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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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2 hours ago, Lion.Kanzen said:

Can be nice when you test new map, polar sea. That map is a madness.

 

I'll check but I like maps for 3 to 4 player so AI can trade heavily to compensate for almost gone resources. 

My favorite map for 1v1 is I the the Mediterran with huge water in between but only one side is passable by land. It's like my testing ground. With treasures and fish. AI doesn't make navy though.  

Another very good map is Caledonia Meadow with those Gaia units guarding treasures. But it's random seeding so I have to keep reloading until a good map setup comes out. So many resources plus trading and AI produced massive armies. Game or maybe me lag at above 200 pop on large map.

Im playing Tuscan Acropolis right now and a good team map but also nice on 1v3. Map just have couple animal types and river is passable in most sections. This map can be very good 2v2 multiplayer but must have random seeding. At 150 pop cap .75 speed still has smooth movements but I took one faction out already. I might try on 200 pop next time and take one faction out quickly  to test whether 200 plus units on 3 players will still run smoothly at least up to .5 speed on 1v2.  

Im going to check that polar sea. 

Edited by Servo
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Hello guys. Making my first post on this forum as I'm trying out the game for the first time :)  

Just noticed that in the introduction menu on game start, the sub menus slide out when you click on the menu items (learn to play, options, etc.), which appears a little unusual to me as normally I'd expect either:

1. pop-up menu on click, or

2. auto slide-out menu on a hovering cursor. 

Not sure if anyone feels the same, but doesn't hurt mentioning either I guess :)

 

 

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@MayQueen hard to understand what you mean. 

@Lion.Kanzen I think I'm going to try the Iberians on Tuscan Acropolis. I'm curious how the walls would look like. If it covers all the edges which I doubt would be great otherwise I have to delete it then rebuild. My favorite spot of this map is on the lower left which I could preserve more pine trees, etc.  The Iberian opponent I had only built two lines of walls but not on the edges. The passages way down too had very deep spots on two passage places which make it hard to build a nice flat gates. 

By far the best buildings I had seen were the Ptolomies, they're beautiful though Ibearean houses are the greatest!

Oh it's the Maurians having elephant dropsites. 

Edited by Servo
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  • 2 weeks later...

Hi, i'm new to the game and i must say it looks pretty good so far. However, there are a few elements that ,according to me, could enhance the gameplay. These elements are:

  • Having a way to see how many workers you have on each resource(by either hovering on the resource or by placing it next to the resource)
  • Adding a timer to see how long you are in game
  • Adding a scoring system to see enemy and ally progress(like in aoe2-3)

These are some minor, and optional, things but i feel like they could improve the game.

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1 hour ago, Doubleb017 said:

Hi, i'm new to the game and i must say it looks pretty good so far. However, there are a few elements that ,according to me, could enhance the gameplay. These elements are:

  • Having a way to see how many workers you have on each resource(by either hovering on the resource or by placing it next to the resource)
  • Adding a timer to see how long you are in game
  • Adding a scoring system to see enemy and ally progress(like in aoe2-3)

These are some minor, and optional, things but i feel like they could improve the game.

  • There a ticket about this worry.
  • you can activate in main option this feature.
  • planned feature for now.
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15 hours ago, Libervurto said:

Why is it left click to place buildings, when every other order is given with a right click?  This inconsistency continues to confuse me.

In the default cursor mode the left mouse button is used to select entities (units, buildings, trees, ...) by clicking while the cursor is above the entity or dragging a selection box to select all units of the selecting player within it. The right mouse button is for giving orders for the current selection.

If you are not in the default mode (e.g. with a building selected you want to build) the right mouse button is used to return to the default mode - which is vital to be fast and simple. So commands are given with the left mouse button only in non-default cursor modes.

We actually care about consistency.;)

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  • 2 weeks later...

The game is very beautiful, but maybe it would take some difficulty, from simple to medium to very hard.
Now it's definitely set to very hard, so far I've managed to go a long way past, but if it comes, soon after the truce, a nearly invincible horde of very aggressive invaders ..?

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On 2017-05-03 at 2:02 PM, marcog said:

The game is very beautiful, but maybe it would take some difficulty, from simple to medium to very hard.
Now it's definitely set to very hard, so far I've managed to go a long way past, but if it comes, soon after the truce, a nearly invincible horde of very aggressive invaders ..?

For now you can set the difficulty per AI bot, just click the little gear next to the AI name and choose another difficulty setting. There are most likely many things which can be fine-tuned, and the AI behaviour could change between the difficulties. for now the default AI difficulty simply means that it will do its best without any bonuses.

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  • 2 weeks later...

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 buildings, workers should add a certain number of hitpoints to the building each second, but instead they add the floor of that number. This makes buildings take longer to complete in a lot of situations. For example, one unit building a 1000hp defense tower should finish it in 150s. But instead of adding 1000/150 = 6.667 hp to the building each second, they only add floor(6.667) = 6 hp each second. So it takes them 1000/6 = 166.7 seconds to finish instead of 150s. If you've ever just barely failed to finish a tower or fortress or something, this might've been the reason why.

The worst example of this is in building a civil center. It has 3000hp and takes 500s to build, which is 3000/500 = 6 hp/s. With ten women, they each build at a rate of floor(6 * 10**0.7 / 10) = floor(3.007) = 3 hp/s. All together that's 10 * 3 = 30 hp/s, so it takes them 3000/30 = 100s to finish. However, with eleven women they each build at floor(6 * 11**0.7 / 11) = floor(2.922) = 2 hp/s, combined 11 * 2 = 22 hp/s, so it takes them 3000/22 = 136.4 seconds to finish. So in this case, adding an extra woman to help "speed up" the building process actually slows it down by over 30s!

I think this occurs in the following line in "public/simulation/components/Foundation.js". Is there a reason to use Math.floor?
    var deltaHP = Math.max(work, Math.min(maxHealth, Math.floor(work * this.GetBuildRate() * this.buildMultiplier)));


(2) Workers drop off resources at the nearest drop site, but it seems that "nearest" is calculated using the distance to the center of the drop site instead of the edge. Can this be changed, or is the calculation too complicated?

(3) Units stand in a square formation to attack buildings, why? They can attack from a circular range but instead walk closer.


IMPROVEMENTS

(4) Can we have a hotkey to cycle through buildings where we have units garrisoned? We currently have one to cycle through idle units, but garrisoned units don't count as "idle". More than a few times I've put women in houses to protect them from raiders, only to forget about them for the rest of the game! You can have units garrisoned inside allied structures, so the hotkey should cycle through them too. (Also, houses should get a flag when units are garrisoned inside.)

(5) Can we have a hotkey for the town bell?

(6) Can we control which units towers, etc., attack? I'd like my tower to focus on the opponent's tower, rather than also attacking their houses and fields.

(7) Can we let women and worker elephants place the foundations for every building? Right now it's annoying to select a man chopping wood, have him place the foundation for an outpost or house on the other side of my base, click back to wood so that he doesn't move, and then select the woman or elephant to go actually build the building. It's a lot of unnecessary micromanagement. Either let women and elephants build the foundations themselves (my preferred solution), or if you don't want women building barracks or whatever, then don't allow them to build them period!


MORE ANNOYING THINGS

(8) In order look at unit stats (to check if your opponent has blacksmith upgrades, for example), you have to stop your cursor over the shield icon and then wait half a second for the tooltip to pop up. I'd like it if that just popped up immediately while you're hovering over the icon. The half second delay is annoying enough, but because I use a pen rather than a mouse it's actually hard to stop exactly on the icon.

(9) There's only 13 civs if we count random, do we really need a scroll bar?

Also in replays, can we make the player drop-down menu wider (when there's room) and longer, to again remove the scroll bar?

(10) In the lobby, can we select and copy chat? There's conversations or links I want to save, but I have to settle on taking a screenshot.


EXTRA THINGS

(11) I don't know how complicated it would be, but I'd like to see corrals treated different in the summary page. Currently, if you make one sheep you're credited for one unit created, 100f gathered and 50f spent. This is technically correct, but in the game you're at the same point as someone who's simply gathered 100-50 = 50f from berries, and their stats are 50f gathered, 0f spent, with no units created. So instead I'd like sheep to be ignored in terms of "units created", and for them to count as -50f gathered rather than +50f spent. So after one sheep they'll have zero units created, 100-50 = 50f gathered, 0f spent, the same as the berry player. In this way, the unit and resource statistics will be comparable between those who use corrals and those who don't.

(12) I'd like "random" civs to be a 1/12 chance of each one, rather than the current 1/9 chance with briton/gaul and athens/mace/sparta grouped together.


I think this is it for now. I'm looking forward to Alpha22!

 

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Already had issues finding that improvement again, as it's buried on page 132 of a collective thread and the remarks are soon becoming forgotton history, so please create trac tickets for these issues, temple.

For the civ dropdown size, I've created D527.

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1- We need an indicator for minimap, For now nothing complex, (attack here, help here, etc..) just something to indicate.

2- I would like to see the units come out of different points of the constructions as indicated. They are always coming out ahead, this can sometimes be delayed (if you have only wood behind the CC, it takes a lot longer to get around), and also prevents you from ambushes or fleeing enemies that are around the building.

3- One thing I really miss, is to be able to create units and leave them inside the building as soon as they are ready. Currently you can not do this, they leave the building so you can put them in later, and they can often die carelessly instead of protected.

4- Rabbits should be domestic like chickens. Its very very hard kill them with horses range, are very small, and need more than one attack. I do not see any player hunting habbits, is very rate. They should be hunts like chicken.

5- What I'm going to put here seems to be something of no value, but I missed it a few days ago, and I'll expatiate because.

As you can see in the picture, most games have an indicator of where your unit will move, after your click, at 0 a.d we do not have this, I never felt lacking to be honest, but days ago I was having problems in my Mouse, right click, then sometimes it ended up not clicking, so I got lost several times, (there were not few) because I thought I had clicked and had not, as we do not have the indicator I had no way to know. I relied on the audio, okay is a good indicator, but have you stopped to think about possible deaf users? I think an indicator would really be very useful, especially for users with possible hearing problems.

 

indicador.png

Edited by borg-
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31 minutes ago, borg- said:

3- One thing I really miss, is to be able to create units and leave them inside the building as soon as they are ready. Currently you can not do this, they leave the building so you can put them in later, and they can often die carelessly instead of protected.

Select building and then Ctrl + right click on that building.

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4 minutes ago, Imarok said:

Select building and then Ctrl + right click on that building.

Wow thanks!!! I did not know, and I think most players do not know. Likewise, I think this should be simpler with just the right click, without the Ctrl.

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4- Rabbits should be domestic like chickens. Its very very hard kill them with horses range, are very small, and need more than one attack. I do not see any player hunting habbits, is very rate. They should be hunts like chicken.

 

 

 

Can be capturable like AoE series.

@elexis can be nice for A23 start with capturing and conversion. Yeah the other methods described in that ticket.(#997)

 

5- move animation. I think is time to open a task.

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2 hours ago, borg- said:

Wow thanks!!! I did not know, and I think most players do not know. Likewise, I think this should be simpler with just the right click, without the Ctrl.

Without Ctrl you reset the rallypoint. Ctrl always stands for garrisioning

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Re temple:

(3) Because the building is square and they start shooting once in range.

(4) Agree, but the issue is especially that we can't select multiple buildings of allies at once.

(5) sure

(7) That's controversial, discussion goes back forth. Most recently here #4576.

(8) We've noticed th half-second delay for tooltips in D459 too. Agree to remove it, trivial.

(12) Agree, the civs are well differentiated, all unique, even all hellenic ones. Apparently this is wanted though, so a new page was proposed once upon a time #3987

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