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#1741 FeXoR

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Posted 26 April 2012 - 09:59 AM

Other missing infos AFAIK are:
- Attack range
- Attack rate
- Move speed (only shown in the train menu AFAIK)
- Charge/run speed
- Stamina
- Quantity of aura bonus

Edited by FeXoR, 26 April 2012 - 10:02 AM.

Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#1742 njam2

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Posted 27 April 2012 - 07:50 PM

um will there be a easier way to do the walls? i find it hard placing them one by one beside each other.
like on Age of Mythology or empire earth 2 you can extend the wall as you make it.

#1743 FeXoR

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Posted 27 April 2012 - 08:08 PM

View Postnjam2, on 27 April 2012 - 07:50 PM, said:

um will there be a easier way to do the walls? i find it hard placing them one by one beside each other.
like on Age of Mythology or empire earth 2 you can extend the wall as you make it.

On it's way. A patch already exists.
Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#1744 njam2

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Posted 28 April 2012 - 01:24 AM

awesome!
that would make this game so much more fun!

#1745 Flamelasher

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Posted 28 April 2012 - 10:46 AM

Just a small suggestion, but you should make switching units to run mode easier.

#1746 feneur

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Posted 28 April 2012 - 05:06 PM

View PostFlamelasher, on 28 April 2012 - 10:46 AM, said:

Just a small suggestion, but you should make switching units to run mode easier.
You currently can't, so that is why it's hard =) When running is implemented it will be done by right-double-clicking (as opposed to single right-clicking for walking), which should be easy enough :)

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#1747 njam2

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Posted 29 April 2012 - 07:38 AM

that's awesome!

#1748 feneur

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Posted 29 April 2012 - 01:18 PM

(Just realized I had missed "'t" in my reply above so it said "you can" rather than "you can't" which is what I meant :P It's fixed now though. =) )

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#1749 Sef

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Posted 07 May 2012 - 11:21 PM

It would help if there was a "Call to arms" button on town center that makes all male citizens currently working to put there fighting gear on and kill any intruders. The women should go to the town center and garrison it. When you click on call to arms when the intruders are killed, Your people go back to work.Its annoying when you have to manually assign them to there jobs and this feature would save a lot of time.

I know the war dogs are not complete yet but here is an idea: when you command the dogs to attack, they will become independent and will not retreat from the battle until the enemies are dead or the dogs are killed. If you win the battle you can control the dogs again. Would add a bit of a realism to the way dogs work because i bet it was hard to handle hounds back in the day lol.

I think cavalry should be able to knock enemies over if they run into them and not just ride up to them and start hitting them. Would give an edge to the cavalry since they are better than foot-soldiers and not to mention would look awesome!

Celt women should be able to become shield maidens if they rank up. This would make the Celts more of the cheap and rushing civ. (maybe an early tech tree upgrade)

Make neutral settlements on the map that you can use your trade caravans on. The neutral settlement requires you to have military units in there boarder to be able to trade with. You have a choice to what you can trade with the settlement.

Idle villagers will help build.

Ability to tell your soldiers to patrol around boarder. Your soldiers have more health when fighting in there own boarder.

When walls are implemented, the ability to build them through your fortress/castle.

Edited by Sef, 07 May 2012 - 11:52 PM.


#1750 Zeta1127

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Posted 08 May 2012 - 12:04 AM

View PostSef, on 07 May 2012 - 11:21 PM, said:

It would help if there was a "Call to arms" button on town center that makes all male citizens currently working to put there fighting gear on and kill any intruders. The women should go to the town center and garrison it. When you click on call to arms when the intruders are killed, Your people go back to work.Its annoying when you have to manually assign them to there jobs and this feature would save a lot of time.

I know the war dogs are not complete yet but here is an idea: when you command the dogs to attack, they will become independent and will not retreat from the battle until the enemies are dead or the dogs are killed. If you win the battle you can control the dogs again. Would add a bit of a realism to the way dogs work because i bet it was hard to handle hounds back in the day lol.

I think cavalry should be able to knock enemies over if they run into them and not just ride up to them and start hitting them. Would give an edge to the cavalry since they are better than foot-soldiers and not to mention would look awesome!

Celt women should be able to become shield maidens if they rank up. This would make the Celts more of the cheap and rushing civ. (maybe an early tech tree upgrade)

Make neutral settlements on the map that you can use your trade caravans on. The neutral settlement requires you to have military units in there boarder to be able to trade with. You have a choice to what you can trade with the settlement.

Idle villagers will help build.

Ability to tell your soldiers to patrol around boarder. Your soldiers have more health when fighting in there own boarder.

When walls are implemented, the ability to build them through your fortress/castle.
Excellent suggestions, especially Celt women becoming shield bearers and walls connecting to fortresses!
"I'm just a simple man trying to make my way in the universe." - Jango Fett
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion a.k.a. Zachary Skaggs

#1751 OrganicHallucinosis

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Posted 13 May 2012 - 05:17 AM

View PostMythos_Ruler, on 18 March 2012 - 08:59 PM, said:

Yeah, units on walls will likely be pushed back to Part 2 (0 A.D.'s sequel/expansion pack). Wall turrets/towers can shoot arrows though, and the more units you place in them, the more arrows they shoot. This at least gives the player a more in-depth siege gameplay than AOM or AOE had.

This is the best thing. Its already better then AOE was with the individual unit diversity(I love this, I can't even describe on how awesome this is.) Another aspect of siege warfare that would be something is if your archers could fire over walls, or if you could designate an area to volley or for at like in Stronghold; Crusader or LOTR: BFME. I specifically registered to post this suggestion, and seeing that it is planned is great.
  • Ability to plant trees, especially since farms cost a bunch of trees and the farms themselves are finite. Maybe after researching a late era tech, or specific tree farm buildings. I only read back 2 pages and im sure this has been discussed before. Maybe have infinite resource buildings that can only be made available through expensive and late game tech. Tree farms, Crop rotation(or irrigation), Open pit(or hush) mines. These buildings provide a slower trickle(or gather rate) of resources then that of foraging and hunting. Trees and crops have to grow, Ore exposed, etc. Like farms, these buildings should be worked on by units, of course. No units, no income.
  • Vineyards or more diversity in farms and the size of farms. Sometimes i just don't have the room to plant a gigantic farm. What would also be neat is different textures for the current farm: Grain, Vegetables, Rice, Barley, etc. Farm Variety produces small bonuses to Hitpoints of soldiers, and a bonus for gathering rates of gatherers.
  • Different housing for the different castes of society. Elite population and housing for elite/bodyguard/noble Units. The housing is more expensive and only slightly increases the elite cap.
  • The ability for ranged cavalry to move and fire at the same time. I'd also like to see more expensive cavalry. I don't think cavalry was significant in any army at the time. The Persians had significant cavalry corps, but i think the infantry eclipsed them.
  • Standards, officers or heroes that provide a small boost to the units that they are attached to. When the unit is killed the units in that attachment take a significant hit to attack and defensive stats for a small time. What could be cool is if levy units could only group in formation if attached to an officer or standard.
  • Decorations, statues, etc. that provides a small boost the defensive abilitys of troops within a towns limits. Might be something to add just because people enjoy adding decorations.
  • I'd also like to see a greater diversity of buildings in general. Special buildings that have a limit. Baths provide a short boost to population caps of buildings, and can be a prerequisite for elite housing. Examples: You can only recruit elite hellenic units through a gymnasium, but you need to build a Blacksmith and parade ground to recruit elite phalangites, etc. All historically accurate of course. Something like 10 common houses + Baths + Temple + Library(or tech building) = Elite Housing.
  • This might be alittle much, especially for older computers, but you could add Units that are part of the buildings(like the guy in celtic tower) or maybe something like unclickable(?) units that aimlessly wander around your town, or maybe something like Stronghold where each building provides a walker with a task. I remember reading that you guys are having a serious issue with pathfinding, so this might not be possible, but i think it would do wonders for he depth of the game.
  • Units on ships that fire on the closest ships, and can fire on multiple ships. Look at Sins of a Solar Empire, or any major Space sim. When you target an enemy ship, your ship moves in to ram it, catapults fire, etc. But roving archers on your ship pick thier own targets. This can also be applied to Elephants and Siege towers. I think this would also add to the depth of the game and chaotic nature of a battle, Especially if you allow bigger ships(Quadquirime, Quinquiremes and maybe even Hexaremes).
As for the slave suggestion, I personally think it should be a resource, although a resource with a cap that slowly regenerates. You could give the player bonuses in the regen rate when they kill enemy units. Could be a core gameplay mechanic.
.
I apologise if these have been suggested already, 90 pages is a lot..

#1752 Zeta1127

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Posted 13 May 2012 - 05:39 AM

I really like Sef's walls connecting to fortresses suggestion, and I have an idea for a good way to do it, treat the four corner towers of a fortress like wall towers in the wall system.
"I'm just a simple man trying to make my way in the universe." - Jango Fett
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion a.k.a. Zachary Skaggs

#1753 Pureon

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Posted 13 May 2012 - 12:50 PM

View PostZeta1127, on 13 May 2012 - 05:39 AM, said:

I really like Sef's walls connecting to fortresses suggestion, and I have an idea for a good way to do it, treat the four corner towers of a fortress like wall towers in the wall system.
In a number of cases the wall segments are higher than the fortress corners, so this could look very messy unless fortresses were remodeled.
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#1754 OrganicHallucinosis

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Posted 13 May 2012 - 06:23 PM

View Postfeneur, on 28 April 2012 - 05:06 PM, said:

You currently can't, so that is why it's hard =) When running is implemented it will be done by right-double-clicking (as opposed to single right-clicking for walking), which should be easy enough Posted Image

Could it be possible to make some units(Obviously not phalangites) run into battle automatically? As in units run into battle when they are close enough to enemy units? Maybe have a different animation for running and another for charging into battle?

Another suggestion is terrain modifiers. Units take more damage from arrows when in open water, forests provide a defense from arrows and cavalry take a speed and attack debuff, while Iberians and Celts get attack bonuses while in and around forests.

#1755 quantumstate

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Posted 13 May 2012 - 06:59 PM

Units running is planned but not yet implemented.

Terrain modifiers aren't planned. One problem is making it clear to players where the bonuses will apply, along with educating the players without overwhelming them with massive amount of complexity. I'm not convinced that there is enough benefit to having these kinds of bonuses.

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#1756 Zeta1127

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Posted 13 May 2012 - 07:21 PM

What about Sef's post on the previous page, a lot of that stuff looked great?
"I'm just a simple man trying to make my way in the universe." - Jango Fett
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion a.k.a. Zachary Skaggs

#1757 OrganicHallucinosis

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Posted 13 May 2012 - 07:51 PM

View Postquantumstate, on 13 May 2012 - 06:59 PM, said:

Terrain modifiers aren't planned. One problem is making it clear to players where the bonuses will apply, along with educating the players without overwhelming them with massive amount of complexity. I'm not convinced that there is enough benefit to having these kinds of bonuses.

I know there are RTS that pulled it off, and i think it would fit in nicely since it seems like you are trying to create a more in depth, Realistic RTS. Most of its common sense, Trees and vegetation hide units, Water slows them down.. It could also add another dimension to the Celts and Iberians, especially since The Iberians where known for thier guerrilla tactics and if you plan on adding any other factions later in the games development; Germans, Odyresian kingdoms(Particularly the Dacians) and Britons come to mind.

I've seen it done by adding symbols above the health bar, waves for water, a plant for vegetation, etc.

View PostZeta1127, on 13 May 2012 - 07:21 PM, said:

What about Sef's post on the previous page, a lot of that stuff looked great?

His call to arms thing might be a must i think, but i had serious problems with his post, particularly his problems with the Celts. For one thing, the only The Insular celts had any serious evidence of woman warriors(as far as i remember, so i could be wrong), historically speaking, the Romans should be the Meat-Wave nation. Celtic armour and swords during the time where extremely advanced, and if anything the Celtic Elite should be more expensive then what they are now, and more powerful.

If you make War Dogs attack friendlies, Who is going to use them? This isn't like the Total War series where units retreat and the dogs can chase them.

On a side note, Have you guys thought about using some of the research Europa Barbarorum has dug up on units?

Edited by OrganicHallucinosis, 13 May 2012 - 08:10 PM.


#1758 quantumstate

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Posted 13 May 2012 - 08:17 PM

View PostSef, on 07 May 2012 - 11:21 PM, said:

I know the war dogs are not complete yet but here is an idea: when you command the dogs to attack, they will become independent and will not retreat from the battle until the enemies are dead or the dogs are killed. If you win the battle you can control the dogs again. Would add a bit of a realism to the way dogs work because i bet it was hard to handle hounds back in the day lol.

There will be a violent characteristic which historic_bruno mentioned recently when talking about stances, but I can't find the thread. Basically it would mean that violent units would be likely to just wildly attack units without obeying your orders which sounds about right. I can't remember the details though.

Edit:This thread http://www.wildfireg...opic=13725&st=0 should contain more detail.

Quote

I think cavalry should be able to knock enemies over if they run into them and not just ride up to them and start hitting them. Would give an edge to the cavalry since they are better than foot-soldiers and not to mention would look awesome!

This would be nice but it would likely be quite tricky to implement. Might get implemented depending on time constraints.

Quote

Celt women should be able to become shield maidens if they rank up. This would make the Celts more of the cheap and rushing civ. (maybe an early tech tree upgrade)

I like this idea. It would be a risky tactic and would add uniqueness to the Celts.

Edit: OrganicHallucinosis says this would be inaccurate historically. Personally I don't care about historical accuracy (not a 0 A.D. team view) so this is up to others in the team to decide.

Quote

Make neutral settlements on the map that you can use your trade caravans on. The neutral settlement requires you to have military units in there boarder to be able to trade with. You have a choice to what you can trade with the settlement.

Neutral units have been suggested quite a lot. I don't really know the status of them. They aren't a high priority feature, personally I am pretty neutral about them.

Quote

Idle villagers will help build.

This might happen if there is an autorepair option implemented. I don't think this would be a default action though. Units should do as they are told, only taking initiative in certain limited circumstances.

Quote

Ability to tell your soldiers to patrol around boarder. Your soldiers have more health when fighting in there own boarder.

Patrols are planned. Patrolling a border is starting to sound like feature creep but sounds interesting.

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Contact me: jonathanmarkwaller at gmail dot com


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#1759 quantumstate

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Posted 13 May 2012 - 08:45 PM

View PostOrganicHallucinosis, on 13 May 2012 - 05:17 AM, said:

This is the best thing. Its already better then AOE was with the individual unit diversity(I love this, I can't even describe on how awesome this is.) Another aspect of siege warfare that would be something is if your archers could fire over walls, or if you could designate an area to volley or for at like in Stronghold; Crusader or LOTR: BFME. I specifically registered to post this suggestion, and seeing that it is planned is great.
  • Ability to plant trees, especially since farms cost a bunch of trees and the farms themselves are finite. Maybe after researching a late era tech, or specific tree farm buildings. I only read back 2 pages and im sure this has been discussed before. Maybe have infinite resource buildings that can only be made available through expensive and late game tech. Tree farms, Crop rotation(or irrigation), Open pit(or hush) mines. These buildings provide a slower trickle(or gather rate) of resources then that of foraging and hunting. Trees and crops have to grow, Ore exposed, etc. Like farms, these buildings should be worked on by units, of course. No units, no income.
  • Vineyards or more diversity in farms and the size of farms. Sometimes i just don't have the room to plant a gigantic farm. What would also be neat is different textures for the current farm: Grain, Vegetables, Rice, Barley, etc. Farm Variety produces small bonuses to Hitpoints of soldiers, and a bonus for gathering rates of gatherers.
  • Different housing for the different castes of society. Elite population and housing for elite/bodyguard/noble Units. The housing is more expensive and only slightly increases the elite cap.
  • The ability for ranged cavalry to move and fire at the same time. I'd also like to see more expensive cavalry. I don't think cavalry was significant in any army at the time. The Persians had significant cavalry corps, but i think the infantry eclipsed them.
  • Standards, officers or heroes that provide a small boost to the units that they are attached to. When the unit is killed the units in that attachment take a significant hit to attack and defensive stats for a small time. What could be cool is if levy units could only group in formation if attached to an officer or standard.
  • Decorations, statues, etc. that provides a small boost the defensive abilitys of troops within a towns limits. Might be something to add just because people enjoy adding decorations.
  • I'd also like to see a greater diversity of buildings in general. Special buildings that have a limit. Baths provide a short boost to population caps of buildings, and can be a prerequisite for elite housing. Examples: You can only recruit elite hellenic units through a gymnasium, but you need to build a Blacksmith and parade ground to recruit elite phalangites, etc. All historically accurate of course. Something like 10 common houses + Baths + Temple + Library(or tech building) = Elite Housing.
  • This might be alittle much, especially for older computers, but you could add Units that are part of the buildings(like the guy in celtic tower) or maybe something like unclickable(?) units that aimlessly wander around your town, or maybe something like Stronghold where each building provides a walker with a task. I remember reading that you guys are having a serious issue with pathfinding, so this might not be possible, but i think it would do wonders for he depth of the game.
  • Units on ships that fire on the closest ships, and can fire on multiple ships. Look at Sins of a Solar Empire, or any major Space sim. When you target an enemy ship, your ship moves in to ram it, catapults fire, etc. But roving archers on your ship pick thier own targets. This can also be applied to Elephants and Siege towers. I think this would also add to the depth of the game and chaotic nature of a battle, Especially if you allow bigger ships(Quadquirime, Quinquiremes and maybe even Hexaremes).
As for the slave suggestion, I personally think it should be a resource, although a resource with a cap that slowly regenerates. You could give the player bonuses in the regen rate when they kill enemy units. Could be a core gameplay mechanic. . I apologise if these have been suggested already, 90 pages is a lot..

Most of this has been suggested before. I can't blame you for not reading the 90 pages (plus other threads) though :).

Renewable resources have been discussed in depth before at http://www.wildfireg...=regrowing&st=0 .

Hopefully without sounding too abrupt I would say that most of your suggestions aren't going to be implemented for the reason that 0 A.D. is an rts combat game (think AoE, Red Alert) not a city sim (think Settlers).

After these two things I will make a few more detailed comments.

It is planned that heroes will give a boost to units they are attached to.

The size of farms is a design feature so you are forced to expand to place them. This will be exaggerated when we limit the number of gatherers (likely 6 per farm) and make farms infinite.

Units on buildings and ships are features that we want but are going to be pushed back past the first 0 A.D. release in the hope that we will actually manage to make a release if we don't have ridiculous amounts of planned features :).

Jonathan Waller [ aka quantumstate ]

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Contact me: jonathanmarkwaller at gmail dot com


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#1760 OrganicHallucinosis

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Posted 13 May 2012 - 09:29 PM

View Postquantumstate, on 13 May 2012 - 08:45 PM, said:

Hopefully without sounding too abrupt I would say that most of your suggestions aren't going to be implemented for the reason that 0 A.D. is an rts combat game (think AoE, Red Alert) not a city sim (think Settlers).

Yeah i figured this, Its just something I've always wanted to see in an AOE styled RTS. I think more buildings and limits on buildings in particalur can add more of a unique feel to a civilisation, especially with the more powerful civs like Greece, Rome and Carthage.


Quote

The size of farms is a design feature so you are forced to expand to place them. This will be exaggerated when we limit the number of gatherers (likely 6 per farm) and make farms infinite.

This is a great thing, and that topic you linked has me feeling better. Farms with infinite food makes using the market bartering system feasible in the late game.




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