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Toolin

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Tiro

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  1. Ever play cossacks? If the enemy had absolutely no military units in the area, vills and buildings became instantly yours. With the capture of vills you had unlimited access to that civs units buildings and techs, and with nearly unlimited population this was basicly an endgame situation. Of course if you came into this situation the game was over long ago anyways. On a side note i wonder how, with upwards of 8k units fighting each other on the screen at one time, that there was no lag.
  2. Yeah that makes alot of sense, and i love the stationary gathering concept. A few years ago when i thought it might be cool to make my own RTS(a guy can dream), i figured thad be a great way of doing things. But i always thought that it would be good to have a backup if vills strayed to far when the player isnt able to pay attention to them. So i think my second suggestion on the subject still has value. They continue on to other nodes outside of the aura, but at a reduced rate, maybe it increases in reduction the farther you go. I realise the dev team probably has better things to work on, but i just had to throw it out there
  3. I was wondering if there is any documentation on the specifcs of the games economy thus far, gather rates civ bonuses and anything interesting like that. Also, assuming the economic rules are still up for debate i have a couple suggestions. I found it interesting vills are simply incapable of gathering outside of the mill and town centre aura. I have two thoughts on this; First I suggest that they be allowed to gather outside of the aura, however they have to bring the resource to within the aura in order for it to be counted. And while carrying said resource their movement speed should be reduced by a %. Second, outside the buildings aura a vills gathering efficiency should be reduced and proper indicators of such ineffectiveness produced. Both ideas still encourage proper placement of mills and towncenters without forcing absolute micro management of the buildings. For example "Oops, my mill aura just missed that stone node, do i build another or let my vills work slightly less effectively?". Here the player isnt forced to build another mill, but presented a choice on whether is it worth it to build another mill or not. Still on the subject of resources, I was disappointed to see vills yet again smacking away at trees and rock formations until they are depleted. It is a time tested method to be sure, but there has to be a more interesting approach. I would suggest allowing areas of fallen forest to grow back over time. In later stages of development provide technologies or quarry buildings to further exploit exhausted mining nodes. Another idea on the subject would be to allow resources to not be limited by amount contained by the node, but by the amount of villagers that can work them. This would place emphasis on capturing new land and defending current areas to increase ones economy. Harvesting efficiency could also drop off when more vills are assigned to a single node. I think the key to structuring a good economy is providing a variety of interesting choices that arnt overly complicated, but encourage strategic thinking. Which is the motivation behind these suggestions
  4. Ubuntu Jaunty on my main pc and crappy laptop, plus an XP box for some things. Got 0AD running from the svn today, and i gota say im absolutely floored by how awesome it looks, keep up the good work!
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