Lapuente Posted August 17, 2013 Report Share Posted August 17, 2013 I would suggest like a University building for all civilisations where you can study like building improvements, fire arrows, advanced turrets, etc.. 1 Quote Link to comment Share on other sites More sharing options...
Nolanjoker Posted August 17, 2013 Report Share Posted August 17, 2013 hmm is important have in mind , not all civ can schools or Universities. Quote Link to comment Share on other sites More sharing options...
Heinrich Posted August 18, 2013 Report Share Posted August 18, 2013 Also going to AOE 3 I liked the fact that you would have like your "home city" where you would get upgrades, perks etc. Perhaps a similar thing to this would be good. I love customisation... Yeah, an AOE III-like MP for 0 ad would be really cool. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 18, 2013 Report Share Posted August 18, 2013 I love the deck card. Many gamers love mix board games with RTS. Get the feeling of strategical game.If this game can mixed with other gente with which would be?RPG?board gaming/card?TBS?FPS? Quote Link to comment Share on other sites More sharing options...
oshron Posted August 18, 2013 Report Share Posted August 18, 2013 I love the deck card. Many gamers love mix board games with RTS. Get the feeling of strategical game.If this game can mixed with other gente with which would be?RPG?board gaming/card?TBS?FPS?imo, the only other broad type of game that can mix well with RTS games is RPGs, and even then it would be more like an RTS adaptation of an RPG Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 18, 2013 Report Share Posted August 18, 2013 Hero with inventory or Rpg mode for heroes , with special armor, weapons shields, accessories and transport ( horse, cart) Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted August 18, 2013 Report Share Posted August 18, 2013 One early "Lord of the Rings" game was like that the map weighted in at 4 by 6 Feet while a fullgame could last several hours Enjoy the Choice 2 Quote Link to comment Share on other sites More sharing options...
Donner Posted August 20, 2013 Report Share Posted August 20, 2013 If units are to be given more than one mode of attack (say, pila or gladia for a Roman legionnaire), what if unit groups of a certain level and headed by a commander are able to automate basic attack events that can be set. For example, a group of like units can be set so that when hostile units come into the attack range, the group can be set beforehand to either attack by melee, throw javelins and then charge attack, or throw javelins until the group makes contact with the hostiles and then attack by melee. The units that will be able to do this will have to be of a certain level (not any old conscript will be able to do this), and not all types of main infantry units will be able to do this. This will give an advantage to mainly units that have combined attack and is quite useless for units that have only one type of attack. This makes combined ability units very flexible in that you can choose whether to make them act primarily as melee or ranged units.I think that while the particular idea above can be discounted, the idea of basic automation that is a bit more complex that walking forwards and backwards and harvesting should be considered for adding to the gameplay. Quote Link to comment Share on other sites More sharing options...
Nolanjoker Posted August 22, 2013 Report Share Posted August 22, 2013 actually we are discussing about that in other topic. Quote Link to comment Share on other sites More sharing options...
jorgerosa Posted August 30, 2013 Report Share Posted August 30, 2013 (edited) IDEA: How about an "map editor" and a "cloth editor" for the game characters?...( So we may make their appearence more similar to our own county´s old classic armies... And also, let the user to be able to rename these "army" names?... )Please note: I have no idea if this are good requests, or if people asked about it it before, anyways....Not possible?... Who cares?... THANKYOU for your hard work and share this awesome game with us!!! Edited August 30, 2013 by jorgerosa 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 30, 2013 Report Share Posted August 30, 2013 You try atlas don't you? All developers say you can edit XML units template. But is good point for campaigns. Quote Link to comment Share on other sites More sharing options...
Riddik Posted August 31, 2013 Report Share Posted August 31, 2013 After playing a few single player scenarios this morning, I was thinking to myself, it would be cool too see the Templar Knights be involved in some way. So I looked up their time period, apparently they came about in 1118, just missing what I understand to be the current 0AD time period of 1000AD.Is there any discussion on going beyond the 1000AD, maybe not to modern times, though that would also be interesting but I think that far would be beyond the scope of the current game. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 31, 2013 Report Share Posted August 31, 2013 (edited) Sonly I have a answer: official mod focused in medieval times.its a lot of work. But we have The Cataprahct and Clibinarii if you like the Knights Warriors.And it's 500AD not 1000 AD .And not we are history channel, not Templar knights, no fantasy secrets societies, no ancient aliens. Edited August 31, 2013 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
Riddik Posted August 31, 2013 Report Share Posted August 31, 2013 The Templar Knights are NOT fantasy, and were not a secret society. They were part of the Crusades. I did find other references on the forums here doing a general Search.I originally thought 0AD was based on 500BC to 500AD, I don't know what made me think it expanded to 1000AD. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 31, 2013 Report Share Posted August 31, 2013 You mean Crusader Knights? But is out to concept . I know they are dont fantasy but have a fantasy stories, you know, much people talk about thst. Sorry Quote Link to comment Share on other sites More sharing options...
Riddik Posted September 1, 2013 Report Share Posted September 1, 2013 No I do mean Templar Knights, they were around at the time the Crusades, going around wiping out no-believers of their faith. Quote Link to comment Share on other sites More sharing options...
Nolanjoker Posted September 1, 2013 Report Share Posted September 1, 2013 what? you are talking of 0 A.D? or Aok?why a templar knight fit with the game? Quote Link to comment Share on other sites More sharing options...
Riddik Posted September 1, 2013 Report Share Posted September 1, 2013 I'm talking about 0 A.D. The Templar Knights don't fit within the time period depicted. Hence, why I was asking if there were any plans to widen the time period. Quote Link to comment Share on other sites More sharing options...
oshron Posted September 2, 2013 Report Share Posted September 2, 2013 Templars would probably be a good addition to the editor, but certainly not as a part of regular gameplay 1 Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted September 5, 2013 Report Share Posted September 5, 2013 (edited) I have a minor issue from Alpha 14 to report and a suggestion about ships.The minor issue from Alpha 14 is one of the City Phase Iberian Mercenary techs for the Carthaginians, the production time reduction doesn't seem to unlock at all, but the other tech in the pair and the Town Phase pair seem to work properly. I don't know if there are similar issues with the Celtic and Italian Mercenary techs, because I have only used the Iberian Embassy thanks to the new limit of one embassy at a time. On a side note, a limit of one embassy seems like it would make the production time reduction techs far more attractive than the cost reduction techs.My suggestion is about the way ships are named. Currently, some ships, such as the Carthaginian warships, aren't using their specific name from the design document, the current specific name should be the generic name, and the current generic name is redundant with the ship class which is the next line of the tooltip and probably doesn't need to be used at all. Edited September 5, 2013 by Zeta1127 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 5, 2013 Report Share Posted September 5, 2013 now you say that Zeta, In Persian the Pair of Infantry and Cavalry is not same as other civs for obliviously reasons.When you build a Wall the units only build a Turrets and "forgets the Wall" and happens with houses when you build more than 3.And if you build a Wall when Ai try to Attack, dont have nothing because they can't attack the walls. may be they can try to withdraw Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted September 5, 2013 Report Share Posted September 5, 2013 The minor issue from Alpha 14 is one of the City Phase Iberian Mercenary techs for the Carthaginians, the production time reduction doesn't seem to unlock at all, but the other tech in pair and the Town Phase pair seem to work properly. I don't know if there are similar issues with the Celtic and Italian Mercenary techs, because I have only used the Iberian Embassy thanks to the new limit of one embassy at a time. On a side note, a limit of one embassy seems like it would make the production time reduction techs far more attractive than the cost reduction techs.Thanks for reporting this, we are looking into it. It's probably some typo somewhere. Now to find where ... For the ships names, we'll also look into making them better.Thanks for mentioning it. Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted September 5, 2013 Report Share Posted September 5, 2013 I would like to see the commit that fixes it. As I have mentioned before, I am a programmer by trade, so I should be able to fix my copy if I know where to look. I would honestly try to join the team if I had any knowledge of C++ and time to devote to the project, I just finished my Bachelor's in June and started my Master's in July. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 5, 2013 Report Share Posted September 5, 2013 you can do patches, after a some time they introduce to the team. Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted September 5, 2013 Report Share Posted September 5, 2013 I would like to see the commit that fixes it. As I have mentioned before, I am a programmer by trade, so I should be able to fix my copy if I know where to look. I would honestly try to join the team if I had any knowledge of C++ and time to devote to the project, I just finished my Bachelor's in June and started my Master's in July.I searched for it, but didn't find it immediately (it probably needs a more awake version of me). But I logged it here so we don't forget: http://trac.wildfire...com/ticket/2106If you want to join development, you don't have to know C++ (my c++ isn't spectacular either), you can join #0ad-dev on quakenet, where most of the discussions happen (you get to learn the source code that way). If you have a feature you want to implement, or a bug you want to solve, please also ask for some input on IRC. We'll be happy to help you (and our future selves). 1 Quote Link to comment Share on other sites More sharing options...
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