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Suggestions for 0 A.D.


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#1761 Lcbrewer

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Posted 14 May 2012 - 09:04 AM

Would there be space for other far eastern civs to be implimented such as japanese, chinese and indan. This could lead to more vaired gameplay and expand the game a bit more. And the historical records in japan and china are easilly enough to get some interesting heros and past battles from.

#1762 OrganicHallucinosis

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Posted 14 May 2012 - 04:53 PM

It bugs me that China is never included in any good RTS, AoE aside. But! There is already a mod being made that should be called an expansion, it looks fantastic.

http://www.wildfireg...showtopic=14075

I hope they(the mod devs) add India, Khmer, Korea and Yayoi japan, maybe even the Diet Vet.


If they 0 AD adds more factions, i hope that at the very least, they add the Odrysian Kingdom and German tribes.

#1763 oshron

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Posted 14 May 2012 - 06:31 PM

i said it before, but ill say it again: there should be a third and fourth pack after the two planned ones which include more "exotic" civilizations like the japanese, chinese, egyptians, indians, mayans, and aksumites
Hey! Check out the plans for my mythology mod on my site! Post input and comments in the discussion thread!

#1764 Pureon

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Posted 15 May 2012 - 10:16 AM

View Postoshron, on 14 May 2012 - 06:31 PM, said:

i said it before, but ill say it again: there should be a third and fourth pack after the two planned ones which include more "exotic" civilizations like the japanese, chinese, egyptians, indians, mayans, and aksumites

I know you were surprised by our choice of name for Alpha 10, but maybe there's more to it than you think ;)
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#1765 Patricius

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Posted 15 May 2012 - 01:12 PM

I suggest the Romans could have an arena, even a hippodrome, as a building. Garrison units in it to train them, and maybe have a graphic of them fight in the area during that. A morale boost to nearby unit could be provided to nearby units.

#1766 fricus-mazighen

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Posted 15 May 2012 - 02:18 PM

Hi everyone just wanted to know if there is any graphic differences between the PC and the Mac versions :)

#1767 fricus-mazighen

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Posted 15 May 2012 - 02:35 PM

i think the music here is awesome , and the graphics too it's quite sober but very realistic

#1768 Mythos_Ruler

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Posted 15 May 2012 - 05:44 PM

View Postfricus-mazighen, on 15 May 2012 - 02:18 PM, said:

Hi everyone just wanted to know if there is any graphic differences between the PC and the Mac versions :)
Graphical differences would 99% be all about your graphics hardware.
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#1769 OrganicHallucinosis

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Posted 15 May 2012 - 07:04 PM

Are you guys going to look at the balancing of troops? Hastati or really Caetrati should not have bonuses against hoplites, Gaereo or Sahir Hanit, they should be equal, not better. Hastati in particular where never used to win battles. I don't think you should make them weaker, just equal. To balance out the levy spearmens bonus against cavalrymen, I think both Hastati and Caetrati(Hastati in particular) should be cheaper in regards to resources. At the very least, this change would make the hastati more historically realistic.


Have you thought about giving Hastati and Gaeroa 1 or 2 throwing spears(an ability with a minute or so cooldown)? Maybe to supplant this ability you should give Caetrati a charge bonus.

#1770 feneur

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Posted 15 May 2012 - 07:16 PM

True balancing hasn't begun yet :) That's what Beta is for ;) (Not saying things can't be changed now, just that the main focus on balancing will be in Beta, and conversely, the main focus of Beta will be balancing :) )

Erik Johansson [ aka feneur ]

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#1771 OrganicHallucinosis

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Posted 15 May 2012 - 07:19 PM

Oh i know, this isn't the first alpha i've been a part of. Just posting things that come to mind.

#1772 fricus-mazighen

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Posted 18 May 2012 - 11:08 AM

hi everyone , i just think you guys should really focus on animation in the next alpha . I don't know if it's in your working plans but this is how i see it could make the game more enjoyable , attrackt more people and get you more support . So i just made a list :rtfm:
1. running could add a more strategic aspect to battles
2. archers should work backwards when they're attacked by melee units
3.when building it is pleasant to watch the building get finished step by step ( i don't know if u get it , my english is horrible )
4. Death should be more realistic with blood (lots of blood)
5. you can add a victory hail or rushing hale , a kind of scream that units will do once engaging a battle
6. it's funny to watsh but animal should not moonwalk xD

(and by the way are you guys planning for an interaction with the terrain ? )

#1773 Veridagorin

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Posted 18 May 2012 - 05:41 PM

1. its not yet implemented exception is that female villagers run a little bit when attacked by melee units. 3. i think they are planning something along those lines.

#1774 being of darkness

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Posted 18 May 2012 - 07:43 PM

i want to suggest to put 2 new units for the ancient greeks, the one would be The gastraphetes which was an ancient ballista, it was handheld and it fired arrows build by famous Greek engineer ctesibius and the other is the polybolos a repeating ballista invented by Dionysius of Alexandria

#1775 Alpha of the Eagles

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Posted 18 May 2012 - 11:30 PM

View PostOrganicHallucinosis, on 15 May 2012 - 07:04 PM, said:

Are you guys going to look at the balancing of troops? Hastati or really Caetrati should not have bonuses against hoplites, Gaereo or Sahir Hanit, they should be equal, not better. Hastati in particular where never used to win battles. I don't think you should make them weaker, just equal.

This. Especially when it comes to phalanxes of units, the Romans didn't expect to win the melee head-on on even ground, thus they started throwing spears before the charge to throw the phalanx into disarray. Also, they employed flanking heavily.
"One more such victory, and I shall be utterly undone." - Phyrrus of Epirus after the battle of Heraclea.

#1776 chaosislife

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Posted 20 May 2012 - 01:03 AM

I've noticed that the AI seems to have the ability to rally all or at least most of their offensive capable units into an attack squadron at a moments notice, likely because it can keep track of where each and every blasted unit is and select them alot easier than we can. Could we even things out a bit for us mere humans and put in a rally button that would select all offensive units on the map and send them to one location? Unless it already exists somewhere I haven't found yet?

Also, could something be implemented that would make gatherer units move more slowly when they're carrying resources? It would teach the stupid AI a lesson for not dropping off their loads before sending their units to attack me if their army has to travel at a snails pace because they didn't.

Edited by chaosislife, 20 May 2012 - 01:08 AM.


#1777 sopeyFTW

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Posted 20 May 2012 - 02:58 AM

since the new update alpha 10 WOOT :D you guys split the Hellenic faction in to 3, i love this because when i played Greeks in previous versions i played with only spartan or Macedon troops so it really cool to have full factions for them :D. i have a few things to ask though. can you please stop the A.I spamming forts EVERY WERE! its so cheap, limit the forts to 2-3 max to fix this. and also like with the new Greek factions make 2 roman factions: Julii and Scipii. north and south roman factions. Julii can be more like the normal Romans and scipii can have African troops, this would be super cool thanks for making this Awesome game :D

#1778 daudbinbutrus

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Posted 20 May 2012 - 04:41 AM

View Postfricus-mazighen, on 18 May 2012 - 11:08 AM, said:

4. Death should be more realistic with blood (lots of blood)

Disagree in multiple ways. While there are definite exceptions, much of the crowd this game attracts is used to RTS games with little to no blood like Age of Empires (I'm one of them and prefer it that way). It allows the game to be played by a younger audience. It also avoids attracting weirdos getting a kick out of slaughtering civilizations they think of as the "other." Since the game has a tendency to be somewhat educational (lots of research is put into the game to get real military units, timeline, etc.), it makes sense to go for a broader audience.

Also, realistic death requires more animation resources, which is great for high budget games, but this is an open source game.

“There is nothing impossible to him who will try.”-Alexander the Great


#1779 fricus-mazighen

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Posted 20 May 2012 - 08:02 PM

View Postdaudbinbutrus, on 20 May 2012 - 04:41 AM, said:

Disagree in multiple ways. While there are definite exceptions, much of the crowd this game attracts is used to RTS games with little to no blood like Age of Empires (I'm one of them and prefer it that way). It allows the game to be played by a younger audience. It also avoids attracting weirdos getting a kick out of slaughtering civilizations they think of as the "other." Since the game has a tendency to be somewhat educational (lots of research is put into the game to get real military units, timeline, etc.), it makes sense to go for a broader audience.

Also, realistic death requires more animation resources, which is great for high budget games, but this is an open source game.

adding animation isn't proper to high budget games , i mean you can look to a game like battle realms , great combat phases with great animations , so maybe applied to a game like 0 a.d it could make a cracker

#1780 historic_bruno

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Posted 21 May 2012 - 01:45 AM

View Postfricus-mazighen, on 18 May 2012 - 11:08 AM, said:

hi everyone , i just think you guys should really focus on animation in the next alpha
Adding animations will happen very gradually as we only have 1-2 people working on them and only occasionally. And some things that appear strictly animation-related are actually waiting for the engine to support them, running is an example :) So even if it was a major focus we wouldn't be able to get much more done without more animators.

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2. archers should work backwards when they're attacked by melee units
I agree, there's a lot that needs to change about the behavior of ranged units.

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4. Death should be more realistic with blood (lots of blood)
Death and battle could certainly be improved without being excessively bloody or gory, the only blood in the game now seems to be animals and even that's just a temporary hack. I wouldn't expect any kind of fancy decay though, it would just require too much work for the artists IMO.

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5. you can add a victory hail or rushing hale , a kind of scream that units will do once engaging a battle
I wouldn't be surprised if some sort of shouting becomes part of the "sounds of battle", and also ordering units to attack should play a certain sound.

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(and by the way are you guys planning for an interaction with the terrain ? )
Not sure what you mean by this?
Ben Brian [ aka historic_bruno ]

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Contact me: ben@wildfiregames.com




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