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Suggestions for 0 A.D.


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And again, animations for formations would be very awesome. This may be better as well if you could say for example get 20 Roman Spearman and 20 Roman Swordsmen and "merge" them so that they sort of "one unit" ? If that makes sense. And an icon would appear at the top right/left of your screen and if you clicked it you highlight that group of units you just merged. This would allow you to control your units more effectively. Just an idea. Please comment. :)
i don't think you'd need to establish a specific function to make a group of mixed soldiers march in formation; you'd just select the appropriate units and give them a simultaneous command

however, having "banners" for groups of units like in Age of Mythology would also be useful. in that game, i personally liked to set up a particular type of unit with a hero if i could (for example, when playing as Poseidon, i'd match Theseus with my hoplites, Hippolyta to the archers, Atalanta with cavalry to exploit their speed, and Polyphemus with myth units and siege). this way, the player could easily match up squads of complementary units for an ideal purpose (like hoplites with a complement of archers and javelinists) or add a hero to whatever group of soldiers he would most benefit (mounted heroes would go best with other horsemen, etc.)

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Here's some suggestions I have for the game. I've tried to avoid obvious ones (like improved pathing), but probably many of them have been discussed before. BUGS (1) When constructing buildi

This is my feedback regarding Promotion Animation: I don't like it. How about following the Red Alert 2 tradition? A Promotion Visual popping over the unit's head It's a little bit like the Move

A Compass for the Map. No need to explain why it's a Nice-to-have. But what I kind of want as a consequence is to make that gold map border a little bit thicker so that I could use it to rot

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i don't think you'd need to establish a specific function to make a group of mixed soldiers march in formation; you'd just select the appropriate units and give them a simultaneous command

I mean like you would create a group, so for example if I highlighted 20 Spearmen and 10 Swordsmen and made them into a group, then I could make about 4 of these and line them up with easier control. What i mean by this is that you wouldn't have to keep highlighting the units you could just click e.g a banner at the top right of the screen. Maybe when you grouped a general and banner would appear boosting morale? Or perhaps you could train a general and merge them into a at least a group of 20 units and any you units you added to the group would get a boost from this general/captain whatever!

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I mean like you would create a group, so for example if I highlighted 20 Spearmen and 10 Swordsmen and made them into a group, then I could make about 4 of these and line them up with easier control. What i mean by this is that you wouldn't have to keep highlighting the units you could just click e.g a banner at the top right of the screen.

Isn't that what control groups are for? :huh:

Ctrl + 1 (- 0): Create control group 1 from the selected unit/units/building/buildings

1 (- 0): Select control group 1

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I love the deck card. Many gamers love mix board games with RTS. Get the feeling of strategical game.

If this game can mixed with other gente with which would be?

RPG?

board gaming/card?

TBS?

FPS?

imo, the only other broad type of game that can mix well with RTS games is RPGs, and even then it would be more like an RTS adaptation of an RPG

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If units are to be given more than one mode of attack (say, pila or gladia for a Roman legionnaire), what if unit groups of a certain level and headed by a commander are able to automate basic attack events that can be set. For example, a group of like units can be set so that when hostile units come into the attack range, the group can be set beforehand to either attack by melee, throw javelins and then charge attack, or throw javelins until the group makes contact with the hostiles and then attack by melee. The units that will be able to do this will have to be of a certain level (not any old conscript will be able to do this), and not all types of main infantry units will be able to do this. This will give an advantage to mainly units that have combined attack and is quite useless for units that have only one type of attack. This makes combined ability units very flexible in that you can choose whether to make them act primarily as melee or ranged units.

I think that while the particular idea above can be discounted, the idea of basic automation that is a bit more complex that walking forwards and backwards and harvesting should be considered for adding to the gameplay.

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IDEA: How about an "map editor" and a "cloth editor" for the game characters?...

( So we may make their appearence more similar to our own county´s old classic armies... And also, let the user to be able to rename these "army" names?... )

Please note: I have no idea if this are good requests, or if people asked about it it before, anyways....

Not possible?... Who cares?... THANKYOU for your hard work and share this awesome game with us!!!

Edited by jorgerosa
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After playing a few single player scenarios this morning, I was thinking to myself, it would be cool too see the Templar Knights be involved in some way. So I looked up their time period, apparently they came about in 1118, just missing what I understand to be the current 0AD time period of 1000AD.

Is there any discussion on going beyond the 1000AD, maybe not to modern times, though that would also be interesting but I think that far would be beyond the scope of the current game.

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Sonly I have a answer: official mod focused in medieval times.its a lot of work. But we have The Cataprahct and Clibinarii if you like the Knights Warriors.

And it's 500AD not 1000 AD .

And not we are history channel, not Templar knights, no fantasy secrets societies, no ancient aliens.

Edited by Lion.Kanzen
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The Templar Knights are NOT fantasy, and were not a secret society. They were part of the Crusades. I did find other references on the forums here doing a general Search.

I originally thought 0AD was based on 500BC to 500AD, I don't know what made me think it expanded to 1000AD.

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I have a minor issue from Alpha 14 to report and a suggestion about ships.

The minor issue from Alpha 14 is one of the City Phase Iberian Mercenary techs for the Carthaginians, the production time reduction doesn't seem to unlock at all, but the other tech in the pair and the Town Phase pair seem to work properly. I don't know if there are similar issues with the Celtic and Italian Mercenary techs, because I have only used the Iberian Embassy thanks to the new limit of one embassy at a time. On a side note, a limit of one embassy seems like it would make the production time reduction techs far more attractive than the cost reduction techs.

My suggestion is about the way ships are named. Currently, some ships, such as the Carthaginian warships, aren't using their specific name from the design document, the current specific name should be the generic name, and the current generic name is redundant with the ship class which is the next line of the tooltip and probably doesn't need to be used at all.

Edited by Zeta1127
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now you say that Zeta, In Persian the Pair of Infantry and Cavalry is not same as other civs for obliviously reasons.

When you build a Wall the units only build a Turrets and "forgets the Wall" and happens with houses when you build more than 3.

And if you build a Wall when Ai try to Attack, dont have nothing because they can't attack the walls. may be they can try to withdraw

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