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Suggestions for 0 A.D.


Wijitmaker
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24 minutes ago, Stan` said:

I mean offline in-game Manual. BTW, will you replace Atlas online manual to offline? IDK, maybe .txt version. Something indepensent, because online only manuals are uncomfortable. Wesnoth's in-game manual will the best example.

Edited by Jethew Goldgrub
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It seemed to me that such locations as savana/desert and sea coasts were sparsely populated by fauna. How about adding some ostriches and scorpions to the savana/desert

Spoiler

 

and some cranes and sand crabs to the empty coasts? Or some herons to swamps?

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  • 2 weeks later...

  

On 05/09/2010 at 6:20 PM, superhafizh said:

Trap...

It would be good if there's trap system. Some troops accidentally burned down, or paralized, is good to see on the screen http://www.wildfiregames.com/forum/uploads//emoticons/default_smile.png

I would suggest an explosion trap if this game is, at least set on medieval age. But there's no explosion in classical era unfortunately http://www.wildfiregames.com/forum/uploads//emoticons/default_wink.png

First of all, sorry for digging out this old suggestion which might have been forgotten since.
I've just found this very old post before suggesting the same idea.

I like the use of traps in Stronghold Crusader 1.
I'd suggest no explosion trap but rather pitch traps that could be lit by bowmen with flamming arrows.
Other spike traps could be whole with spikes in their bottoms.
Another trap could be simply a large hole in the ground where units (running cavs ?) would fall into, then one could kill them from above with arrows/arbalests.

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On 04/08/2022 at 8:12 AM, Stitch said:

It seemed to me that such locations as savana/desert and sea coasts were sparsely populated by fauna. How about adding some ostriches and scorpions to the savana/desert

I've noticed that a lot of the randomly generated maps don't have enough wildlife myself. And these maps never seem to have predators lurking about. It makes the wilderness feel empty and barren IMO.

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19 minutes ago, Tyrannosaurus said:

I've noticed that a lot of the randomly generated maps don't have enough wildlife myself. And these maps never seem to have predators lurking about. It makes the wilderness feel empty and barren IMO.

There is a serious effort here to make maps way more lively: https://code.wildfiregames.com/D3995

I sincerely hope it can be included in A27. @maroder

Edited by wowgetoffyourcellphone
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2 hours ago, wowgetoffyourcellphone said:

There is a serious effort here to make maps way more lively: https://code.wildfiregames.com/D3995

I sincerely hope it can be included in A27. @maroder

I think it would be really nice if there was a customizable map that had all features on a sliding scale. For example, it would have options like amount of food, amount of wood, amount of metal, amount of water, amount of elevation, etc. It could also have an option for amount of distribution of features that impacts the clumsiness of features, where perfectly even distribution results in 0 forests and all trees equally space and no distribution results in one large forest and no other trees.

It would also be nice if we could atomized maps on a scale of 1-8, where 1 distributes features across the entire map and 8 results in features being spread out in 8 slices. In other words, a way to make each player have the same accessibility to resources or a way to make it entirely entirely random. 

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9 hours ago, Tyrannosaurus said:

I've noticed that a lot of the randomly generated maps don't have enough wildlife myself. And these maps never seem to have predators lurking about. It makes the wilderness feel empty and barren IMO.

Will this lead to lag?

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14 hours ago, real_tabasco_sauce said:

Would it be possible to set observer lag -1 as default? I think this would be a good change.

13 hours ago, Sevda said:

In order automatically prevent laggers from interfering with the game.

Many new hosts Don't know about it and they are very laggy when 8 specs enter

11 hours ago, chrstgtr said:

You never want observer lag. The option should be turned off and set to a default of -1. 

For the record, I setup a default of 10 because of @nani's comment here: https://code.wildfiregames.com/D3737#162803

I don't have any strong opposition to changing the max lag to -1.

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7 hours ago, wraitii said:

For the record, I setup a default of 10 because of @nani's comment here: https://code.wildfiregames.com/D3737#162803

I don't have any strong opposition to changing the max lag to -1.

Ok I see @nani's point. However, usually hosts shouldn't lag behind their own server right?

Another point: I have joined more "complicated" games (4v4, late game, many units, lots of fighting) and had to lag up to 8 seconds before I caught up the the action. After that, I didn't lag behind at all.

It should definitely be an option, but I think if '-1' is not ideal, something like 50 turns would be fine too.

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agree on -1 by default. mostly, hosts prefer to have that setting because it's less hassle. how is it better to kick slow observers rather than having slow observers lag behind? they can leave if they stop enjoing the lagged stream, instead of getting kicked directly.

join lag is a different thing entirely.

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Add more Asian and Romano-Roman music, something similar to clichés, something that does not remind us of epic cinema.

 

military marches always give it a touch.

 

 

Gregorian chant is from pagan origin.

 

https://www.catholicworldreport.com/2013/01/30/the-hellenic-origins-of-church-music/

 

https://www.wilmingtonfavs.com/pagan-christianity/the-origins-of-the-choir.html

I don't see why not include a little choir.

Edited by Lion.Kanzen
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  • 2 weeks later...

What I really experienced as positive about the AoE2 community on voobly, is that how easy it was to play with modded settings.

 

If someone felt that there was a better way to generate the map, they would install the map and people joining the lobby would automatically download it and be able to play on it.

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