Jump to content

Suggestions for 0 A.D.


Wijitmaker
 Share

Recommended Posts

21 hours ago, smiley said:

Should the biome affect terrain generation? Rainy biomes could have larger rivers. Snowy ones might have frozen walkable lakes. How do you define something like that?

These factors are defined by the season. others with geographical accidents and others with several of these.

 

Think of the Danube or the Mississippi. What defines them?

Both must be dangerous in spring or fall.

In tropical climate there are only 2 factors temperate rainy and dry season.

Link to comment
Share on other sites

  • 1 month later...
Quote

I know this is probably very difficult to simulate, but wouldn't it be awesome to add a burning animation to buildings when they are taking fire damage. The size could scale with the damage rate of the fire.

Large smoke too.

Edited by Pepre
Link to comment
Share on other sites

1 hour ago, GrimPixel said:

I wonder why there are no buildable bridges.

We don't have the passable buildings feature yet.

they also called flattering terrain.

Another thing is that the 3D structures were walkable meshes.

Edited by Lion.Kanzen
Link to comment
Share on other sites

2 minutes ago, wowgetoffyourcellphone said:

Seeing units fighting on the steps of a temple or over a bridge would be epic, eh?

 I would more like to see battles over ; the boats  or the walls.

It would be interesting.

Edited by Lion.Kanzen
  • Like 1
Link to comment
Share on other sites

Bring the effects of geographical features to production? E.g. as for the production rate of fields, fertile land and rivers increase it, while barren land and desert decrease it; as for the prices in corral and stable, grassland decreases them, desert increases them.

In addition, weather system? E.g. Rainy weather decreases moving speed and projectile accuracy, foggy weather decreases unit sights and projectile accuracy, sandstorm weather decreases unit sights, moving speed, projectile accuracy as well as all productions.

Edited by GrimPixel
  • Like 1
Link to comment
Share on other sites

On 16/09/2022 at 8:34 PM, real_tabasco_sauce said:

I know this is probably very difficult to simulate, but wouldn't it be awesome to add a burning animation to buildings when they are taking fire damage. The size could scale with the damage rate of the fire.

During building of a forge, it shows flames. Maybe such an effect could be shown for buildings when under fire attack. Am I right that the flames gfx need be part of the building gfx, or could they be added on top (without looking ugly)?

Link to comment
Share on other sites

  • 2 weeks later...
On 02/11/2022 at 8:28 AM, Ceres said:

During building of a forge, it shows flames. Maybe such an effect could be shown for buildings when under fire attack. Am I right that the flames gfx need be part of the building gfx, or could they be added on top (without looking ugly)?

They'd need to be added to every single building manually in blender.

  • Thanks 1
Link to comment
Share on other sites

In case this hasn't been suggested previously...

Add a border to each map, wherein the landscape fades to black with distance. The effects of moving a unit there could vary. One possibility is that the nebulous zone would quietly, but very slowly, transport units to a different point on the periphery (a la trekking through the wilderness, or through foreign lands). Another possibility would be to send units permanently away, for use in subsequent maps of a campaign.
Link to comment
Share on other sites

Another idea, if it hasn't been thought of already...

Limit the building of town centers to a certain radius, so as to eliminate territories being cut short by the map's border. (Also, perhaps keep everything outside the radius as unexplored, except for the portion of territory that the town center "cuts out" of the darkness.) Edited by 1F409
Link to comment
Share on other sites

52 minutes ago, 1F409 said:

Limit the building of town centers to a certain radius, so as to eliminate territories being cut short by the map's border. 

Not in favor. First it would be the player's responsibility to not build in a disadvantageous position. There's also some maps (Ngorongoro) where the starting positions would be outside such a hypothetical radius and it would be difficult to remedy. And sometimes I want to build a CC right next to the map border (for example when it's the only possible position for a forward base).

 

58 minutes ago, 1F409 said:

(Also, perhaps keep everything outside the radius as unexplored, except for the portion of territory that the town center "cuts out" of the darkness.)

??? Everything that's not explored outside the view from the CC stays unexplored. And you want to explore the darkness?

Link to comment
Share on other sites

16 hours ago, 1F409 said:

In case this hasn't been suggested previously...

Add a border to each map, wherein the landscape fades to black with distance. The effects of moving a unit there could vary. One possibility is that the nebulous zone would quietly, but very slowly, transport units to a different point on the periphery (a la trekking through the wilderness, or through foreign lands). Another possibility would be to send units permanently away, for use in subsequent maps of a campaign.

I had the notion that the edge of the usable map would have a dashed line border and beyond that the map grid would extend out to the extent of the player's camera so that you'd never see the edge of the map in normal play. In this buffer zone there would be no templates or entities, only actors.

  • Like 1
Link to comment
Share on other sites

Based on game type, could you guys make the Map is off, the player dont know where his/her position in map, maybe the map is on but your position is at the center, after specific condition fullfill, then you know your exact location on the map.

  • Like 1
Link to comment
Share on other sites

  • 1 month later...

My humble suggestion: The game is already awesome, you can still make it better of course but what 0AD is missing most of all is not new civs, new units, new features but a larger community of players. So to me it looks wise to prioritize marketing rather than development at this stage. I get to know many people that is still playing Age of Empires 2 and don't even know about 0AD, and the reason they play it is due to the community, because of course 0AD is nowadays much superior. But it lacks that community.

Also: Things like the community mod go against enlarging the community actually. The reason: Now I enter the lobby and find two kinds of games which are not compatible with each other, for me this is a pain but handle it because I already know. But for a newcomer this is just splitting the community.

Edited by gui456wSERTDYF
  • Like 1
Link to comment
Share on other sites

  • 2 weeks later...

There is an annoyance when you garnison units into a building which is full when you command them to go into the building. They run go to the building -response is looking fine-  and on arrival they stand there waiting for better times. They do this even when you have made the building empty. you need to give them another command to go in.  Would be nice if there is another check to go in, when they arrive at the building.  When a empty building has gotten full at arrival, a second check  works, so this should be possible.

Just lost a group of promoted archers due to this, albeit I thought they were secured while my attention was needed otherwise...

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...