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0 A.D. on YouTube


Mythos_Ruler
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  • 3 months later...
  • 2 months later...
52 minutes ago, Nicolaus_von_Kues said:

Imagine if people came along and did a complete overhaul of 0 AD to adapt it to the type of battles we've seen in Total War. 

I think the project below has a lot of support :

But it's an herculean task, and I still have no idea how one would bring it to be implemented into the game. There will be a tone of work too for reviewing the proposed (sizable but not crazy neither) engine changes, unit balancing, testing, maybe even adding some animations to make it extra-cool...
Also there is the valid concern that it would inevitably add a bit of extra load. I took an approach that's actually super cheap on performance to simulate the interactions but some extra checks to handle collisions while units move with inertia seems unavoidable; and they however, add up a bit of load. So it's difficult to tell if in the end, it would be considered worth it, or be blocking the whole idea.

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6 minutes ago, Atrik said:

I think the project below has a lot of support :

But it's an herculean task, and I still have no idea how one would bring it to be implemented into the game. There will be a tone of work too for reviewing the proposed (sizable but not crazy neither) engine changes, unit balancing, testing, maybe even adding some animations to make it extra-cool...
Also there is the valid concern that it would inevitably add a bit of extra load. I took an approach that's actually super cheap on performance to simulate the interactions but some extra checks to handle collisions while units move with inertia seems unavoidable; and they however, add up a bit of load. So it's difficult to tell if in the end, it would be considered worth it, or be blocking the whole idea.

Do you think they can start from scratch if they begin with a more modern engine?

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4 minutes ago, Nicolaus_von_Kues said:

Do you think they can start from scratch if they begin with a more modern engine?

0 A.D. use it's own homemade engine and I don't think that will change anytime soon. Also starting from scratch makes the project above like not that much work in comparison lol

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14 hours ago, Atrik said:

0 A.D. use it's own homemade engine and I don't think that will change anytime soon. Also starting from scratch makes the project above like not that much work in comparison lol

according to understanding the new programming languages would make it easier to create a game from 0.

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  • 3 weeks later...
3 hours ago, Nicolaus_von_Kues said:

His Spanish commentary is pretty fun. He constantly calls the so-called champion units "elite units", as they should be more accurately renamed. He likes the graphics and historical accuracy, and encounters the issues of lack of hotkeys to build and, often and annoyingly, units walking in column formation when not ordered to. There are some not that intuitive things he doesn't realise, like Docks being dropsites, dropping resources before fighting, or how to capture.

 

Comments showing yet again what people usually ask for:

-"You know what I've always wanted from any RTS is the ability to build roads; that makes building cities more satisfying".

-"There's a game that adds a lot of versatility to the game (even more) called Delenda Est. It introduces slave mechanics, new crops, money as an extra resource, prestige (which includes new sculptures and new recruitment systems)... I highly recommend it for greater replayability".

-"One of the things that bothers me about this game is that soldiers start working when you're in the enemy base simply because you clicked the wrong tree. Also, that there are no default hotkeys or that they can be configured in the menu like in Age of Empires. And that some things are very simple or straightforward in terms of depth, but I think we already have that in Age".

-"The only thing I find lacking about Age of Empires games is that they ignore logistics as a historically fundamental military concept. It would be awesome if they nerfed units when you move them away from urban centers, and allowed you to build roads or logistics nodes to compensate, or something like that. Penalties based on terrain type would be cool too".

-"It's improved a lot. I played it about a year ago and it was still lacking, but now it's almost completely polished and super playable".

-"The fact that the scale of the characters and buildings is in proportion, that alone convinced me". Indeed, same with ships :)

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8 minutes ago, Thalatta said:

His Spanish commentary is pretty fun. He constantly calls the so-called champion units "elite units", as they should be more accurately renamed. He likes the graphics and historical accuracy, and encounters the issues of lack of hotkeys to build and, often and annoyingly, units walking in column formation when not ordered to. There are some not that intuitive things he doesn't realise, like Docks being dropsites, dropping resources before fighting, or how to capture.

He's really clueless, it happens a lot with veterans in RTS games who are newbies in 0 AD.

 

Many things in 0AD are not intuitive.

And they are very inconsistent.

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