Building placement, damage and garrison
#1
Posted 12 July 2012 - 07:30 AM
Without a larger grid for placing buildings it is extremely hard to block paths using walls. I also hope there will be gates too.
I'd also like to know is there a method of calculating the additional attack provided by garrison? In AOE2 the additional number of arrows/damage done by a building is calculated from what units are garrisoned i.e. workers will add a little, archers will add a lot while melee units do not contribute.
I was also expecting ships with archers onboard to fire more arrows and also attack from the side as well instead of just the front but neither happened.
Overall i think 0.a.d would be a very nice game once it is finished.
#2
Posted 14 July 2012 - 10:35 PM
System Error Message, on 12 July 2012 - 07:30 AM, said:
System Error Message, on 12 July 2012 - 07:30 AM, said:
System Error Message, on 12 July 2012 - 07:30 AM, said:
System Error Message, on 12 July 2012 - 07:30 AM, said:
System Error Message, on 12 July 2012 - 07:30 AM, said:
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#4
Posted 15 July 2012 - 07:22 AM
Sonarpulse, on 15 July 2012 - 03:58 AM, said:
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#5
Posted 15 July 2012 - 03:38 PM
Lion.Kanzen, on 15 July 2012 - 08:04 AM, said:
and the posibily to train mercenary in trading post, that idea seduces my mind if 0ad implement that, i wuold train elephant mercenaries in some Africa Biome or India. XP
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#6
Posted 15 July 2012 - 08:24 PM
Quote
Either that or snapping to a grid would be good for me.
0 A.D. Gameplay and UI Developer
#7
Posted 15 July 2012 - 08:44 PM
Wildfire Games Project Leader
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#8
Posted 15 July 2012 - 09:52 PM
Snapping is already used for wall construction.
Maybe someone should create a ticket with the simple keyword for that?
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#10
Posted 03 August 2012 - 10:44 AM
Would also like to suggest wall upgrades as well for stronger walls and able to turn a stone wall tower into a ballista tower(while losing ability to garrison). In total war games (even rome total war), Stone walls would have ballistas in them to protect against units and siege.
As for garrison i just realised that units dont heal like in AOE. Also in AOE2, only villagers and ranged units will contribute to the number of arrows a building would fire while garrisoned. So in AOE2 if you set the waypoint on itself and built a few trebuchets, it would contribute a lot of arrows to a castle. The stronger the ranged units to more arrows although there is a set max number of arrows for each building.
I would also like to suggest adding ballista attack to fortresses since it would follow history more accurately. Although historically catapults were mounted on fortresses but ballistas would be more practical if they were better against other siege units. Would like to know if the community would prefer that too.
I would also like to suggest ability to garrison units in barracks but they dont contribute to attack. Its a good way to surprise the enemy by keeping additional garrison in buildings. In AOE2 you could garrison units in other buildings if the waypoint was set on itself and set to train units than unload them when needed. It would also be less laggy if units were kept in garrison when they werent used and if the AI would do that too until they were needed.
#11
Posted 03 August 2012 - 10:59 AM
historic_bruno, on 14 July 2012 - 10:35 PM, said:
I don't think that will happen without a physics system which we certainly don't plan. That said, we will gradually add more eye candy for damage and destruction effects. It's low priority compared to completing gameplay features.
AOE3 physics system was optional and a graphical feature. So while the buildings and ships can fall apart into different pieces, It was only graphical although some building animations were affected too such as windmills. If you have played it, if the sail of a ship fell off the ship would not slow in speed. It was only a graphical feature.
#12
Posted 03 August 2012 - 08:43 PM
System Error Message, on 03 August 2012 - 10:44 AM, said:
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