Sundiata Posted May 29, 2018 Report Share Posted May 29, 2018 1 hour ago, franzliszzt said: Add more types of resources please, like the old '99 Pharaoh From Sierra?? One of my all time favourites!!! I actually downloaded and played it again recently just for the sake of it. I'm still amazed at the complexity, yet fluidity of the economy in that game. Everything made perfect sense (sort of). It was amazing... Industry, processing raw materials, production, supply and demand, transport, long distance trade, social stratification, even some military, it was all there.... You could reach a population of c. 20.000! It was grande! Of course that was a city-builder... But to be honest, I would love to have that style of economy in 0AD. Like 40 different resources, and you actually manage production, instead of microing individuals all the time... You'd just build an economic building, and available workers automatically take up the job. Leave the micro-stuff for military units/warfare... Would be a golden opportunity to work on the civilian aspect of the game... "Bring cities to life". It would also radically change gameplay, which would make it difficult to convince people of taking such a bold step. Also, I don't think there's enough people here that could do make that happen, even if they wanted to 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 29, 2018 Author Report Share Posted May 29, 2018 3 hours ago, franzliszzt said: Add more types of resources please, like the old '99 Pharaoh 0 AD isn't a city builder game. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted May 30, 2018 Report Share Posted May 30, 2018 (edited) Particles for units being healed, that would help to recognize wich unit is being healed if player had a huge army. Same feature could work for units promoted with their respective rank. Edited May 30, 2018 by Alexandermb 2 Quote Link to comment Share on other sites More sharing options...
gaius Posted June 15, 2018 Report Share Posted June 15, 2018 I introduced the concept of stamina/exhaustion, gently via tech in late game, in my not yet signed mod. I think it gives interesting tactical options. 2 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted June 15, 2018 Report Share Posted June 15, 2018 Bridge building like empire earth 2 no se que mas proponer Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 16, 2018 Author Report Share Posted June 16, 2018 5 hours ago, Trinketos said: Bridge building like empire earth 2 no se que mas proponer we need entities being walkable. or units can walk over entities. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 16, 2018 Report Share Posted June 16, 2018 9 hours ago, Lion.Kanzen said: we need entities being walkable. or units can walk over entities. You can walk on farms 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted June 16, 2018 Report Share Posted June 16, 2018 1 minute ago, stanislas69 said: You can walk on farms Yes, but farms are not build over holes in terrain so basically you still walk on terrain not over farm Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 16, 2018 Report Share Posted June 16, 2018 I know was joking. I made a few posts about bridges that you can find on the forums. IMHO bridges position should be map specific so they can be properly adjusted. So basically world neutral foundations like the empty civ centers in aoe games. Also once built they should be indestructible and neutral. One could then research a sabotage technology that allows one unit to destroy them see the settlers 5 expansion 1 (nebelreich) system. Building bridges like walls would be awfull to me. On the art side and on the code side. Also note that we didn't add a swimming passability class because of performance so a bridge one seems unlikely. Notice that being able to put buildings on specific foundations could be a very nice addition to implement mines you could have specific mountain spots where you can build mines 4 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted June 16, 2018 Report Share Posted June 16, 2018 What if we add a second-rate healing ability to female citizens? Maybe a technology that can be researched at houses to unlock this ability. This healing ability will function like a "tend to the wounded" ability, where female citizens can patch up wounded citizen-soldiers (this will need a new animation) at a slower rate compared to regular healers, maybe like 1hp per second. This could also work like how camp followers function during battles, where fighting men are taken care of by the non-combatants after and before a battle. We could also add an AoE battle performance reduction aura to female citizens so that when fighting nearby friendly units, citizen soldiers will perform worst (because friendly non combatants in the battle area are added liability to the fighters) 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 16, 2018 Author Report Share Posted June 16, 2018 35 minutes ago, wackyserious said: What if we add a second-rate healing ability to female citizens? Maybe a technology that can be researched at houses to unlock this ability. This healing ability will function like a "tend to the wounded" ability, where female citizens can patch up wounded citizen-soldiers (this will need a new animation) at a slower rate compared to regular healers, maybe like 1hp per second. This could also work like how camp followers function during battles, where fighting men are taken care of by the non-combatants after and before a battle. We could also add an AoE battle performance reduction aura to female citizens so that when fighting nearby friendly units, citizen soldiers will perform worst (because friendly non combatants in the battle area are added liability to the fighters) With a technology as you said but slowly rate. Quote Link to comment Share on other sites More sharing options...
Trinketos Posted June 16, 2018 Report Share Posted June 16, 2018 9 hours ago, stanislas69 said: I know was joking. I made a few posts about bridges that you can find on the forums. IMHO bridges position should be map specific so they can be properly adjusted. So basically world neutral foundations like the empty civ centers in aoe games. Also once built they should be indestructible and neutral. One could then research a sabotage technology that allows one unit to destroy them see the settlers 5 expansion 1 (nebelreich) system. Building bridges like walls would be awfull to me. On the art side and on the code side. Also note that we didn't add a swimming passability class because of performance so a bridge one seems unlikely. Notice that being able to put buildings on specific foundations could be a very nice addition to implement mines you could have specific mountain spots where you can build mines In the pre-aphas you can build the cc in a settlement Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 16, 2018 Author Report Share Posted June 16, 2018 Just now, Trinketos said: In the pre-aphas you can build the cc in a settlement Like AoM Quote Link to comment Share on other sites More sharing options...
Trinketos Posted June 16, 2018 Report Share Posted June 16, 2018 Just now, Lion.Kanzen said: Like AoM Yes. Creo que esa funcionalidad esta en el codigo, pero no se Quote Link to comment Share on other sites More sharing options...
av93 Posted June 16, 2018 Report Share Posted June 16, 2018 2 hours ago, Trinketos said: In the pre-aphas you can build the cc in a settlement I think that there was only the actor of the foundations, but there was not a socket building system, at least in the first alphas. (Maybe i.m wrong) 1 Quote Link to comment Share on other sites More sharing options...
killuaz Posted June 17, 2018 Report Share Posted June 17, 2018 (edited) Could you remove the tracks that delimit the construction site? Edited June 17, 2018 by killuaz 1 Quote Link to comment Share on other sites More sharing options...
killuaz Posted June 17, 2018 Report Share Posted June 17, 2018 Those Blue Bands Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 17, 2018 Author Report Share Posted June 17, 2018 35 minutes ago, killuaz said: Those Blue Bands Nope. is part game design. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 17, 2018 Author Report Share Posted June 17, 2018 52 minutes ago, killuaz said: Those Blue Bands in topic. please. Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted June 17, 2018 Report Share Posted June 17, 2018 But to answer your question those blue bands are the limits of your territorial influence and by design you can not build in unclaimed territory you increase your territory by building close to those borders and when you phase up. Enjoy the Choice 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 17, 2018 Report Share Posted June 17, 2018 22 hours ago, Trinketos said: In the pre-aphas you can build the cc in a settlement Interesting, which of the prealphas ? Quote Link to comment Share on other sites More sharing options...
Guest Posted June 17, 2018 Report Share Posted June 17, 2018 It is in that design document on the wiki. I dont think it ever was implemented though. All the work done on it was the proof-of-concept empty settlement files in simulation(2)/components/ added in r7547. Could be wrong though. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 17, 2018 Report Share Posted June 17, 2018 (edited) 18 hours ago, killuaz said: Could you remove the tracks that delimit the construction site? I wouldn't mind a "Classic" game mode that allows unlimited building. Though, I'd like the "Empires Ascendant" mode to be default/rated. Edited June 17, 2018 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 17, 2018 Report Share Posted June 17, 2018 1 hour ago, (-_-) said: It is in that design document on the wiki. I dont think it ever was implemented though. All the work done on it was the proof-of-concept empty settlement files in simulation(2)/components/ added in r7547. Could be wrong though. With the "capturing" mechanic implemented, it would be just as interesting to simply place unclaimed CCs around the map to capture. See: Miletus Peninsula skirmish in DE. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 17, 2018 Report Share Posted June 17, 2018 32 minutes ago, wowgetoffyourcellphone said: I wouldn't mind a "Classic" game mode that allows unlimited building. Though, I'd like the "Empires Ascendant" mode to be default/rated. Was thinking the same 31 minutes ago, wowgetoffyourcellphone said: With the "capturing" mechanic implemented, it would be just as interesting to simply place unclaimed CCs around the map to capture. See: Miletus Peninsula skirmish in DE. Could work pretty well for nomad mode. Now having the ability to build buildings on very specific sites would be great bridges or no bridges implemented You could make a bridge entity that can be built and garrisoned over water on specific sites. Even draw bridges 3 Quote Link to comment Share on other sites More sharing options...
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