action pulse or be triggered by an action, decision, mission, or as a followup to another event, possibly with time delays or from another country's actions. https://imperator.paradoxwikis.com/Events
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Nope.
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https://en.m.wikipedia.org/wiki/Trench_warfare Trenches, moats and traps are not the same thing. https://en.m.wikipedia.org/wiki/Moat Moats are obstacles. https://en.m.wikipedia.org/wiki/Trou_de_loup
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In theory, but I'd have my independence, I could modify the engine. But that's a next step. First nerf everything that's wrong, then buff everything that's wrong, in its historical context. Try different tactics. Add new gameplay. Add new technologies (probably a fork of the current mod). Redesign many things. New game modes. Go full for the campaigns. A mod would kill the project. I can also keep it for myself and just record it on YouTube.
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Here's what I've been saying. Anything you don't like should be ostracized to a mod. A fork of 0A.D. would have to be made. That's going to end up happening.
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There should be chivalric civilizations with broken cavalry. Too broken but not that one class is above the rest. There will be tiers of units. We already know that missile units are support for infantry fights. But it's a shame that the forge technologies don't feel as powerful as they do in other games. RTS are fantasy games of power. Command powerful armies, feel the power of being a general and an urban planner. Armies should feel powerful by upgrading their weapons. There are no technologies for LoS, there are no technologies for repair... There are barely there are technologies for capturing buildings. The nerf thing happens not only in 0 AD, but in many competitive games.
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The problem comes when you start to become obsessed with balancing. Early RTS games weren't supposed to have such strict balance. Eventually, you're supposed to nerf everything and the gameplay gets boring. A seemingly balanced game is not the same as an overbalanced game. This happens not only with RTS. Fighting games are like that, seemingly balanced. StarCraft I wasn't like that. Even in AoE I there were very OP units like the centurion. The other thing is always the lack of exploring new mechanics. So the innovation is in the mods, they have no one to criticize them. The balance before was that there was 1,2,3. The balance now is that everyone must be equal, all must be 1. I'm not saying it's good that Gaul Fanatics are broken. Previously, what was done was to create an Achilles heel for a strategy or unit. returning to the main theme of the mechanics of technologies would be better if there were many technologies that cost little were much more, in the form of a path, the path would be a strategy, but it is an idea an approach. And for the technologies to be useful it is simply necessary to make them work differently than if they were not there, that is to say that they have a real impact on the gameplay. It's not strange and it makes you think, that people do not use the technologies because there is no real impact on the gameplay.
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I'm not going to continue arguing if it doesn't lead to anything. If I'm going to leave the popular thinking of RTS, of the majority of players and this happens since StarCraft 2. There's many reasons RTS are a niche genre. E-sports obsession of devs, publishers and investors. Micromanaging every unit, to the point it feels like babysiting and not strategy. Nerfs, nerfs, nerfs and even more nerfs. This unit is 00000.01% better than other units? —Nerf it into the ground! Listening only the 1% of playerbase, because they're "better at the game".
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Any innovation, and the multiplayer purists come and jump. You tell me, there's nothing to fix. And the answer is if the game, apart from the performance, has nothing but incomplete mechanics, because the game is incomplete. It lacks mechanics and any new mechanics, they all come to defend the holy sacred balance (of an incomplete game).
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That's why a design has to be done from the outside and not with what already exists. Tech tree mod, something.
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They raise their hands to the gods on high, no matter which god. The gods are on high, except for those of the Underworld.