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Suggestions for 0 A.D.


Wijitmaker
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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
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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?

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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.

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  • 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
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# Suggestions for 0 A.D.

when watching as spec/observer a game ints nice that game not stops when i look details of building, units, ... sadly thats different when running a replay. means also sadly  running a replay while recording a video the games stopps. should not.

Edited by seeh
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  • 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...

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  • 3 weeks later...

Well i think, maybe add some advantage of factions against others, like Romans having advantage against pikeman and spearman (Scutum), the formations can advance without break, that things, story advantages and formation fixes, to move in for example, testudo or phalanx.

 

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  • 2 weeks later...

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