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All Roman Imperial faction is planned for second part.( 100 BC - 476 AD)

-Other like ammo count is not creating a RTS too much realistic. We try to give a classic RTS with a lot new features, but not creating a total war style with 0. AD

- block projectile I believe is not possible by our engine.

Oh. So I guess the legionary,legatus etc. Will be added? Thats awesome! >:D

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Here's some suggestions I have for the game. I've tried to avoid obvious ones (like improved pathing), but probably many of them have been discussed before. BUGS (1) When constructing buildi

This is my feedback regarding Promotion Animation: I don't like it. How about following the Red Alert 2 tradition? A Promotion Visual popping over the unit's head It's a little bit like the Move

A Compass for the Map. No need to explain why it's a Nice-to-have. But what I kind of want as a consequence is to make that gold map border a little bit thicker so that I could use it to rot

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Greeting, after several day playing, here my suggestions list to improve the game.

  • Patrol option: give a tool allowing player and AI to set patrol point and lets units to patrols those points. See sample picture.
  • Rotating position: give a directional unit position. Something similar as Hearth Empire where stand unit could rotate to the requested direction with out to move. See sample picture.
  • Attack zone: allow player to select a zone to attack instead a special unit. Then, in this zone, units will seek and destroy every units. Player lets AI to choose the AI to attack. We can see this in Supreme Commander 2. See sample picture.
  • Back in position: I noticed that in keep position the units back in position. But, it will be nice to extend this ability to all type of attacks.
  • Road and bridges: well, a little cosmetic content, but, allow player to create road and bridge directly in game.
  • Domination campaign: it will be nice to have a kind of world map, a bit as we can see in the Total Wars, but in real time, with a real time economy, and a real AI/player action.
    • Player goal will have to conquest and keep the longest as possible every maps. Player/AI can transfer units/resources from a map to another. Every maps are accessible at any time. Player then can go on each map to develop city, form army, or fight against enemy.

      See sample picture

    • To keep this map alive and give player more goal after the full conquest, it could have a have Rebels, incursion, population revolt system.
      • Incursions could come from unexplored regions forcing player to fight those AI if he wants to keep the attacked map.
      • Population/army revolt. The enemies could come from the inside too. For some reason, the player AI in some maps could set a revolt. Forcing player to fight the rebellion if he wants to keep those maps.
    • A world map creation tool : and then, player could set up the world map in adding new maps and joining those maps with path. It could give player the possibility to increase the number of place to play on it’s world map.
  • Planting tree: Give player the possibility to planting new trees.
  • Mines: mines in addition of rock and mineral blocks, set some area point on map where player and AI can drop a mine for rock or mineral to harvest. Mines will have much more resources.

We settled that growing trees would do no harm to performance as it's just an animation.

Though the growth should be very slow as 0AD spans city phases, thus you could probably only regrow 3 to 5 generations of trees.

A domination world map is one of our goals. We could create a generic multi-map loading screen, using a list of maps and saving each map when leaving, thus that nothing is lost. It may be necessary to transfer some information or read the saved games xml to display some state information in the world or multi-map view (think of red for endangered situation and such).

Having map triggers being scheduled to be triggered by a domination AI would be awesome. If a certain time interval passes you could have lost foot on a map/part of the world because you didnt react in time and switched to that map.

Though perhaps it might be even more attractive to create a huge - really huge! - wolrd map and declare parts of it as frozen. That way the map could still be playable as only the non-frozen entities have to be loaded, while the actors might be shown - or covered in fog of war, perhaps continuing to run the simulation without GUI in a background process.

We could extend the first mentioned multiple-map view to be showable from any map, that has been defined in the multi-map.xml or .json to fluently allow to switch between individual maps (using save current + load next or selected or closest to current camera position map) directly from within one map.

can we have additional option for the units to run rather than to walk? It looks weird for the units just always walk/march toward their enermy all the time. Maybe we can have the options such as single right click to command the units march/walk to the destination while double right click to command the units run to destination.

Have anyone of you played Battle Realms? It is quite fun to have this function, it makes the game looks more realistic during battle. In Battle Realms, all units cannot run continuously for long time, running units will drain their energy bars faster compare to walking units. In addition, units which have their energy bar almost depleted perform slightly inferior in battle compare to the same unit class.

Stamina will come in with proper Conversion of enemies and the Besieging of structures (both using the same principle as discussed on IRC with Mythos and wraitii).

Once the Stamina bar is in, we can tackle the run/charge mode. We thought of an acceleration and decceleration and to derive the damage/attack bonus from the current speeed on impact.

charging attack bonus = speed_on_impact / max_run_speed * templates.max_charging_bonus

Units from all over the faction timeline. (Rome)

Roman research: Marian reforms (Replaces Princieps,Hastatus,Triarus with Legionary.)

Roman research: Mounted legionaries (Replaces equite with Mounted Legionary.)

Roman research: Legatus (Replace hero/champion with Legatus)

New Units

Officer: Gives [insert boost] to nearby troops. (Otherwise, a regular unit, possibly with superior armour or a different helm.)

Legionary: Significant armour upgrades,new textures,better attack,carries a javelin or two.

Mounted Legionary Just a legionary on a horse. (Slightly better attack)

Signifer: Gives [insert boost, Possibly morale?]

Legatus: A master fighter and tactician. [Very strong soldier, maybe unlock 1/2 new formations to nearby troops. i.e. Zama, shield wall. max=1

could maybe be the player's "Avatar"]

Scorpio: A fast shooting weapon used for defense and offense.

Onager: Very expensive, heavy damage vs buildings

Ballista: A big scorpio.

New features

Morale: Units who have high morale will have extra HP,and attack. Units who have low morale, will have normal/less HP and attack.

Block chance: The chance to block incoming projectiles.

Siege Weapons.

Miss chance

Ammunition count

Sorry for the long post! :sword_rune: :sword_rune: :sword_rune:

But these are features that would make the game SOAR in my opinion. No need to do them all, but something being taken into mind would be great! :D

The techs are easy but to be honest I think this per unit approach we are currently using is going to become untamable if we continue like that. There

are several patches or tickets on trac that would ease our lives. e.g. #2620.

I'm still convinced having a tempalte for each weapon and then assigning weapons or clothes to a unit would be more approriate and easier to maintain. (currently each unit redefines heaps of stats and for each weapon type we need a full new unit type, which is somewhat hard-coded if we consider that in the dynamic solution, units could change weapons, which might be an epic addition.)

Officer, Signifer (morale boost units in general) & Co are all planned but even all our developer power together is extremely low in numbers compared to even mere modder communities of commercial games.

Aren't Ballista and Scorpio already in?

Blocking projectiles is well possible, it's just adding blocking chance in the simulation templates of units and then using that chance in the calculation when it is decided if a ranged attack reaches its target or not.

Siege weapons is already in.

Miss Chance is already in, it's called "spread".

There is even a range bonus if ranged units are on higher terrain.

A proper visual ammunition and visual resource system can only be added after creating templates for props and having the assigned in a unit's inventory.

Else it will just be a number. But it also will be problematic without a secondary weapon system, i.e. that inventory and weapon system I mentioned beforehand.

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Sorry I mixed it up: loyalty is going to be added in the course of conversion functionality. Not stamina. We will have to add a stamina GUI bar ourselves. No idea how to do it, but well, perhaps someone picks it up by getting inspiration from how the health bar is created.

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Sorry, I didn't read all this 136-pages thread, so I hope I don't repeat something.

Mainly 2 things that I would really like to be implemented:

1) Archers go on top or inside walls (depending on the kind of wall and civilization).

2) Walls and buildings should be almost not be affected by arrows, swords or any non-crushing weapon. This could be a game changer, but that is something that I feel it doesn't make so much sense in AOM. So, in order to destroy a wall, you need to use special weapons as catapults, rams, etc.

my 2 cents.

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Sorry, I didn't read all this 136-pages thread, so I hope I don't repeat something.

Mainly 2 things that I would really like to be implemented:

1) Archers go on top or inside walls (depending on the kind of wall and civilization).

2) Walls and buildings should be almost not be affected by arrows, swords or any non-crushing weapon. This could be a game changer, but that is something that I feel it doesn't make so much sense in AOM. So, in order to destroy a wall, you need to use special weapons as catapults, rams, etc.

my 2 cents.

1 its done for next alpha

2 we make this before and din't work

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I badly need the possibility to limit the frame rate. I'm getting ~60 fps when I start playing, but as I play and my laptop heats up, it drops rapidly. If I could limit the frame rate I could probably play much longer.

You can limit the processor usage per-process:

http://www.cyberciti.biz/faq/cpu-usage-limiter-for-linux/

You could even have another command running to go full throttle after two hours.

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Are we ever going to have naval transport? And when is the conversion/loyalty going to be implemented? Are we ever going to have espionage?

Hmm, what about directional spawning (up on a cliff or something)?

Gran can be good a unit invisible by other units like SC2.

Spy cloak and outpost have a ability to detect him.

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Instead of invisibility I like spies in Red Alert more: they could disguised themselves as enemy units. Also in addition to outposts, war dogs and enemy spies could also detects spies. I wonder if guard tower should be able to detect them too since logically tower is too high to distinguish spy from friendly unit and besides what else is the reason to build outposts?

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The process for publishing mods is under development (currently making a mod manager, which will be expanded to mod downloader in the future).

As for learning to mod, our wiki has a lot of info: http://trac.wildfiregames.com/wiki (though also some outdated info). But you can also look at existing modding projects, like the mods by CoM: https://github.com/0ADMods

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I am skeptical that the team will integrate spies into the game myself, yet a mod is a very feasible way to see them incorporated in game

I'm with you in this is more easily implement patch or gameplay in our mods.

You can suggest that for our council and someone else do it in order to test improve.

You can join as Historian expert.

Edited by Lion.Kanzen
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Instead of invisibility I like spies in Red Alert more: they could disguised themselves as enemy units. Also in addition to outposts, war dogs and enemy spies could also detects spies. I wonder if guard tower should be able to detect them too since logically tower is too high to distinguish spy from friendly unit and besides what else is the reason to build outposts?

making them invisible and detectable only by certain units and buildings would be much, MUCH easier, though

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Something that i noticed while playing as the Bretons was that the units with shields,when collecting resources,they disappeared.

I think a cool feature would be that when a soldier collects a resource,his equipment (weapon,shield,etc...)would go on his back,instead of disappearing.

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Well you know people did not carry their armors all the time because it's harder to move, and to gather stuff, plus you are supposed to be hidden behind the walls, not at the mercy of a random guy passing by.

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Hello everyone! First post! (no, posting first posts in the suggestions forum is not ominous)Just tried one game, really liked it but had to clear some doubts:

1.You can't build forward, except with a particular building. Wouldn't it be better to give players the creative freedom to build towers or castles forward? Not insulting it, its good, since it prevents stuff like being walled in, but isn't it good to see some forward bulding push sometimes?

2.Why require you to build 5 buildings from that stage?

3.Why do we have to have treasures on the map? Its like boar placement in AoE2, which is putting in an un-necessary luck factor.

4.And finally, why does building buildings take so much time? What is the principle behind that?

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