Walls Accessible To Units
#1
Posted 22 June 2011 - 05:56 AM
So the units can walk along the wall and protect the city from invaders
& is it possible to make the player of the game choose what map they want and what faction's they want to play with on that map. plus allow the player to change what teams they are on.
because that will be awesome
Thanks Spartan
#2
Posted 22 June 2011 - 06:06 AM
#3
Posted 22 June 2011 - 07:51 AM
Spartan, on 22 June 2011 - 05:56 AM, said:
So the units can walk along the wall and protect the city from invaders
Not necessarily. This topic has been discussed on and off since 0 A.D. was being conceptualized, and usually we find that the practicality of the units being able to man the walls does not justify the effort it would take to implement this feature. Another subject that falls into this debate is bridges that are both passable by land units while still allowing boats to pass underneath.
Spartan, on 22 June 2011 - 05:56 AM, said:
because that will be awesome
Yes, this will 100% possible once random maps are implemented.
Rob Kimball
Scion Development Producer (Rise of the East)

#4
Posted 22 June 2011 - 01:20 PM
Quote
Another strike against this is that there were rarely, if any, bridges in ancient times that did this. Sure, small boats could pass underneath, but ships? Nah.
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#5
Posted 22 June 2011 - 02:47 PM
this is pretty much what I do.
#6
Posted 22 June 2011 - 03:44 PM
#7
Posted 22 June 2011 - 04:00 PM
Lots of work mainly. We'd rather put that effort toward other things. It would be a nice feature, but probably would require a fully 3D coordinate system. Our current game is really 2D with 3D graphics.
0 A.D. Gameplay and UI Developer
#8
Posted 22 June 2011 - 09:32 PM
Kimball, on 22 June 2011 - 07:51 AM, said:
Erik Johansson [ aka feneur ]
Wildfire Games
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#9
Posted 23 June 2011 - 01:00 AM
feneur, on 22 June 2011 - 09:32 PM, said:
Yeah, by implemented I meant once we have more of them and the GUI supports choosing a faction.
Rob Kimball
Scion Development Producer (Rise of the East)

#10
Posted 23 June 2011 - 01:08 AM
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#11
Posted 23 June 2011 - 06:06 AM
#12
Posted 23 June 2011 - 06:11 AM
satchitb, on 23 June 2011 - 06:06 AM, said:
I hate to ruin all the fun here, but that is the sort of exploitation that we'd like to prevent. We'd rather you build an outpost for that sort of situation, and the game design should encourage you to do so.
Rob Kimball
Scion Development Producer (Rise of the East)

#14
Posted 23 June 2011 - 07:29 AM
#15
Posted 24 June 2011 - 03:20 PM
Makes sense to prevent it. If it was implemented you could go just outside an enemy city, build a few wall sections, fill them with archers, (entirely unrealistic) then attack the enemy and lead them out to your "death star".
However, it does make sense for the archers to be able to shoot over small fences. They could also probably shoot over walls (realistically) at a sharp angle, but the shots wouldn't be very accurate. Perhaps there could be an attack ground order to make units attack a specific spot whether or not anything is there. That is great for controlling small choke-points.
Edited by chess007_phoenix_clan, 24 June 2011 - 03:24 PM.
#16
Posted 24 June 2011 - 04:18 PM
Also, when we have territories, you won't be able to build a wall near the enemy, I guess.
I think also walls should only be accessible from towers, which in turn should be even more time consuming and costly than the walls. At the moment it is way too quick and easy to build a stone tower.
For me, Rise and Fall has the best walls

This picture sums up everything a wall should be. Namely massive and with loads of troops fighting on it. It also raises the question: if you don't have troops on walls, what is the function of the siege tower (assuming there might well be one)?
this is pretty much what I do.
#17
Posted 24 June 2011 - 05:07 PM
Sebovzeoueb, on 24 June 2011 - 04:18 PM, said:
Well, this is in part adjusted after play testing. When the walls are reasonably priced for the amount of effort it would take to build them in real life, players are discouraged from using them, opting for units as a means of defense instead (since they're much cheaper).
Sebovzeoueb, on 24 June 2011 - 04:18 PM, said:
You raise a decent point here, but the result would be stripping out any sort of siege tower rather than having units on the walls. As we've said before, we've omitted it from the game design because it's far too much effort for little reward. There are many better uses of our programmers' time.
Rob Kimball
Scion Development Producer (Rise of the East)

#18
Posted 24 June 2011 - 05:25 PM
Quote
So, there is the traditional click-drag way, seen in games such as Age of Kings and Age of Mythology.
I think what will need to happen with this method is that the wall needs a short, medium, and long segment, which switches out depending upon what's needed as the wall is being dragged out. Wall towers show up between segments to link them together and hide any ugly seams. Wall Gates show up at regular intervals, provided those intervals have enough length.
A simple click-drag-click will place down the walls in one straight line. Holding shift allows this process to continue, placing endpoints down at a maximum angle of 90 degrees. Additional endpoints can be placed as long as shift is pressed.
City Walls can only be placed in territories owned by the player. The special Roman Siege Walls can be placed anywhere on the map as part of their benefit.
Ring Method
This method is not to replace the click-drag method, but as an additional feature.

There is a band or ring around a Civ Centre that cannot be built upon by the player (except by other walls). This ring is where the wall will go. A button in the Civ Centre's UI can be clicked, which places all the wall foundations for the player along this ring. Actual towers, wall segments, and gates will not cost any additional amount, but the total cost for all wall pieces is paid up-front. The foundations are placed and the player can task citizens to go build it.
Optional feature: click one of the circuit wall's foundations to see an additional UI button. Clicking this brings all idle citizens to the nearest wall segment to build it.
What if resources are in the way (trees, mines, deer, etc.)?!?!? -- Trees will simply be cut through (you lose them), same for berry bushes or anything like that. Deer will automatically walk out of the way (as they should anyway for building foundations). Since the radius of the circuit walls will be known, Metal and Stone mines can easily be placed elsewhere by the random map script or custom scenario designer. Either they cannot be placed on the ring, or they "snap" to one side or the other.
Integration
We could use the Ring Method for city walls in territories owned by the player and the click-drag method for the Roman Siege Walls.
or
We could allow both methods for city walls (and click-drag for Roman siege walls).
or
Similar to Battle for Middle earth II, the ring just represents a radius where the click-drag city walls can be used. No special auto-placement or anything like that.
But I think the more people scream for walkable walls, the more likely we'll do it. At one point we had "gathering auras" instead of resource shuttling because it would be "easier." Then one week Philip sat down on a whim and implemented resource shuttling. Then I was all like, "Awesome sauce!" and within about 2 days made all the necessary props for it and changed the unit actors and stuff, balanced out the entities, and boom: We had resource shuttling. Just because RIGHT NOW figuring out how to do walkable walls is not a priority (at all) for us, doesn't mean someone might not get bored one day and figure it out and implement it.
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#19
Posted 24 June 2011 - 05:53 PM
Mythos_Ruler, on 24 June 2011 - 05:25 PM, said:
+1 walkable walls
#20
Posted 24 June 2011 - 06:42 PM
Aviv Sharon [ aka Jeru ]
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