JC (naval supremacist) Posted July 8, 2015 Report Share Posted July 8, 2015 >suppress the champion units of sparta and rather make every units of sparta something a bit stronger than other civ equivalent but this can be an upgrade in Phase3 and the hoplites can take the graphics of the spartans champs.im a fan of spartan civ but i notice now, that sparta has no walls , no champs from barracks or castle, no slingers, mininal cav, no catapults, no archers, leonidas aura is limited, minimal navy, extra building for champs, long time prod for hoplites, and spartan champs are out-classed now by Mace silver shield champs ( ++ philippe2 global map aura)In historical sparta, there were no professionnal soldiers (no champs) but only citizen soldiers. But i notice in game that the units in Sparta civ arent true spartans citizens but sub-citizens from peripherical cities.So an option ' spartan military training ' should be an option in phase 3 and make every pedestrian units a bit stronger (even females) . This way, one can delete Sparta champs and make Sparta a civ a bit more unique and no moreminimalistic Quote Link to comment Share on other sites More sharing options...
greenknight32 Posted July 8, 2015 Report Share Posted July 8, 2015 No professional soldiers, but Spartan citizens were more than professional soldiers - they all began military training at the age of 7, and were raised in barracks from that age. They were all hoplites to start with - they despised cowardly forms of fighting like shooting arrows or slinging rocks, employed mercenaries in those roles. Apparently they did serve as cavalry when that was introduced - they were very into horse breeding and racing, so it came easily to them. They also began employing more lighter-armed units later, instead of all being heavy infantry. Spartans always formed just the core of the army, though - they were supported by large mercenary auxiliaries.To be more realistic, maybe the Spartans should have to build a mercenary camp to get any ranged units. Quote Link to comment Share on other sites More sharing options...
JC (naval supremacist) Posted July 8, 2015 Report Share Posted July 8, 2015 (edited) yeah, but why then in this game Sparte champs cost as much as other champs if every citizen was basicaly a 'Champ' ? Beside this, even if they were trained since 7 and selected at birth, this cannot means that every spartan is a Champ.A champ is a rare soldier who shows unique skills in combat. Its more about a nature gift than training and Champs have both. For exemple, the immortals and silver shield were simply the best soldiers among the survivors (best of the best and trained).Spartans, by definition, overtrained common people and their champions standing among them (may i remind people that the 300 spartans were the 300 best and not the whole army)Spartans champs should be able to work as their arent professional soldiers (this would rebalance a bit sparta civ) . Or at least do something that dont let Sparta being the vanilla-minimalistic civ of the game Edited July 8, 2015 by JC (naval supremacist) Quote Link to comment Share on other sites More sharing options...
Giotto Posted July 19, 2015 Report Share Posted July 19, 2015 Probably been done before but anyway: how about returning some resources to the player when a troop dies early. I was thinking troops require feeding in real life, in 0ad the troop gets his life food supply (or whatever) at the start, however if they died early the food could be returned to the player (only a portion of the initial food cost). Though to some extent troops killing each other cancel the cost out (they lose a troop as well which is equivalent to both people getting some resources back) Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted July 19, 2015 Report Share Posted July 19, 2015 (edited) Units returning some resources on death actually already happens, but it isn't very noticeable since there currently isn't much of an indicator that resources have been gained. Edited July 19, 2015 by Zeta1127 Quote Link to comment Share on other sites More sharing options...
rugk Posted July 19, 2015 Report Share Posted July 19, 2015 A feature which I know from Age of Empires I think is missing: Patrolling of units.It would be nice if such a feature could be implemented, so that you can order instruct a unit to patrol from one place to another (and back again obviously). Quote Link to comment Share on other sites More sharing options...
wackyserious Posted July 21, 2015 Report Share Posted July 21, 2015 (edited) 1.) What about a new form of resource, something like honor/glory points?-Can be used to train heroes and special units like aquilifers, centurions, arjos (Gallic nobles), etc. Let's say that a hero would cost you between 300-500 glory points.-Gained through researching, killing enemy units in melee, capturing enemy CC/wonders or killing an enemy hero. (Ex. researching a certain tech would give you between 25-75 honor/glory points and killing an enemy hero would give you 100 honor points or so)Edited: Champion units also cost little honor/glory. (1 glory point per champ.)2.) An open/close to trade button in Marketplaces and Trade ports (A toggle button that can open or prevent trading with the structure, I always wanted to avoid AI ship/caravan spamming, 2 trade ships filled with merchants are enough to support a late-game economy, I also wish that the AI will be upgraded to use something similar to this so that it doesn't spam ships in Naval maps) Edited July 21, 2015 by wackyserious Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 21, 2015 Report Share Posted July 21, 2015 (edited) 1.) What about a new form of resource, something like honor/glory points?-Can be used to train heroes and special units like aquilifers, centurions, arjos (Gallic nobles), etc. Let's say that a hero would cost you between 300-500 glory points.-Gained through researching, killing enemy units in melee, capturing enemy CC/wonders or killing an enemy hero. (Ex. researching a certain tech would give you between 25-75 honor/glory points and killing an enemy hero would give you 100 honor points or so)Edited: Champion units also cost little honor/glory. (1 glory point per champ.)I suggested this same idea. Name could be: Prestige, Glory, Honor; pick one.Kill enemy unit: +10 GloryResearch tech: +10 GloryFind a relic and place it in a temple: +1 Glory/secBuild a Temple: +100 Glory eachKill enemy hero: +500 GloryCapture enemy Civic Center: +500 GloryBuild a Wonder: +1000 GlorySpend Glory on:HeroesChampionsSpecial TechsNon-Special techs like: Promotion TechsLeveling up your Hero Edited July 21, 2015 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted July 21, 2015 Report Share Posted July 21, 2015 (edited) I suggested this same idea. Name could be: Prestige, Glory, Honor; pick one.Kill enemy unit: +10 GloryResearch tech: +10 GloryFind a relic and place it in a temple: +1 Glory/secBuild a Temple: +100 Glory eachKill enemy hero: +500 GloryCapture enemy Civic Center: +500 GloryBuild a Wonder: +1000 GlorySpend Glory on:HeroesChampionsSpecial TechsNon-Special techs like: Promotion TechsLeveling up your HeroI hope that the dev team would consider implementing this feature. It will add a nice flavor to the game. Edited July 22, 2015 by wackyserious Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 21, 2015 Report Share Posted July 21, 2015 (edited) Ceasefire countdown should be more visible. Perhap something like this:IMHO, the UI need more things like this overall. Edited July 21, 2015 by wowgetoffyourcellphone 2 Quote Link to comment Share on other sites More sharing options...
Dezzi Posted August 6, 2015 Report Share Posted August 6, 2015 Don't know if this has been said already.But I really would like a idea for barbarians to be able to set up an ambush (maybe in trees etc)Also how about having each unit have a certain morale? and when that unit/units get ambushed their morale is lowered (and thus they fight alot worse)Not sure how easy it would be to implement this? 1 Quote Link to comment Share on other sites More sharing options...
oshron Posted August 12, 2015 Report Share Posted August 12, 2015 Don't know if this has been said already.But I really would like a idea for barbarians to be able to set up an ambush (maybe in trees etc)Also how about having each unit have a certain morale? and when that unit/units get ambushed their morale is lowered (and thus they fight alot worse)Not sure how easy it would be to implement this?the best way to establish an ambush, frankly, would be for units to become invisible while among trees and idle Quote Link to comment Share on other sites More sharing options...
wackyserious Posted August 26, 2015 Report Share Posted August 26, 2015 (edited) New suggestions for the game Destroying (Destroy building command) a structure should give you back 75% of the resources spent on building it.Disable the destroy building command when enemies are near the building (So that scorched earth strategy cannot be abused and exploited by the players)Optional: I think I already suggested this one before? Command destroying a building takes time, drains 20% health per second instead of instantly destroying it. (Percentage might go lower, depending on the size of a building, ex. destroying a house vs. destroying a fortress or CC)Destruction can be negated 1.) If the owner decides to repair it using a unit 2.) If the enemy attempts to capture itI think these 4 things are crucial and can help in balancing the new capture system. Edited August 26, 2015 by wackyserious Quote Link to comment Share on other sites More sharing options...
auron2401 Posted August 26, 2015 Report Share Posted August 26, 2015 instead of just a flat 75% of resource cost returnedHow about you get a % of resources back based on it's % of health.Would probably prevent exploitations that you are probably thinking of.(I.E Fortress: Killed half your army before you got it, but i got 75% of my monies back because i deleted it! suckd in!)Would also make it so you don't have to program the distance to target preventing deletion, or, worse, try to balance it.*shudder*The less things there is to balance, the better. Quote Link to comment Share on other sites More sharing options...
wackyserious Posted August 27, 2015 Report Share Posted August 27, 2015 (edited) Another minor suggestion.. Prop stone slabs and metal mines with pickaxes on the ground and a handcart with stone bricks / metal ingots when it gets mined for the first time (or lose hp point, i.e. props appear when hp is reduced and will remain there until the resource is depleted.+Unit health and speed: 25/100 health reduces speed (Introduce a wounded/crippled walking animation) Edited August 27, 2015 by wackyserious Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted August 27, 2015 Report Share Posted August 27, 2015 I'd like to see, how many workers are working on a resource.Because after a few defenses, it's all chaotic (at least if you don't use many women). In EE2 you can go with your mouse over the resource icon and it shows a statistic about the workers. I think, this would be a great part of a administration tech. Quote Link to comment Share on other sites More sharing options...
Tango_ Posted August 27, 2015 Report Share Posted August 27, 2015 (edited) I'd like to see, how many workers are working on a resource.Because after a few defenses, it's all chaotic (at least if you don't use many women). In EE2 you can go with your mouse over the resource icon and it shows a statistic about the workers. I think, this would be a great part of a administration tech.This is already implemented. Edited August 27, 2015 by Tango_ Quote Link to comment Share on other sites More sharing options...
wackyserious Posted August 28, 2015 Report Share Posted August 28, 2015 instead of just a flat 75% of resource cost returnedHow about you get a % of resources back based on it's % of health.A much better approach indeed. This is already implemented.Interface enhancement suggestion: a tooltip below or above resource hp that displays the amount of workers in a resource (when hovering over a resource/object) Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted August 30, 2015 Report Share Posted August 30, 2015 Already implemented, that is what the 7 / 24 with the hammer next to it represents in Tango's screenshot. Quote Link to comment Share on other sites More sharing options...
wackyserious Posted August 30, 2015 Report Share Posted August 30, 2015 (edited) Nope, not on the interface, I'm pertaining to the hp indicator on the map/game/world itself, the one that appears when you hover the pointer on an object. (I know that it is already implemented in the UI but IMO, it is not very noticeable in-game.. specially if you are new to the game) Edited August 30, 2015 by wackyserious Quote Link to comment Share on other sites More sharing options...
wackyserious Posted August 30, 2015 Report Share Posted August 30, 2015 And.... another suggestion.. structure rotation button/hotkey on Atlas ( Like the " [ " and " ] " in-game button/hotkey ) Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 2, 2015 Report Share Posted September 2, 2015 (edited) Strucrure rotation already very easy. (seriously) A lot easier than in other RTS. Edited September 2, 2015 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Giotto Posted September 12, 2015 Report Share Posted September 12, 2015 Unit and army formations: 3 or 4 basic unit formations for 1 type of unit, e.g cavalry in square, line etc. Then several different units are arranged together by the player and then grouped (but so they stay in the same formation). This way players would create their own army formations to counter the other players. I would recommend making all units have hard counters (1x, 2x against certain troops). The concept would be easy to get for beginners and would offer much more intuitive combat for experienced players as well. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 13, 2015 Report Share Posted September 13, 2015 (edited) Unit and army formations: 3 or 4 basic unit formations for 1 type of unit, e.g cavalry in square, line etc. Then several different units are arranged together by the player and then grouped (but so they stay in the same formation). This way players would create their own army formations to counter the other players. I would recommend making all units have hard counters (1x, 2x against certain troops). The concept would be easy to get for beginners and would offer much more intuitive combat for experienced players as well.Is very simple, actually. GUI swap from "battalion" formation icons to "army" formation icons. Would work even better if battalion system implement so that all soldiers are automatically in basic formations all the time. Less micro and you get formations and macro combat. Edited September 13, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 13, 2015 Report Share Posted September 13, 2015 Is very simple, actually. GUI swap from "battalion" formation icons to "army" formation icons. Would work even better if battalion system implement so that all soldiers are automatically in basic formations all the time. Less micro and you get formations and macro combat. and units need stay close without break the formation. Can be flexible but don't break the cohesion. Quote Link to comment Share on other sites More sharing options...
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