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#21 Alpha of the Eagles

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Posted 17 March 2011 - 08:00 PM

View PostMythos_Ruler, on 15 March 2011 - 08:05 PM, said:

The problem is that we have scant evidence (none?) that the ancients actually replanted forests.

True. The Romans did deforest the entire Mediterrean, and especially northern Africa. How about making this a barbarian thing? I mean, druids did often take special care of nature, and it could be a sort of spell or something that makes him pop a few seeds out of his pocket (or from the nearest villagers ear for that sake) and plant a few trees.
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#22 Yves

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Posted 17 March 2011 - 10:51 PM

This topic made me think back to AOE2 times.
I always hated these stupid villagers who cut the decorative trees in my village.
I often killed them for doing that :D
Maybe a category for decorative objects could be added for that purpose. This would not really affect gameplay.

Edited by Yves, 17 March 2011 - 10:53 PM.


#23 Jeru

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Posted 18 March 2011 - 12:12 PM

Just to be picky: Forests don't necessarily need to be planted. They self-replenish within a century or so as soon as agriculture and grazing stop. This has occurred every time a civilization has taken a hit, e.g. after war and exile.

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#24 Revan Shan

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Posted 19 March 2011 - 01:00 AM

View PostPureon, on 14 March 2011 - 10:17 PM, said:

Therefore renewable resources will be available through trading, so everyone's happy ;)


You didn't get my point. I dont care about running out of material. What I want is being able to find myself in a desert after playing a couple of hours.

Edited by Revan Shan, 19 March 2011 - 01:04 AM.


#25 Pureon

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Posted 19 March 2011 - 12:04 PM

View PostRevan Shan, on 19 March 2011 - 01:00 AM, said:

You didn't get my point. I dont care about running out of material. What I want is being able to find myself in a desert after playing a couple of hours.

Renewable resources were discussed by others before I made my comment, so it wasn't a direct response to your point. The way our terrains and flora work, that's not going to happen unless you started in a desert.
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#26 Revan Shan

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Posted 19 March 2011 - 03:31 PM

View PostPureon, on 19 March 2011 - 12:04 PM, said:

Renewable resources were discussed by others before I made my comment, so it wasn't a direct response to your point. The way our terrains and flora work, that's not going to happen unless you started in a desert.


When I say desert I don't mean dunes, I mean a place without trees. All plains with all the trees choped down.

It was really ugly to see it become that after some hours playing on any of the AoEs...

Edited by Revan Shan, 19 March 2011 - 03:32 PM.


#27 Safri

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Posted 28 March 2011 - 10:34 PM

What about if you have something like in Civ 4, where there is a small chance a reasource can appear? It could reappear and you get a message saying "we have discovered a new source of stone" or whatever?

#28 oshron

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Posted 28 March 2011 - 11:09 PM

it could possibly be programmed into the game that new resources will appear on certain locations in specific random map scripts, representing (possibly unseen) weather eroding the soil and whatnot away from the surface and exposing something like an ore deposit, even though this would be a bit unrealistic since a big pile of rocks or raw metals suddenly pop up out of the ground
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#29 Jade Knight

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Posted 09 April 2011 - 10:45 PM

Realistically, some resources are simply not pragmatically "renewable" (metal, stone).

Other resources (trees, food objects) are renewable.

To me, it would make sense to have renewable resources renew. C&C actually did this—tiberium would slowly grow and spread if not harvested; it was sometimes strategic to specifically avoid harvesting the last tiberium in a field to give it an opportunity to regrow.

However, whether or not 0 A.D. implements such a system may depend on a number of different factors. Ultimately, it's not a high priority right now, and so if it is implemented, it would have to come at a much later date.

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#30 Harm

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Posted 14 April 2011 - 12:56 AM

I would like the terrain to influence tactics. For example you could add some trees or bushes or something similar which blocks the sight of the player and cliffs could favour the player who is on them in long range combat. And if your army is passing a river the movement speed could be reduced.

#31 comp3820

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Posted 14 April 2011 - 01:48 AM

I think trees and bushes affecting the sight of units is a great idea. It's pointless to hide in the forest if your enemy can see you anyway.

You could cut the effectiveness of the LOS in half for forests, or even less, and decrease speed through there as well, which would greatly increase the effectiveness of a well-planned ambush.

It would be neat if cliffs would have the same effect - you can't see over them in real life, why now? Make the units find out how to get on top to see what's up there.

#32 oshron

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Posted 14 April 2011 - 03:44 AM

for that matter, increased line of sight at greater elevations would be another good aspect
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#33 Mythos_Ruler

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Posted 14 April 2011 - 08:48 AM

View Postoshron, on 14 April 2011 - 03:44 AM, said:

for that matter, increased line of sight at greater elevations would be another good aspect

I think that would be more likely than having trees and walls block Vision.
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#34 Harm

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Posted 14 April 2011 - 10:00 AM

have you played starcraft 2? there they implemented such a vision blocker: http://img641.images...11041411330.jpg (http://img98.imagesh...1041411331.jpg/ )but i agree with comp382 to decrease the sight and the speed (especially for horses and siege units) and the trees should also decrease the ability to create formations since they are physical objects. this feels more realistic than a hard block of sight. a balance would then be the ability to cut the wood. also had the idea, that maybe some units could climb on a tree and use ist as a watchtower and climb on cliffs ;-). To have no vision on cliffs is problematic as it really favours the one upon them. Then you would also have to add a possibility to get sight on them without being on them. a further sight should be the better effect.and i have thought of how sound can influence strategy. If there is a radius in which you can hear units of the enemy (some are louder than others) this would be quite cool, too ;-).

Edited by Harm, 14 April 2011 - 10:56 AM.


#35 Davarish

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Posted 14 April 2011 - 12:31 PM

Hello friends!

I would like to say something about the renewable resources. In the fantastic game Spellforce the order of dawn tha resources were renewable except for the trees. The stone, metal, and some other weird things were reduced as you gather them and it was nice cause the shape of the stones reduced till there was only a minimum which could not be gathered. Then you waited for a while and the stones grow up larger again slowly slowly and could gather them. Not neceserly when they grow up full. It was your choice. As for the trees i remember on the other great game The Settlers where a forester was used planting new trees. The trees grow up slowly and when they grow up fully the lumberjack could cut them down.

I think it would be great of we could see something like that in 0 A.D. and i vote "yes" to the renewability of the resources. I also agree that cutting down everything in the map makes the map ugly and not so nice to play. Please consider my thoughts and have a nice day

#36 Harm

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Posted 14 April 2011 - 12:37 PM

If you don't want to change your trees, you could as well just add a new sort of bushes which influence the sight (like in starcraft) and use both to create forests. These new bushes etc. could also be the place where new trees grow.

#37 Genava55

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Posted 16 April 2011 - 05:28 PM

Quote

How about making this a barbarian thing? I mean, druids did often take special care of nature, and it could be a sort of spell or something that makes him pop a few seeds out of his pocket (or from the nearest villagers ear for that sake) and plant a few trees.
No... Gallia was more deforested than the France today. The Druids weren't hippies naturalists, there was some sanctuaries during the Celtic LaTene. A model made by Ealabor for a m&b mod, based on the Sanctuary of Corent:
http://i79.photobuck...bor/corent1.jpg
http://i79.photobuck...bor/corent2.jpg

#38 Mythos_Ruler

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Posted 16 April 2011 - 07:31 PM

Would either of these buildings make a good basis for a Celt "temple" in the game?

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#39 SMST

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Posted 16 April 2011 - 08:31 PM

I'd kinda like the Ex-Towncentre for a temple.:)


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#40 Genava55

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Posted 17 April 2011 - 03:22 PM

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Would either of these buildings make a good basis for a Celt "temple" in the game?
The general form of a gallic sanctuary is a delimited area with one or several huts/cabines to keep the votive gifts (weapons, jewels, woodden statue etc.). In addition, it can has some sacrificial monument (holes in the ground for the food, and animals or even condemned persons; scaffolds for the heroic dead warriors and their weapons like at Gournay-sur-aronde) and some places for banquets like at Corent.
http://www.gournaysu...re/maquette.jpg
http://www.gournaysu...-sanctuaire.jpg

Two animation videos:
http://www.court-jus...p?id=28&type=15
http://www.court-jus...p?id=29&type=15

Illustrations in a paper(journal) about Corent, the oppidum and the sanctuary, near of Gergovia:
http://img39.imagesh...aryofcorent.jpg
http://img18.imagesh...6/luernfest.jpg

Woodden statue, found near the lake of geneva:
http://notrehistoire...upscale_q85.jpg
http://notrehistoire...upscale_q85.jpg

Thus if you need to keep one of these models, I think the second building is better for a sanctuary, it misses simply an enclosure and some religious amenagements. The house is a bit too huge but it isn't really bad.

Edited by Genava55, 17 April 2011 - 03:32 PM.





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