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Wijitmaker
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2 minutes ago, Atrik said:

The maximum distance units travel to garrison seems a bit normal. You don't want units to travel half the map if they don't find any hides close enough. Maybe there is way to optimize the behavior however, with better sorting by distance for example. Also the input to ring the alarm is rather limiting...

Yes, I think this behavior is quite appropriate. And I don’t think it’s worth over-optimizing this behavior. If there are no nearby buildings to garrison in, having units stay idle where they are seems like the most appropriate outcome. Players should be responsible for ensuring there are enough nearby buildings for units to take shelter.

Otherwise, keeping them idle is actually helpful, since it makes it easier to quickly select them using the idle hotkey.

 

 

Short video of this. I don’t see any civilians switching resources after the bell. Not even those who garrison in buildings with rally points set to other resources.

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@Atrik@guerringuerrin I tried many times, but can't reproduce it. Once I thought I did it, but in the replay I saw that a couple of "farmers" weren't farmers, just standing on farms. I wonder if this what happened to me 2 or 3 times before, and since most other workers were chopping wood, I assumed that's where the "missing farmers" went (when actually they were idle somewhere, as before the alarm).

Edited by Thalatta
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9 hours ago, Emacz said:

Or you could do each phase (as game progress) soldiers gather rate reduces.  I think this might be a little more practical, as they become more accustomed to fighting their will to work as laborers decreases?

That's an interesting idea.

It would mean that you can still train Citizen Soldiers to kick-start your economy, but the further the game advances the less economically viable Citizen Soldiers become.

So advancing to the next Phase does not also mean spending resources now to gain a long-term advantage, it also means that you potentially sacrifice economic power for military power. It also has the downside that after advancing to the next Phase you are practically forced to attack; you cannot advance to further increase an economic lead.

 

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On 10/03/2026 at 9:43 PM, real_tabasco_sauce said:

This could be a neat way to replace the less intuitive diminishing returns feature. As long as the spots get filled by proximity to the storehouses, and the farmers choose the move to the closer spots if they are vacant. Lots of stuff to implement for this tho.

Another idea somewhat related to this.

Farm upgrades, instead of giving you +x% faster gather rate, allows you to put one more farmer per Field. E.g. Fields start with a maximum of 2 Farmers, and each Farm upgrade increases the maximum by 1.

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24 minutes ago, DesertRose said:

That's an interesting idea.

It would mean that you can still train Citizen Soldiers to kick-start your economy, but the further the game advances the less economically viable Citizen Soldiers become.

So advancing to the next Phase does not also mean spending resources now to gain a long-term advantage, it also means that you potentially sacrifice economic power for military power. It also has the downside that after advancing to the next Phase you are practically forced to attack; you cannot advance to further increase an economic lead.

 

Well unless this is linked to the individual experience of each citizen soldier: advances in fighting capability/ranking up would then coupled to an individual gathering capability decrease. Newly trained uniots would have full capability (for a CS) decreasing with each fight. In the end you woudl have an army of fighter pros that are not good for any gathering anymore while the newbies can very well help in the economy but are less powerful in battle.

Sound interesting to me.

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46 minutes ago, Arup said:

@guerringuerrin I had no idea storehouses also have the bell! thanks for the vid lol

Now that you say it, isn't that a bit weird? They don't garrison troops with the alarm. I'd only have it in all buildings that can garrison, and maybe add a garrison of 1 to the Lookout just as an excuse to have it there also.

Edited by Thalatta
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Isn't the bell intended to be a general alarm no matter if units can go inside that building or not? It does not say "come home to me" but "go, look for shelter"

I fdo agree that we should have a garrison of 1 to a lookout. It used to be the case in earlier versions of the game. The intent was to permanently occupy a gaia lookout and keep it (avoid decay). This has changed a while ago. Now you can claim a lokkout and it will not decay.

 

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3 minutes ago, Grautvornix said:

Isn't the bell intended to be a general alarm no matter if units can go inside that building or not? It does not say "come home to me" but "go, look for shelter"

Then shouldn't it be in every building? What I mean by weird is that it's present on buildings that don't garrison, and absent in buildings that do. I'd add it only on buildings that garrison because if one at some point has only buildings that don't garrison then the alarm wouldn't do much.

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2 hours ago, Thalatta said:

Then shouldn't it be in every building? What I mean by weird is that it's present on buildings that don't garrison, and absent in buildings that do. I'd add it only on buildings that garrison because if one at some point has only buildings that don't garrison then the alarm wouldn't do much.

Is intended for hide civilians. If you remove them from storehouses you might not be able to garrison your civilians chopping woods.

I think the current behavior is good

3 hours ago, Arup said:

@guerringuerrin I had no idea storehouses also have the bell! thanks for the vid lol

Yeah and is nice bc u those bells will garrison your choppers, keeping the farms gathering.

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@guerringuerrin ah, that's a different thing, and makes sense. Then maybe each bell should mention something about that, I would have thought all bells are for all civilians.
 

3 hours ago, Stan` said:

https://code.wildfiregames.com/D1718 (Phabricator is the software we used before Gitea)

Well, regarding "balance was a huge concern", I think I didn't see more than a couple of people complaining, while the rest seemed to be on board, but maybe I'm still missing part of the discussion.

I wonder if it wouldn't be more efficient, to have a better sense and gather all these regularly mentioned ideas, to have somewhere some kind of perma-poll that orders items by approval (most for:neutral:against on top). With the link always visible or added to the title of this thread.

Edited by Thalatta
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25 minutes ago, guerringuerrin said:

Now do it for every building with aura and PR :smoke:

Works for all buildings :thumbsup: Will do for the PR.

33 minutes ago, Emacz said:

what you do? May we use in CWA? :)

Sure, I've just added to ModernGUI so you can pull if you want.
If you want to add it to CWA because it helps understand some of your buildings mechanics you can just copy past this file :
https://gitlab.com/4trik/ModernGUI/-/blob/master/simulation/components/GuiInterface~auraInBuildingPlacement.js
 
Conveniently holding in a single isolated mod file for you to do so, but of course, unrelated to your request :)

 

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39 minutes ago, Atrik said:

Works for all buildings :thumbsup: Will do for the PR.

Is there a way to also show ranges of buildings that shoot arrows? To know where to place buildings. Ideally showing all these ranges when pressing something, while not cancelling the placement process.

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2 minutes ago, Thalatta said:

Is there a way to also show ranges of buildings that shoot arrows? To know where to place buildings. Ideally showing all these ranges when pressing something, while not cancelling the placement process.

That's already the case but you might have it disabled, check option or it's also a hotkey still "Atl+C". Thanks to @guerringuerrin this hotkey will be unassigned next release as it tends to troll people.
Also in the PR i made all range overlay are forced enabled for the placement previews.

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Man, I love open-source.

We've touched on this, but I've just enabled Citizen-Soldier upgrade techs on Alpha 18. Thanks to the developers for leaving them in there. All I had to do is to edit several templates and put them in.

Since there are no standard rank upgrades through fighting in A18, this is the perfect compromise for me. I've also removed the useless Stamina bar on multiple selection.

EDIT: The CS rank stats are all messed up, and basic units are often stronger than Advanced units. It seems like the game was balanced around Basic CS only at the time. Such a shame.

Edited by Deicide4u
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Good Morning,

after playing this game for a few days, I thought that Roads and Paths would be a great addition.
Road and Paths, (Stone, Dirt, etc.) could boost ground units and carriages, especially between allies.
It would also look nicer, to have a town with some pathing, instead of just grass or dirt.

As an alternative, it could also be done with a painting tool that would allow us to just paint roads and paths, that would not have a gameplay advantage, besides looking nice.

Thank you in Advance
Imran

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@NationGamer090 I think this has been discussed, it would be a nice addition, but I think there might be problems with pathfinding. Palisades and walls already work like a painting tool (just keep shift pressed), so that shouldn't be much of a problem, I guess.

 

Regarding palisades, I never use them, are they used in MP? I think they should be the preferred defence building early on, but seem underpowered to me. I think they should be faster to build: for Spartans, a house costs 150 wood and is built in 50 seconds, while a palisade costing the same amount of wood is built in over 2:30 minutes. This seems unrealistic, given that houses are more complicated to build, but none of that is really a problem, the problem comes if they are, on top of that, not even used because they are mostly useless. Or maybe people don't want to increase defensiveness in the game.

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You can't boost walls too much or you will encourage turtling playstyle, which kinda suck for multiplayer.
Also, roads might be a good feature for a mod focused on city builder or a more economic, design city gameplay. For and RTS i think is a bit too much

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