Titus Ultor Posted February 4, 2005 Report Share Posted February 4, 2005 There are seasons, but they're cosmetic, I think. Or maybe that's weather.Moreover, most of Europe, especially in Northern Europe, was coated in trees. Blazing down forests wasn't a very good option at the time. By Napoleon's time, however, population growth and modernizing technology had drastically lowered the amount of forests. Sort of like South America and Central American today. Quote Link to comment Share on other sites More sharing options...
Caesar Posted February 5, 2005 Report Share Posted February 5, 2005 Just a small question- does 0 AD have any beta versions out? Quote Link to comment Share on other sites More sharing options...
Dnas Posted February 5, 2005 Report Share Posted February 5, 2005 No.Staff members, of course, have testing builds, but nowhere near beta. Quote Link to comment Share on other sites More sharing options...
Bakayaro Posted February 5, 2005 Report Share Posted February 5, 2005 But what if you were to tax food output during winter?And should there be mining accidents (does damage to workers mining resources, can research techs to help prevent them)What are the resources anyway? Quote Link to comment Share on other sites More sharing options...
Vingauld Posted February 12, 2005 Report Share Posted February 12, 2005 I think u shouldn`t make the units too stong, because fighting whit big armies is beautiful and realistic, as long as it is controlable ( grouping soldiers really helps )There should be at least one way to gain a resource without runnig out of it (for example trading in Age of Empires/Kings/Mythologie) because it really sucks to run out of resources. Unexhaustable farms can be good thing, because it is really annoying if you are at war and your reset farm qeue (AOK) is empty . 1 Quote Link to comment Share on other sites More sharing options...
Bakayaro Posted February 12, 2005 Report Share Posted February 12, 2005 What's wrong with exhaustible resources?I find inexhaustible resources annoying: your games last way too long, and it's not realistic, is it? 1 Quote Link to comment Share on other sites More sharing options...
Vingauld Posted February 13, 2005 Report Share Posted February 13, 2005 Well there should be some waytogive you the ability to always gather a form of resources, for example the regrowing trees (wich has been suggested somewhere in this topic) And inexhaustable farms are reasonably realistic; for example if you have a corn field and you have harvested your corn you will use a part of your corn to plant new cornin order to avoid that you wont have any income next summer, so maybe you can use food to reset your farm and make trees regrow and then the exhaustable resources are ore and stone.Vingauld Quote Link to comment Share on other sites More sharing options...
Bakayaro Posted February 13, 2005 Report Share Posted February 13, 2005 Then how about two styles of games: Slow and FastSlow means larger map, more resources, renewable resources.Fast means smaller map, fewer resources, nonrenewable resources. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted February 13, 2005 Report Share Posted February 13, 2005 How does more resources = slow? Quote Link to comment Share on other sites More sharing options...
Bakayaro Posted February 14, 2005 Report Share Posted February 14, 2005 Cuz you can have a longer game with more resources.Limited resources pushes you to win before you run out, thus making turtling in very difficult. Quote Link to comment Share on other sites More sharing options...
Vingauld Posted February 14, 2005 Report Share Posted February 14, 2005 Sounds like a good idea , in this case you can choose from different gameplay types by chosing a type of map Quote Link to comment Share on other sites More sharing options...
Phoenix-TheRealDeal Posted February 16, 2005 Report Share Posted February 16, 2005 It is a good idea, Bakayaro. In fact, you can, and I do it, playing RM AoK. Let's just say a 1v1 or a 2v2, frexs.If I want a relatively short game I can select the Tiny map (easier to flush or rush on, game over toot sweet). If I want to go with a loooonnnnger game, I select the Giant map. The larger maps are scripted to have more resources appear on them because there is more 'space', and of course they've been designed to carry more civs playing in balance on them, too. Yes, selecting map size at one extreme or the other does have the net effect of giving you a noticeably different game type to play because both strategy and tactics will have to conform to the chosen mapworld. And, amongst quite a few other things, you'll be able to do that in 0ad. Quote Link to comment Share on other sites More sharing options...
Titus Ultor Posted February 18, 2005 Report Share Posted February 18, 2005 I can agree to semi-exhaustible resources...but, honestly, farms and mines can be active for hundreds of years without having to be refreshed. Italy has made wine from vineyards that stem back to midieval times. Perhaps trees should be exhaustible. It's hard, given that an RTS has limitations on how many trees can be shown. 1 Quote Link to comment Share on other sites More sharing options...
Vingauld Posted February 19, 2005 Report Share Posted February 19, 2005 These are just suggestions, and if they are not doable, then to bad for us, we`ll just gonna have to accept that. But what we are saying here is that it would be nice if it would be in the game (though this is probably not everyones oppinnion because there are always afew people whit weird ideas ) Quote Link to comment Share on other sites More sharing options...
Phoenix-TheRealDeal Posted March 5, 2005 Report Share Posted March 5, 2005 Ummm, nowhere to the best on MY knowledge. Quote Link to comment Share on other sites More sharing options...
Bakayaro Posted March 5, 2005 Report Share Posted March 5, 2005 Then there also needs to be an in-game scenario editor that allow for good custom maps and multiplayer scenarios.(Tower defense, anyone?)I'll make some packaged scenarios if someone sets up the editor. (I have some experience with StarCraft's Scenario Editor, and WCIII's as well). 1 Quote Link to comment Share on other sites More sharing options...
Centurion_13 Posted March 5, 2005 Report Share Posted March 5, 2005 Dont you worry, we are including a top quality scenario editor called the Atlas Editor.You should see how much documentation on it there is, I still havent finished reading it all. 1 Quote Link to comment Share on other sites More sharing options...
Centurion_13 Posted March 7, 2005 Report Share Posted March 7, 2005 In the first part we release (500bc to 1ad) I highly doubt it, possibly in the second part (1ad to 500ad) we may include it because we will be adding more features, content and otehr things that we couldnt do in the first.But still its a lot of work to write our own physics engine and I dont know of any (good) free ones that we could use. 1 Quote Link to comment Share on other sites More sharing options...
Aeros Posted March 7, 2005 Report Share Posted March 7, 2005 in 0 A.D. you will need to use units that cause Crush Damage to attack buildings. Hack attacks (like swords) or peirce attacks (like arrows) do not damage buildings. Quote Link to comment Share on other sites More sharing options...
Bakayaro Posted March 7, 2005 Report Share Posted March 7, 2005 Not at all? Not even villagers who can dig under the walls to undermine them? I'm sure I can do some damage to a wall if I have a sword and I knock at the wood that makes up the building. It ought to depend on the material the building is constructed of. A sword would be completely useless against stone or brick, but an axe or a sword could potentially chop wood.And so then can you have soldiers scale walls or go into buildings and disable them from doing anything?Saboteurs? (Units that can disrupt the workings of buildings or damage the buildings themselves)How about espionage? Will that be employed, or will it simply be reduced to scouting? 1 Quote Link to comment Share on other sites More sharing options...
Lord Zorinthrox Posted March 7, 2005 Report Share Posted March 7, 2005 On scaling, I think somewhere it was said that those would not be included. :-( But, in that spirit, what about a seige tower that can land units on top of enemy walls?Actually, it would be cool that when infantry units attack buildings, they do actually set it on fire by throwing a torch up into it, causing the building to loose HP until the fire is quenched by civilians or something; but they cannot directly attack it, because it would take hours. And plus, they are better used attacking other military units.But I agree: infantry vs. stone buildings should be futile. Quote Link to comment Share on other sites More sharing options...
Gunthahaha Posted March 7, 2005 Report Share Posted March 7, 2005 But I agree: infantry vs. stone buildings should be futile.I agreeA good idea could be the capture of principals buildings, as in Rise of Nations... 1 Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted March 7, 2005 Report Share Posted March 7, 2005 A good idea could be the capture of principals buildings, as in Rise of Nations...Interesting idea! *takes notes* :) 1 Quote Link to comment Share on other sites More sharing options...
Bakayaro Posted March 8, 2005 Report Share Posted March 8, 2005 That could be yet another play mode.Each player could start with a certain such building under his or her control, and when they lose control of it for a set amount of time, they lose the game.Or make capturable buildings for normal gameplay. 1 Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted March 8, 2005 Report Share Posted March 8, 2005 That is interesting. A sort of "regicide" game, or "sudden death" type game. Quote Link to comment Share on other sites More sharing options...
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