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  1. 5 votes
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    More visual alerts for the hearing impaired

    Options for strong visual alerts for the hearing impaired. For ex, when under attack there should be an option for a red visual alert somewhere on the screen.
    RonPaul
    128
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    0
    comments

  2. 5 votes
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    Why the lobby failed miserably in AOM, AOT, and AOMEE to make the community more attractive to players, and how to fix it ?

    It's no surprise that many players (if not most) are vain about their rank points, and this makes the community very competitive.
    Lobbyes in previous games never strongly emphasized showing ranks on their pages. A very accurate place on this issue was on the Voobly platform, where you have your rank points displayed at all times whether in the chat list, in the game creation room, on the website and on the world rank page, and this simple display of ranks in the lobby helps a lot the competitive spirit of the community within the game.
    Some improvements that I strongly look forward to in the game's lobby are:
    -Display of a table of the best players on almost every page of the lobby (a small column in the corner of the page would be great).
    -Display ranking of the best players in different game modes.
    -Display of the best players with each god/civilization.
    - Well-crafted, multi-channel chats for beginners, intermediates, and experts.
    -Chat channels for each civilization would be great.
    -Display of players who are doing the same Live on the Voobly platform is an incredible resource.
    -Pages for each player easily accessed within the lobby where you can find information on social networks, address of live pages (Twich, Youtube ....), latest record games (ranked games), most played gods and personal ranking.
    -All record games available for download from high-level games, easily within the lobby.
    These are some points that would greatly improve the experience within the game for new and old players like me.
    Thanks!

     
    New ideas are always welcome and I will always update this lobby layout ideas page.
    -Chat by language. (Tks Sk1nner)


    IcedDarkHunter
    235
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    comments

  3. 5 votes
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    Provide full unit protox API to triggers

    A small number of properties for a unit can be changed via modify protounit trigger and some techs but otherwise unit modifications are not possible.
    It would be nice to expand to provide full API for editing all unit properties listed in there (Other than critical ones such as object name, unit type) which would include:
    * Adding/Modifying/Removing properties such as obstruction radius, bounty factor, turn rate, decay time.
    * Adding or removing the many supported flags.
    * Adding/Modifying/Removing action types. E.g. Change the attack on some special attacks, or the radius or splash attacks, Add or remove regen persistent actions, even silly things like have minotaurs gore units across the map etc.
    * Other property changes such as changing what units can be trained, changing what techs can be researched, allowing other units to carry relics, etc.
    The possibilities this would provide for scenario designers for custom games is enormous!
    Maybe the simplest way to enable it would be to allow an xml fragment to be accepted for a unit id/name and it overrides the protounit data with the provided fragment but there are probably neater ways.
    nottud
    144
    views
    1
    comment

  4. 5 votes
    Guests cannot vote

    Apply texture mask effect

    A new trigger effect that would apply a texture mask to the selected unit, for example frost or bronze (these are actual icons, so maybe an even better suggestion is to let the author freetext an icon path) and then specify time before reverting to default.
    Yeebaagooon
    117
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    0
    comments

  5. 5 votes
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    Trigger Lock Error Message

    When triggers stop working there should be a message popup that helps you figure out where the problem comes from.
    Nickonhawk
    151
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    0
    comments

  6. 5 votes
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    Allow individual units to have unique stats.

    Currently, the only method for modifying a unit's stats is through trModifyProtounit(). However, this function modifies ALL instances of the unit of that class. We would like the option to exclusively modify the stats of individual units separately.
    Zenophobia
    139
    views
    0
    comments

  7. 4 votes
    Completed

    HW2 - Skirmish ideas

    Skirmishes are for low level players, and for players who don't know their skill within the tournament scene. To encourage new players to participate, players that come in first should be barred from playing in future skirmish events so that new players will feel more at ease thinking they can place in these tournaments, and to prevent the same people from winning these tournaments. 
    Participation in skirmish events has been minimal recently. A $5 or $10 cash prize to the top player may incentivize players to return to claim first, or a chance to be casted could also cause players to compete for that opportunity. Skirmish events are important for inviting new players into metaplays tournaments, such as stream lurkers, and while they haven't had the best turnout recently these tournaments have quite a bit of intrinsic value to the player base.
    Perhaps new casters that join metaplays could be tasked with spectating these tournaments?
    Skirmishes obviously aren't as high stakes, so unique gameplay or other attributes should be focused in order to hype up this type of tournaments. Players that do well in skirmishes feel empowered and try to compete in monthlies, just like a customer returning to a business they had a positive experience with.
    There's a lot that could be done with skirmishes, it would be a shame to see them go because of low turnout.
     
    fluffyturd101
    180
    views
    1
    comment

  8. 4 votes
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    Allow Naval Units to cross over shallow water

    Any unit with the Water movementtype cannot go onto shallow water in any version of AoM, however land and amphibious units can, this should be resolved as to allow water movementype units to exist in shallow water, and move through it, similarly to Age of Empires Online (made in the same engine) and older AoE Games, as otherwise it acts as an unnecessary barrier, and limits Naval unit use.

    Additionally it may be wise to add a MinWaterDepth unit property to make sure the water is deep enough to allow for it to be logical.
    XLightningStormL
    129
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    0
    comments

  9. 4 votes
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    Hero units standout with lighting effects

    All heroes units can have lighting effects similar to atlantean heroes it will help to standout hero unit from regular infantry.
     
    Aif we can do that for all civs that would be nice. It can help make game more interesting and easily detect if there is a hero.
     
    Especially for Greek who has 4 heroes having them in army with a special light effect or light casted onto them will make it easiest to detect. 
     
    This can help in battle as well to identify location of hero.
    For egy just a light cast on Pharoah is enough
     
     
    POSEIDON
    121
    views
    0
    comments

  10. 4 votes
    Guests cannot vote

    Link the communication between individual game rooms and the main lobby

    It should be possible to take a look at the main lobby from within the game setup room by clicking to it without having to leave the bracket (as host or game participant). For example, this could be used to promote the own game, to find/invite another player (who is not already on your friendlist) in suitable strength based on their player profile, or to check how crowded the lobby is to determine whether it's worth the wait.
    JeHathor
    125
    views
    0
    comments

  11. 4 votes
    Guests cannot vote

    Keep the weapon, unit and building models somewhat realistic in size relatively to each other

    More like AoM and not like AoE4. Or at least have an option for it in the game settings.
    axolotl
    158
    views
    0
    comments

  12. 4 votes
    Guests cannot vote

    Animation mods should be usable online

    Currently in EE, an anim mod may or may not be really desync sensitive. A lot of high quality mods are unusable now online due to how the checks for this are handled. Change the system so that safe to use mods are not highlighted as desync sensitive.
    Nakamura
    108
    views
    1
    comment

  13. 4 votes
    Guests cannot vote

    Add trigger effect reordering buttons

    Some custom trigger packs such as conditional, y triggers, target protounit, etc. rely on the order of effects/conditions. There is currently no way to reorder them other then cloning and deleting which gets unmanageable when the count is large.
    nottud
    125
    views
    0
    comments

  14. 4 votes
    Guests cannot vote

    Allow god power UI icons to be changed via triggers

    A very large number of maps use god powers that are modified with triggers to have a completely different effect to what the game originally had them do. However it is difficult to convey a powers function when you cannot change it's icon to another texture. This is to allow a trigger to set the icon for a displayed god power slot to a new one via triggers.
    Note if the larger feature request of allowing lobby transfer and immediate play somehow makes it in then this may become obsolete.
    nottud
    128
    views
    0
    comments

  15. 4 votes
    Guests cannot vote

    Allow map designers to "hide" player slots.

    Oftentimes when hosting a custom map, we need certain players to be CPU. Usually it would be something like "last player MUST be CPU!" or "last 2 players MUST be CPU!"
    We would like a feature that allows us to add hidden players to our custom maps that do not show up as available slots in the pre-game lobby or are already filled with computers.
    Alternatively, add a function that allows us to add a computer player on game startup, which can achieve the same result.
    Zenophobia
    125
    views
    0
    comments

  16. 4 votes
    Guests cannot vote

    Improved multiplayer transmission of random maps

    Custom random map icons should be transferred together with the map and
    should both be automatically removed after the game if players have not subscribed to the map.
    This prevents problems with the map version, for example, and also saves memory@nottud
    should act as if the player had subscribed to the map in the mod browser making file management a lot more convenient.
    Also, it sometimes happens that players accidentally do not accept the download of a map from the host and then have to leave the game and rejoin to reactivate the popup. This has to be easier.
    JeHathor
    158
    views
    2
    comments

  17. 4 votes
    Guests cannot vote

    HW2 clan system

    Bring a clan system to halowarpoint.com, have a leaderboard of top clans based on population/mmr. Use a clan based community to support 2's and 3's tournaments.
    Psyalac
    291
    views
    3
    comments

  18. 3 votes
    Completed

    New tournaments

    So ive been thinking too, i think it would be a good idea to try to add new tournaments, like empire earth or age of empire tournaments, or test it at least to see how it goes, i think this could be a very nice adition and could bring public from other games to know the other content meta plays already make
    Neanderthal
    161
    views
    2
    comments

  19. 3 votes
    Guests cannot vote

    Ability to "tab" cycle through the current selection

    A very practical way of handling large groups of selections, such as a control group with all your production structures - for example I can press tab twice to bring up the training UI for my fortresses, which are the third building category in my selection.
    Nakamura
    106
    views
    2
    comments

  20. 3 votes
    Guests cannot vote

    Manual triggering for unit abilities (toggle in settings)

    Allow players to manually target abilities, turning automatic use off
    Nakamura
    113
    views
    0
    comments

  21. 3 votes
    Guests cannot vote

    Consider a game mode that allows a modular pre-game selection of minor god choices

    The idea is to have a single but freely customizable Civ.
    Players can choose a major god and 6 minor gods (2 options for each age)
    All choices will be blind picks for the opponent.
    JeHathor
    164
    views
    0
    comments

  22. 3 votes
    Guests cannot vote

    New model for female and secondary pharaoh

    Add a new model for female pharaohs. And a new one that makes it easier to distinguish between the first and secondary pharaoh when you pick the New Kingdom tech.
    John91b
    86
    views
    0
    comments

  23. 3 votes
    Guests cannot vote

    Add code block text area trigger effect and condition type

    Add a special text area trigger effect and conditions that can be inserted into a scenario allowing blocks of code to be dropped in for more advanced effects. Currently only a single line text editor is available as an option for triggers only allowing one line of code at a time which makes using custom code in triggers very difficult.
    nottud
    136
    views
    0
    comments

  24. 3 votes
    Guests cannot vote

    Change name functionality in RMS

    Currently the change name trigger does not work in custom made Random Map Scripts, please allow this.
    Yeebaagooon
    147
    views
    0
    comments

  25. 3 votes
    Guests cannot vote

    Specify icon for scenario

    Currently custom scenarios all share the same icon. Perhaps there could be the ability for the author to specify the icon path to represent their scenario when it is hosted in  MP lobbies?
    Yeebaagooon
    120
    views
    0
    comments

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