wowgetoffyourcellphone Posted February 11, 2016 Report Share Posted February 11, 2016 17 hours ago, Palaiogos said: You mean like Stronghold 2 with every time your citizens are happy, it gives you a crown? And you lose crowns if your people aren't happy? Not really. Has nothing to do with citizen happiness. More to do with glorious acts. See my quoted list. Quote Link to comment Share on other sites More sharing options...
Phalanx Posted February 18, 2016 Report Share Posted February 18, 2016 23 hours ago, SeleucidKing said: Like, a passive dissapation of Xp while not in combat? Those are my thoughts exactly. For the duration of a vet unit being tasked on a resource, it slowly loses Xp and levels. Once it stops resourcing, the Xp dissipation stops, and stabilizes. This way, an elite unit that is set to guard stays elite. Soo... We (Lion.Kanzen and I) discussed this in a different thread, and I think it would be an awesome idea. 2 Quote Link to comment Share on other sites More sharing options...
Phalanx Posted February 19, 2016 Report Share Posted February 19, 2016 How about making the default stance for all Petras "Defensive". It's really annoying that you run a scout through their town, and the attackers will chase your scout for twenty minutes across the map, until you forget about them, then all of a sudden you get a "You're being attacked!" notification, because they finally caught up with your scout. Also, it makes hit and fades impossible.... Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted February 19, 2016 Report Share Posted February 19, 2016 Yeah, that is one of the most annoying aspects of the AI. 2 Quote Link to comment Share on other sites More sharing options...
Phalanx Posted February 19, 2016 Report Share Posted February 19, 2016 Also, could it be done that AI has faction personalities? Playing a match where Sparta spams cav and skirmishers is just weird.... It need to be infantry heavy. 2 Quote Link to comment Share on other sites More sharing options...
Trionkali Posted April 2, 2016 Report Share Posted April 2, 2016 I am here to suggest that the Britain +5 hero's price be raised to at least four times it's current cost. For only 50 of each resource you can have the most powerful hero in the game, a hero that makes the brythonic swordsmen as fast as horses, and stronger than the Romans simply due to speed. Also maybe some stat balancing between civs???? As a primarily Mauryan player, it would be great to have a champ that does something other than nothing. And even with their +2 attack they are weaker than Romans, Gauls, Macedonians, and without doubt the Britains. For those who say Mauryans have heros, that may be true! And absolutely none but the elephant do anything. Sure they would be powerful if what they did what they are said to do like the 4+ special research techs which don't exist, and the empowering building thing. I still love them and I love the devs for bringing the game this far, just maybe in one of the next versions if this could be taken care of, that would be great Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted April 2, 2016 Report Share Posted April 2, 2016 (edited) @Trionkali : as often said, don't forget that the game is still alpha, so balancing has no real sense (a feature can change all). Speaking of britons, they have good champs, good eco, but poor buildings. Don't forget that the aura is local (in a18 it was global), without the hero, iberians champs are bettter. Edited April 2, 2016 by fatherbushido 1 Quote Link to comment Share on other sites More sharing options...
feldrim Posted April 6, 2016 Report Share Posted April 6, 2016 I've had a search but I couldn't find anything related. I hope this is not a duplicate request. An in-app update would be nice until a stable version. I've become a member just to write this down. Thanks. Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted April 7, 2016 Report Share Posted April 7, 2016 If you want the incremental updates then run the svn version instructions on how to do this are here http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide it gives you access to the latest code between releases there is also the fact that there is an auto-built Windows exe so you do not have to compile from source code doing as you suggest for a project under heavy development that is generating binary update patches is actually not a trivial matter.Linux and OSX users have to compile from source code if the use the svn version as compiling in Windows is again not trivial. Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
Palaxin Posted April 13, 2016 Report Share Posted April 13, 2016 (edited) I proposed a burning mechanism here and added some ideas for balancing here. This would make warfare more realistic and especially burning projectiles could benefit from it. You would also have to be more cautious when placing your (wooden) buildings. We could introduce e.g. the following xml-tags in the structure templates: <Burning> <isFlammable>boolean</isFlammable> <burnRadius>positiveDecimal</burnRadius> <igniteRadius>Decimal</igniteRadius> <igniteHpRatio>positiveDecimal</igniteHpRatio> <igniteDelay>nonNegativeInteger</igniteDelay> <burnDamage>nonNegativeDecimal</burnDamage> <canBeStopped>boolean</canBeStopped> <maxBurnTime>nonNegativeInteger</maxBurnTime> </Burning> isFlammable: When set to true, the structure can take fire.burnRadius: Radius of the area which is affected by the "fire aura". Units in this area will take fire damage.igniteRadius: Is added to the burnRadius in order to determine if the building can catch fire from another building in the vicinity. Tough buildings have negative values (so they need to be very close to the fire) while buildings with e.g. straw roofs have positive values (can be ignited easily with e.g. sparks even from a distance).igniteHpRatio: Must be >0 and <=1. If the building's igniteHpRatio >= currentHp/maxHp it can be ignited, otherwise it must take further damage from other sources before it can catch fire.igniteDelay: Number of milliseconds all other burning conditions have to be met in order to set the building on fire.burnDamage: Number of HP the building loses per second while on fire.canBeStopped: Determines if the burning can be stopped by external events like rain weather (perhaps implemented in the future) or by citizen soldiers using a "fire brigade" command (replaces repairing for structures on fire).maxBurnTime: Number of milliseconds after which the building stops burning automatically. If set to 0, the building will burn until it is destroyed. Of course we could simplify the mechanism and leave out some tags, so all buildings share a certain default value. Edited April 13, 2016 by Palaxin 2 Quote Link to comment Share on other sites More sharing options...
raimundas Posted April 16, 2016 Report Share Posted April 16, 2016 hello. I would like you guys to include ranking on team machs as well. thx. great game Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 19, 2016 Report Share Posted April 19, 2016 It's planned but not implemented yet. 2 Quote Link to comment Share on other sites More sharing options...
Palaiogos Posted April 20, 2016 Report Share Posted April 20, 2016 A good thing is that maybe we shouldn't have the capture all the way from the beginning. Players need to research capture. 1 Quote Link to comment Share on other sites More sharing options...
cRaZy-biScuiT Posted April 21, 2016 Report Share Posted April 21, 2016 I'm pretty sure someone requested this before, but MMR + quick matches in multiplayer would be awesome! Quote Link to comment Share on other sites More sharing options...
LordGood Posted April 24, 2016 Report Share Posted April 24, 2016 alright, as it stands, a battering ram does more damage to my pike formation than a freight train. I don't understand why we went back to the pierce+hack hybrid for spears and pikes. It should be melee - ranged - and siege, these added mixed types makes pikemen obsolete late game. They make wonderful heavy infantry, but the seleucids have no barracks units suitable to take down siege equipment, and as I see it, melee units have to beat siege weapons if they close with them. all siege needs to be situational. that said, what would you guys think of a mantlet unit? I hear a lot of talk of nerfing defense and ranged units, a slow pierce armor aura siege unit might do the trick? 3 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 24, 2016 Report Share Posted April 24, 2016 (edited) 1 hour ago, LordGood said: alright, as it stands, a battering ram does more damage to my pike formation than a freight train. I don't understand why we went back to the pierce+hack hybrid for spears and pikes. It should be melee - ranged - and siege, these added mixed types makes pikemen obsolete late game. They make wonderful heavy infantry, but the seleucids have no barracks units suitable to take down siege equipment, and as I see it, melee units have to beat siege weapons if they close with them. all siege needs to be situational. A lot of the stats in the game are weird. The pierce+hack of spears makes things unclear and muddle, and is one example. Vision and archer ranges are extreme and create imbalances. Costs are out of control, with many units and techs costing 3 or 4 resource? Battering rams are TANKS. Situation is getting way far afield as they say. Edited April 24, 2016 by wowgetoffyourcellphone 2 Quote Link to comment Share on other sites More sharing options...
av93 Posted April 24, 2016 Report Share Posted April 24, 2016 2 hours ago, LordGood said: alright, as it stands, a battering ram does more damage to my pike formation than a freight train. I don't understand why we went back to the pierce+hack hybrid for spears and pikes. It should be melee - ranged - and siege, these added mixed types makes pikemen obsolete late game. They make wonderful heavy infantry, but the seleucids have no barracks units suitable to take down siege equipment, and as I see it, melee units have to beat siege weapons if they close with them. all siege needs to be situational. that said, what would you guys think of a mantlet unit? I hear a lot of talk of nerfing defense and ranged units, a slow pierce armor aura siege unit might do the trick? Mantlet units would give more diversity to ram-only civs. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 24, 2016 Report Share Posted April 24, 2016 Can be really nice Lordgood. http://ageofempires.wikia.com/wiki/Mantlet Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 24, 2016 Report Share Posted April 24, 2016 Mantlet is Medieval, not ancient AFAIK. Quote Link to comment Share on other sites More sharing options...
LordGood Posted April 24, 2016 Report Share Posted April 24, 2016 I read that greeks and romans did use large mantlets, but there's no real reason to give them extra siege weapons, they already have them all, pretty much. perhaps tunneler units for celts and iberians? Quote Link to comment Share on other sites More sharing options...
av93 Posted April 24, 2016 Report Share Posted April 24, 2016 The ancient age mod for Aoe III used a miner unit: was basically an infantry unit that changed to a shed, doing damage without projectile. Maybe it could be implemented for ram only civs, but allowing to targe only walls, turrents and fortress. With a long range like stone-throwers, and a limit of 2 (for example). Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 24, 2016 Report Share Posted April 24, 2016 2 hours ago, LordGood said: I read that greeks and romans did use large mantlets, but there's no real reason to give them extra siege weapons, they already have them all, pretty much. perhaps tunneler units for celts and iberians? 1 hour ago, av93 said: The ancient age mod for Aoe III used a miner unit: was basically an infantry unit that changed to a shed, doing damage without projectile. Maybe it could be implemented for ram only civs, but allowing to targe only walls, turrents and fortress. With a long range like stone-throwers, and a limit of 2 (for example). I read on this forum a long time ago about Siege Tunnel idea to undermine wall and defensive structure. Quote Link to comment Share on other sites More sharing options...
wackyserious Posted May 19, 2016 Report Share Posted May 19, 2016 (edited) I want to suggest some new combat and gameplay mechanics (I'm not sure if I had suggested these two before, but I posted something about the wounded-walk animation on the new unit mesh thread several days ago) 1.) Critical hit and Stumbling X% chance for a unit to perform critical hit, charge attack doubles the chance for a critical hit. Units that are hit by a critical attack will stumble and won't be able to attack for a couple of seconds, until they can stand up again (Stumbling animation needed) -Cavalry units can also stumble infantry units (Infantry units in a tight formation like testudo, phalanx and shield wall had lower chance to stumble) -These can be seen in Total war series' fight scenes, where the battles look more alive because of the causal stumbling of units. 2.) Wounded walk The walk animation of units with lower than 25% hp will switch to a wounded walk animation, unit speed also decreases by 50-75% - Wounded unit rescuing will be harder - Retreating becomes more crucial and can cause higher fatalities. -The only RTS that I remember using this mechanics was Battle Realms. I hope you guys find this suggestion interesting, it can add flavor to 0AD's combat system. Edited May 19, 2016 by wackyserious 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 19, 2016 Report Share Posted May 19, 2016 I like this one , though some about this, is very different, is properly to RPG but since our units have experience points... Quote Link to comment Share on other sites More sharing options...
Phalanx Posted May 28, 2016 Report Share Posted May 28, 2016 I dont know if people have said this already, but can trees be "walk thu-able" to units that arent in a formation? To go with that, possibly "thicken" the fog of war in forests, so forest ambushes are possible. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.