Renewable Resources
#21
Posted 04 December 2011 - 02:50 AM
Wildfire Games Project Leader
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#22
Posted 06 December 2011 - 12:32 AM
Mythos_Ruler, on 04 December 2011 - 02:50 AM, said:
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
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#23
Posted 06 December 2011 - 10:25 AM
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
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#24
Posted 06 December 2011 - 10:37 AM
My opinion is that there should be renewable resources, at least when it comes to wood (because iron and stone is irrelevant). trees that will grow randomly over time will add to the game atmosphere and enrich it. However, if programming it is complicated, it's not that important to implement.
#25
Posted 07 December 2011 - 08:32 AM
but an idea fo rit anyway: What if herds of deer just randomly come out of the fog in a big forest, onto grassy fields.
and i don't think lettuce counts as food that would really make a meal
Edited by Centurion, 07 December 2011 - 09:27 AM.
#26
Posted 08 December 2011 - 02:34 AM
#27
Posted 17 December 2011 - 01:38 AM
#28
Posted 24 December 2011 - 01:25 AM
samgj, on 17 December 2011 - 01:38 AM, said:
#29
Posted 24 December 2011 - 09:19 AM
#30
Posted 24 December 2011 - 10:34 PM
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
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#31
Posted 30 December 2011 - 05:40 AM
#32
Posted 30 December 2011 - 06:19 AM
Wildfire Games Random Map Designer, Low-level Programmer
Contact me: myops37@yahoo.com
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#33
Posted 30 December 2011 - 06:23 AM
As far as regular games go, the only thing I'd want to see be "infinite" are Farms* and animals garrisoned in the Corral.
Specifically farms:
Do not limit the number of gatherers, but include a "diminishing returns" aspect to where anything over 3 gatherers on a farm would be less efficient than just planting another farm.
*My opinion has evolved over the months to see the utility in infinite farms.
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
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#34
Posted 05 January 2012 - 07:16 AM
As much as I would like to deprive the enemy A,I from even harvesting renewable resources, it certainly would make the game a bit too long even for me (5 days playing same match thanks to save).
Basically, if I destroyed an enemy building I should get at least half the resources that were used to build it.
It annoys me sometimes to spend resources on heavy units, only to find out it was an abandoned enemy base (*facepalm* if they started a heavy assault on your base while you were away).
I think there should be some kind of benefit for this type of situation described above.
Summary: It encourages players to take better care of their spent resources, and to attack more often as well. In other words, a balance of defense and offense.
Edited by Tutle, 05 January 2012 - 05:29 PM.
#35
Posted 05 January 2012 - 07:17 AM
Tutle, on 05 January 2012 - 07:16 AM, said:
As much as I would like to deprive the enemy A,I from even harvesting renewable resources, it certainly would make the game a bit too long even for me (5 days playing same match thanks to save).
Basically, if I destroyed an enemy building I should get at least half the resources that were used to build it.
It annoys me sometimes to spend resources on heavy units, only to find out it was an abandoned enemy base (*facepalm* if they started a heavy assault on your base while you were away).
I think there should be some kind of benefit for this type of situation described above.
Summary: It encourages players to take better care of their resources, and to attack more often as well. In other words, a balance of defense and offense.
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
#36
Posted 06 January 2012 - 06:57 PM
Mythos_Ruler, on 05 January 2012 - 07:17 AM, said:
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
Support Wildfire Games!
#37
Posted 06 January 2012 - 10:22 PM
feneur, on 06 January 2012 - 06:57 PM, said:
It sounds like he just means you get some of the resources used to create the unit. We already have this in the <Loot> element, it's just not obvious when it happens in-game. He's not talking about resources the unit is carrying, although that would be a good feature too.
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
#38
Posted 07 January 2012 - 12:00 AM
He has no reason whatsoever to attack you and keeps working on his economy.
There should be a reason to expand and to come out your own little base. These games are much more interesting as one has to balance military and economy.
#39
Posted 07 January 2012 - 03:45 AM
I have played allot of Rise of Nations and Age of Empires back in my day. I always felt that these games could be improved upon.
So here I go -
Forests can grow back with given time using a custom brush volume.
Within that brush volume any tree objects can "re spawn" after a certain amount of time.
However just trees that are being harvested cannot re spawn untill they are completely harvested.
This would be great for large forest areas that have been deforested and watching them grow back slowly.
#40
Posted 01 March 2012 - 01:26 PM
If you really feel like needing regrowing resources, it could (AFAIK there is no possibility yet but it's really REALLY needed to make awesome scenarios) be implemented map by map (or in future libraries) by enabling triggers and functions during game time.
I really think if that would be possible, users will start to build maps with regrowing resources (I surely would)!
So... implement "easy" to use (as the random map generator scripts) "script during game time" functionality.
I don't think that 0ad will ever have (or need) the huge implementation of in-game triggers in the map editor like in Warcraft III and a full support of adding scripts in JASS (similar to 0ad random map generator functionality)
But... EXACTLY THIS led to a huge community, a vast variety of maps feeling like totally different games and a long lasting popularity!
And I don't think anyone inside Wildfire Games or the community around 0ad would say that is a bad thing
In-game triggers are important!
Can't say it to often and in to many different font-types
Edited by FeXoR, 01 March 2012 - 02:42 PM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
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