
Deicide4u
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Everything posted by Deicide4u
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We all know that current citizen-soldiers can work and build buildings, as well as fight. This has been a major turn off for many people who came from Age of Empires and similar games. Instead of regurgitating all that's been said in the past, I'll just post a link to a comment that described it best: https://news.ycombinator.com/item?id=32993448 So, I'll propose a system that's already present in some mods for the game, with a few caveats. The major changes would include the following. 1) Citizen-soldiers are no longer citizens. They are basic soldiers that can't gather any resource, but can still build some military buildings. Rationale is that this separates the responsibilities between your fighting units and economic units. This is a key trait that has defined RTS genre from the beginning. 2) Women are replaced by a "Citizen" unit that is randomly assigned a gender when created. These citizens are your economic units. They can gather resources, build all buildings, repair, etc. They don't have different gather rates, the difference is cosmetic. They cost only 50 food, so you don't waste wood on building any gatherers in the early game. Obviously, this requires a new model for male citizens. 3) Common soldiers can only be trained at the Barracks, Stables or Archery Ranges. Soldiers will not be able to build Civic Centers, nor should they be trainable from the Civic Centers. Some mercenary units that cost Metal could be made as an exception to this rule. 4) Common soldiers can still gain ranks as normal. No change is required here. Players can choose to train cheaper, more expendable units, or spend more resources for champions. I don't want to sound divisive, but the current model is very off-putting for someone who just wants to sit down and play a fun game. Different gather rates for females and male citizen-soldiers are the core of this issue. Why keep this feature and needlessly complicate the player's decision making in the early game? The player should gain options as he/she advances through the phases, builds up their town, researches upgrades. Not immediately at the start. Not to mention the balance considerations, the needless code that went into implementing a very questionable design decision. Even from the historical standpoint. Thank you for reading all this. If not, here's a TL:DR: Citizen-soldiers are an outdated concept, that has needlessly complicated the gameplay of this very promising RTS game for so long. The player must have a clear decision-tree at the start of each game, and gain options as he/she advances through the phases. The player shouldn't be punished for making gatherers (the wood cost). There should be a clear distinction between economic and military units. A new "Citizen" unit could replace the female worker, with a new male model added for each civilization. Citizen-soldiers could become just basic, expendable troops.
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Animals enhacement
Deicide4u replied to cephalotus's topic in Game Development & Technical Discussion
@cephalotus, then you haven't played the African Savanna map yet. The random and constant animal attacks were so annoying that I had to quit the game. Aggressive animals should be rare. Even in the wilds, the lions don't attack without a good cause. -
I have something that might be a radical idea. Get rid of the capture system all together. It needlessly complicates the game. Just balance out the buildings so they are less susceptible to non-siege units, especially pierce damage. The game should be fun, first and foremost. Capturing building is not fun, it's a chore and another thing that needs to be coded/balanced against. The only exception could be neutral buildings that don't belong to a player at the start of a game. For buildings that become outside of a player's territory influence, make them rapidly lose hit points and burn down unless the player reclaims the territory.
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Thanks @Stan`. I saw that Dacians could be added in one of the next releases. They pretty much cover most of the region where today's Slavs live. Pretty excited to try them out once they are ready. Wikipedia page: https://en.wikipedia.org/wiki/Dacians
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Seleucids or basically any civilization with war elephants or strong heavy melee options. Which mirrors my favorites from AoE 2. My favorite civilizations in Age of Empires 2 were Byzantines, Teutons and Persians.
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There could be an option to disable the unit confirming an assignment, but add some notification that the order is received (like a sound byte or something). For example, a distinct "wood-chopping assignment" sound will be played when I order a female to chop some wood. An "attack order issued" sound will play instead of units screaming "PROSTAGMAA!" every time I order someone to attack. This sound will only play while the unit voices are disabled.
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Y'all are doing something right
Deicide4u replied to wowgetoffyourcellphone's topic in General Discussion
The game is great, and super fun to play. Probably one of the best free RTS games, with plenty of potential to top even Age of Empires in a few years. But I think that the absolute highest priority should be optimizing the game. Let's face it, there's plenty to optimize, but I know that optimization coding isn't fun. I would suggest at least replacing JavaScript with Lua or something better before the final release, if at all possible. And maybe rewrite the AI routines in another, faster language. The AI should really be part of the core engine. -
Hey Obelix, I've checked out that mod, and it's not available for Alpha 27. Thanks for answering, I guess medieval civs are out of the question, then.
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Units die too quickly: Melee units have too little armour
Deicide4u replied to Seleucids's topic in Gameplay Discussion
I think some balance could be created by either nerfing the citizen soldiers (less health and attack), or buffing champions. So far, there is very little incentive to make a lot of champions outside of very late game. Champion units should act like tier 2.5, tier 3 units in other RTS games. Currently, they simply suck when compared to the costs. They do look cool, but they suck. -
Could you please add Slavs in the next version of 0 A.D.? I realize that Slavs are a very broad term, but you can use the Slavs from AoE2 DE as a starting point. The civilization should focus on strong Melee fighters, especially cavalry. Boyars, Cataphracts, heavily armored infantry. Economically, Slavs are not great even in modern times, but some Metal working bonus could apply. Slavs historically had great knights. I realize that this is a game of ancient warfare, but I don't think we should strictly hold onto that period. Age of Empires 2 already broke the historical setting they're in, so why stick to it like "pijan plota", as we southern Slavs like to say. I can answer some of your questions or add more info related to the names of buildings and units. Also, Slav mythology is great and very fun, you could draw some of inspiration from it. For example, our heroic knights are called "Zmajevi" (Dragons). Some actual heroes: 1) Časlav Vlastimirović (Часлав Властимировић), Serbian ruler. 2) King Simeon I (Симеон I), Bulgarian. 3) Prince Rurik (Рурик), Kievan Rus. Thank you for making this awesome game!