Justinian Posted August 15, 2008 Report Share Posted August 15, 2008 That sounds useful. Quote Link to comment Share on other sites More sharing options...
wayspooled Posted August 15, 2008 Report Share Posted August 15, 2008 (edited) Yep. Don't remember which was which but with one of the games, the saved game was generic as far as which player slot "you" were in. When you loaded the saved game, you just picked which slot you were in before.. (or wanted to play actually). Only one person loaded the saved game at the beginning, the game synced the other player(s) up to it. So some thought would have to be done for making the saved games as small as feasible. The 15-60 second synching process (with the option for a fixed timeout period which could be renewed if everyone wanted to wait) was a small price to pay for the utility it added to the game.Another thing I recall being useful was being able to adjust the color of user to user messaging, game to user, and user to team (messages). Useful to those without perfect eyesight or the colorblind. Edited August 15, 2008 by wayspooled Quote Link to comment Share on other sites More sharing options...
NOXAS1 Posted August 30, 2008 Report Share Posted August 30, 2008 im partially colorblind and i think that that would be very useful Quote Link to comment Share on other sites More sharing options...
tro Posted August 31, 2008 Report Share Posted August 31, 2008 I hope I am not readressing this.It would be nice to have some of the major interface improvements to minimize micromanagement found in Total Annihilation (1997) and Supreme Commander (2008)1. no arbituary number of units per selection2. some sort of way point system that allows you to queue unlimited move/attack/build etc orders on mobile units and structures3. Maybe even the ability to modify these way-points without having to reset them Quote Link to comment Share on other sites More sharing options...
HistGamer Posted September 22, 2008 Report Share Posted September 22, 2008 In Age of Mythology, i dislike how units have 'big bonuses' depending on their types... like heroes PWNs mythic creatures, archers PWN infantry.... Can we make it a bit more balance... So there is more tactics/strategy instead of building the right unit choices to counter your enemy... Thanxs Quote Link to comment Share on other sites More sharing options...
HistGamer Posted September 22, 2008 Report Share Posted September 22, 2008 Please(if possible)-To enable the player to turn hero's auras on/off-Include fishing =)-and YEAH- Tahattus made a VERY IMPORTANT point in his 11 request xD-Environment seasons, weather, animals, terrain--make everything graphically stunning=P-so far all the screenshots r pretty darn good=)-We don;t want clones please-Make everything as uniques as possible, --and possibly give us a wider and bigger range of unit choices..(like in aom, to me the unit choices are pretty small)-And finally, I know this is a free game, but i see it got the potential of it in becoming a great game so plpease don;t spoil and Keep working! You guys are doing great!!! Quote Link to comment Share on other sites More sharing options...
Apomonomenos Posted September 27, 2008 Report Share Posted September 27, 2008 In Age of Mythology, i dislike how units have 'big bonuses' depending on their types... like heroes PWNs mythic creatures, archers PWN infantry.... Can we make it a bit more balance... So there is more tactics/strategy instead of building the right unit choices to counter your enemy... ThanxsDito big timeThat is the only reason why Multiplayer was so biasedIt's like Fox news. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 27, 2008 Report Share Posted September 27, 2008 Well, in real life certain troop types countered other troop types. Quote Link to comment Share on other sites More sharing options...
Apomonomenos Posted September 27, 2008 Report Share Posted September 27, 2008 Well, it was rarely (if ever) a Biased fight. Quote Link to comment Share on other sites More sharing options...
Justinian Posted September 28, 2008 Report Share Posted September 28, 2008 Well the Phalanx (the Hoplitai one) was weak to Cavalry in real life (I'm pretty sure, it's why Cavalry and Archers became more prevalent after the Greece vs. Persia thing) and every other game says they would exterminate Cav... Dalek style. Quote Link to comment Share on other sites More sharing options...
Belisarivs Posted September 28, 2008 Report Share Posted September 28, 2008 Well, in real life certain troop types countered other troop types.But in real life could be counters defeated by units they were counter to. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 28, 2008 Report Share Posted September 28, 2008 But in real life could be counters defeated by units they were counter to.With overwhelming numbers and skilled usage of formations this will be possible in 0 A.D. Quote Link to comment Share on other sites More sharing options...
Belisarivs Posted September 29, 2008 Report Share Posted September 29, 2008 With overwhelming numbers and skilled usage of formations this will be possible in 0 A.D. So I will need both or one of them? Quote Link to comment Share on other sites More sharing options...
Justinian Posted September 29, 2008 Report Share Posted September 29, 2008 One or the Other.I u haz t3h l337 skillz u could outnumber 4nd 0v3rwh31mAlternatively If you knew how to (actual skill) you'd be able to out-manuever and destroy.Of course using both = Quote Link to comment Share on other sites More sharing options...
Apomonomenos Posted October 4, 2008 Report Share Posted October 4, 2008 Huh? maybe i gotta brush up on my slang enlgish... Quote Link to comment Share on other sites More sharing options...
Evesest Posted November 18, 2008 Report Share Posted November 18, 2008 0 A.D. looks nothing short of amazing. I absolutely can't wait for it's first release.My only suggestion is that siege becomes an important part of gameplay. I love breaking into castles as much as I love building efficient castles. Walls are a huge part of an RTS to me. Quote Link to comment Share on other sites More sharing options...
Luis_Hoplite Posted December 9, 2008 Report Share Posted December 9, 2008 Well, I have an idea for wall building. Its raw, I just made this, but I will tell:Well, taking and maintaining an enemy base was, for me, a bit hard job on AoK, because, if the city is walled, OR you build around ALL the enemy wall left, OR you destroy every wall section, because, if you want to fortify your city only building in the spaces left, the enemy can simple delete his own wall to attack your new city. Then I thinked about an "Wall radius" around the Town Center. When you destroy an enemy Town Center, and build an Town Center of your own, all the walls inside an radius around the Town Center will convert to yours, for re-building the city defenses will be an easier task. Any opinion, post here, and we will try to make this idea better, or, if is bad, discard it. =) Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 9, 2008 Report Share Posted December 9, 2008 Not bad. Quote Link to comment Share on other sites More sharing options...
Hiram Posted December 9, 2008 Report Share Posted December 9, 2008 The phalanx was weak against cavalry?, I never tough that, I think that every closed formation of spearmans will be good against cavalry Quote Link to comment Share on other sites More sharing options...
Justinian Posted December 9, 2008 Report Share Posted December 9, 2008 The Hoplite has the Spear facing down by default (thank you overhand formation), not mentioning the static-ness of the formation.Horses won't charge spears, so they simply move around them and due to the overhand spear they get a major bonus. Quote Link to comment Share on other sites More sharing options...
Belisarivs Posted December 9, 2008 Report Share Posted December 9, 2008 The phalanx was weak against cavalry?, I never tough that, I think that every closed formation of spearmans will be good against cavalry Who says otherwise? Quote Link to comment Share on other sites More sharing options...
MrBlack103 Posted December 26, 2008 Report Share Posted December 26, 2008 By the looks of the game, the hoplite's spears seem too short to give any significant bonus vs. cavalry, compared to pikes and the like. Quote Link to comment Share on other sites More sharing options...
Hiram Posted December 26, 2008 Report Share Posted December 26, 2008 Thats not the point, the main advantage a horse gives in battle is to be able to charge against the enemy, because that single moment can leave a bunch of soldiers out of the battle, but once surrounded, the horse can be easely wound, becoming a burden, the best option after the charge is keep moving so the infantry cannot sorround you.But in closed formations, of heavy armored spearmans, the charge doesnt work since the first contact that the horse have, is with the spear, and sometimes the horse can refuse to advance. I still dont see why would the hoplites be weak against cavalry. Has history show, the best way to face a static defensive formation, is with mobile ranged units. Quote Link to comment Share on other sites More sharing options...
plumo Posted December 27, 2008 Report Share Posted December 27, 2008 About the wall thing: I think it is easier to give units a radius. For example, you attack a fortified town => the radius of your troops makes it impossible for the enemy to build/destroy his buildings, walls...When you pull back your troops, the radius disappears obviously. Quote Link to comment Share on other sites More sharing options...
MrBlack103 Posted December 28, 2008 Report Share Posted December 28, 2008 Simple, inventive: I like that idea. Quote Link to comment Share on other sites More sharing options...
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