mikeote Posted August 2, 2012 Report Share Posted August 2, 2012 (edited) Suggestion:Food resource split into two groups:1. "Fodder" which includes farms output, foraged berries etc.2. "Meat" which includes output from killing and gathering sheep / fishing & foraged meat.Sheep and basic units should cost fodder / wood, advanced units should cost meat / metal.Best Regards,Mike(Edit: I think a forge should be involved some where also, possibly simply as a building which is the drop point for metal. Upgrades to armor / weapons should be available at the forge.) Edited August 2, 2012 by mikeote Quote Link to comment Share on other sites More sharing options...
MishFTW Posted August 2, 2012 Report Share Posted August 2, 2012 I've thought of this as well but I guess it would require too much micromanagement. Lets just leave it as food. But I like the forge/armory idea; ideal for upgrades not found in the barracks. Quote Link to comment Share on other sites More sharing options...
mikeote Posted August 2, 2012 Author Report Share Posted August 2, 2012 "I've thought of this as well but I guess it would require too much micromanagement" Personally I'de enjoy the extra level of depth Could simply have options for the building which produces sheep to produce them continuously at different rates: for example one every minute, or 30 seconds or 15 seconds. This is a good idea even for the single food system. Quote Link to comment Share on other sites More sharing options...
mikeote Posted August 3, 2012 Author Report Share Posted August 3, 2012 Oops, just realised I should have posted this in the "Suggestions for 0 A.D" thread", can it be moved there for possibly more comments? Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted August 3, 2012 Report Share Posted August 3, 2012 In that case there is one resource that is not modeled at all where is the salt, no salt no food preservation pre refrigeration, is it included with stone if not we need a new tech building salt mine/salt works after all the first thing a Roman commander did after building fortifications(and shelter for the camp followers ) was build a salt works to pay his troops.Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
mikeote Posted August 4, 2012 Author Report Share Posted August 4, 2012 Loving the sarcasm Loki The suggestion wasn't for historical accuracy, it was for (what I view as) improved game play.It may just be me but I would get satisfaction from growing fodder to feed sheep, killing sheep to get meat to buy better units.I agree with the underlying point of your sarcasm, having to worry about salt for historical purposes would be annoying. Quote Link to comment Share on other sites More sharing options...
alkazar-ipse Posted August 12, 2012 Report Share Posted August 12, 2012 I think 4 resources is enough, why not make silver, gold, iron, honey, milk etc?salt? haha yeah, why not? as buildings also: little gardens etcI'm just sayin, plz dont do more resources, and I know it wont be done ;-)Furthermore, there are different types of games: in stronghold you make weapons one by one before you can actually train units: units cost their weapons, and as humans they eat, constantly...0ad went for AoE style; I still find it annoying, that units have to bring the resources back and can die with 20 wood in their hands.It's more realistic for sure, but the question is: what gameplay do you want?go 0AD! (I loved stronghold btw, good gameplay (the first one)) Quote Link to comment Share on other sites More sharing options...
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