Guest Posted April 13, 2018 Report Share Posted April 13, 2018 (edited) The closest thing I could of think to a wagon is animals. For example, sheeps from a corral can behave like that. Edited April 13, 2018 by Guest Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 13, 2018 Report Share Posted April 13, 2018 So basically Treasure unit moving from one CC to another. The only downside I see to it not needing to be garrisoned is that it can be abused by people putting friendly units near each other CCs. It could work with a ship version too though a unit from the shore would have to come collect it and there is no way for the enemy to intercept that. 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 13, 2018 Author Report Share Posted April 13, 2018 (edited) A good point to have in consideration. Quote Sure there are a lot "RTS" called games in the making, but the developers behind them have pretty much no idea what they are doing. They can't even get base build right, in Age of Empires you are always building something and have time to command units. In for example Planetary Annihilation you can't command units, you have to build and spam all time, zero strategy and in Grey Goo or Spellforce3 it takes like forever till you did build your army. Somehow they always fail to make a decent AI, it always dumb send 1 by 1 unit into same position. That's the players ask to mostly RTS. Empires Apart is a good example. polish mechanic adding feature is a good thing if helps to macro. Edited April 14, 2018 by Lion.Kanzen 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 13, 2018 Report Share Posted April 13, 2018 Did you say that because of my previous message ? Also we might have something to fix your 'quote'. Stay tuned. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 14, 2018 Author Report Share Posted April 14, 2018 This wagon mechanic is a game mode or a new feature? Quote Link to comment Share on other sites More sharing options...
elexis Posted April 14, 2018 Report Share Posted April 14, 2018 Changing the Loot/er code should be easy, but not sure how to implement the garrisoning if it's not a treasure. Players often look at resources of allies, then decide how much donations are needed. But if it takes a half a minute or longer when one is suprised by a fight, then it might be hard to coordinate. If the unit has to travel, it might be too dangerous to transport. That might be considered a feature, not a bug, but I'm dubious. 2 Quote Link to comment Share on other sites More sharing options...
elexis Posted April 14, 2018 Report Share Posted April 14, 2018 On 4/5/2018 at 8:34 AM, Lion.Kanzen said: Diplomacy features like trade units between players. Diplomats? What would be their task? On 4/5/2018 at 8:34 AM, Lion.Kanzen said: More nomad styles like scattered unit over the map. In a23 we have nomad on all random maps (besides survival of the fittest) 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 14, 2018 Author Report Share Posted April 14, 2018 37 minutes ago, elexis said: Diplomats? What would be their task? In a23 we have nomad on all random maps (besides survival of the fittest) No, each unit alone in the map. trying to found a good place alone or reach the rest of their comrades. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 14, 2018 Report Share Posted April 14, 2018 5 hours ago, Lion.Kanzen said: No, each unit alone in the map. trying to found a good place alone or reach the rest of their comrades. Call it "Chaos" mode, as opposed to "Nomad" mode. Not bad? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 14, 2018 Author Report Share Posted April 14, 2018 7 hours ago, wowgetoffyourcellphone said: Call it "Chaos" mode, as opposed to "Nomad" mode. Not bad? Wreck, lol. this style you can cross with you opponents and give some nomad engagement, a soldier vs woman or a scout vs a pikeman /spearma Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 14, 2018 Report Share Posted April 14, 2018 Make doors from gates a separated entity with less HP so can be destroyed first and open an small way of entrance, this would allow players to attack a well defended city whitout needed a lot of rams or siege weapons 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 14, 2018 Report Share Posted April 14, 2018 If the turret/sub unit system if implemented that should be easy right @bb_ ? Quote Link to comment Share on other sites More sharing options...
bb_ Posted April 15, 2018 Report Share Posted April 15, 2018 probably yes, but defining and implementing sub-units isn't... Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 15, 2018 Report Share Posted April 15, 2018 44 minutes ago, bb_ said: probably yes, but defining and implementing sub-units isn't... Wasn't #2577 doing just that ? Quote Link to comment Share on other sites More sharing options...
bb_ Posted April 15, 2018 Report Share Posted April 15, 2018 yes, but that doesn't make it easy still Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 15, 2018 Report Share Posted April 15, 2018 @bb_ It only missed the atlas todo when I left it So it was done and working Quote Link to comment Share on other sites More sharing options...
Thorfinn the Shallow Minded Posted April 17, 2018 Report Share Posted April 17, 2018 I'd like corrals to work as they were initially designed and/or scrapping the annoying, micro-intensive animal training mechanic. A lot of the foundations for capturing sheep and other neutral animals are already in place. 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 17, 2018 Report Share Posted April 17, 2018 2 hours ago, Thorfinn the Shallow Minded said: I'd like corrals to work as they were initially designed and/or scrapping the annoying, micro-intensive animal training mechanic. A lot of the foundations for capturing sheep and other neutral animals are already in place. Animals as relics would be a nice feature. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 18, 2018 Report Share Posted April 18, 2018 10 hours ago, wowgetoffyourcellphone said: Animals as relics would be a nice feature. Maybe change the way the corral animals are gathered, they are gathered as meat but what if you change that for example cows give milk, what if its changed as some slow gathering for milk, cotton, and other kinda of resources wich can be harvested whitout killing the animal Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 18, 2018 Report Share Posted April 18, 2018 2 hours ago, Alexandermb said: Maybe change the way the corral animals are gathered, they are gathered as meat but what if you change that for example cows give milk, what if its changed as some slow gathering for milk, cotton, and other kinda of resources wich can be harvested whitout killing the animal Basically, yes, that's the idea. Not so granular, but in general you'd find domestic animals when scouting, they'd convert to your side, then you'd garrison them into the corral for a trickle of food resource. Similarly, if you find wild horse it converts to your side, and then you can garrison it into a corral and it would benefit cavalry training in some way. These are like old-school relics, but unique-ified for 0 A.D. Quote Link to comment Share on other sites More sharing options...
Rolf Dew Posted April 20, 2018 Report Share Posted April 20, 2018 What about short swords as a secondary weapon for spear units? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 20, 2018 Author Report Share Posted April 20, 2018 1 hour ago, Rolf Dew said: What about short swords as a secondary weapon for spear units? We need discuss first how balance that, we have a patch in progress with secondary attack between ranged and mêlée combat. 1 Quote Link to comment Share on other sites More sharing options...
Rolf Dew Posted April 20, 2018 Report Share Posted April 20, 2018 Perhaps it could be like age of empires 3, where secondary attacks do significantly less damage unless they counter a unit? Quote Link to comment Share on other sites More sharing options...
Grigoris Posted April 23, 2018 Report Share Posted April 23, 2018 What about to add a new vision system (thought for night maps)? View range will there be bound to units or fireplaces, not specifical to buildings. Few units with torches could allow to increase view range (probably could be used one time later for to burn down buildings). Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 23, 2018 Author Report Share Posted April 23, 2018 (edited) 10 minutes ago, Grigoris said: What about to add a new vision system (thought for night maps)? View range will there be bound to units or fireplaces, not specifical to buildings. Few units with torches could allow to increase view range (probably could be used one time later for to burn down buildings). Isn't easy to implement in a single alpha. Edited April 23, 2018 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
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