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  1. 4 votes
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    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
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  2. 0 votes
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    IgnoreArmor Param

    Add a Ignore Armor param for all attacks that allow them to ignore a double/float value between 0.0 (effectively no effect) to 1.0 (ignores armor entirely) with type referring to the type of the armor that it can ignore (Hack, Pierce, Crush) Obviously the effect can only work if the unit has a damage value type relevant. Furthermore there should also be the option (IgnoreGodPowers) to ignore god power effects like Bronze which should nullify the param's effect without the option flag.
    <param name="IgnoreArmor" type="DamageType" value1="double/float" option="none/IgnoreGodPowers"></param> This can effectively be considered similar to the AoE2 Obuch's "damage armor" bonus, although without the permanent damage effect.
    XLightningStormL
    143
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    2
    comments

  3. 7 votes
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    Allow game hosts to blacklist toxic players for their games

    Implement a "soft ban" mechanic (via private blacklisting with expiring timer) to allow game hosts to filter toxic players out of their public games.
    Only the list of the game host counts in blocking the listed player(s) from joining that specific game in the lobby.
    This is not meant to permanently exclude anyone from multiplayer but rather to give toxic behaviour a cooldown.
    JeHathor
    120
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    0
    comments

  4. 1 vote
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    Make it possible to index through the units within an ai plan

    I quote from a comment in the original "ai2/aomxaimil.xs":
    JeHathor
    141
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    2
    comments

  5. 2 votes
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    Allow to access additional unit data in the AI script

    Make it possible to retrieve additional unit data via a unit within the AI script. This is needed for advanced unit micro functionalities.
    In particular: maximum range, minimum range, damage (all types), armor (all types), special attack recharge state, action target (The unit that is the target of the present action).
       kbUnitGet<dataType>(int unitID)
    Examples of similar already existing methods:   kbUnitGetCurrentHitpoints(),   kbUnitGetMaximumHitpoints(),   kbUnitGetPosition(),   kbUnitGetOwner()
    Also of interest: A bool function that returns whether a unit counters another.
       kbUnitIsCounter(int unitID, int targetID)
     
    JeHathor
    144
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    1
    comment

  6. 2 votes
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    Ability to jump into ongoing ladder games to observe

    See an interesting game your friend or a top player is in? You can automatically jump in and watch the rest of the game on a short time-delay. Can be an option for the players to toggle on-off to allow this should they want secrecy.
    IamRich
    130
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    1
    comment

  7. 6 votes
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    Change the giant map option into a dedicated game mode for casual players

    The giant map option at it's current state is (even if you take the extra portion lag away) basically insufficient for anyone.
    Combine the Giant Map size with Free TC Placement + Optional Treaty + High Pop and you get exactly what casual players want.
    At the same time, you can then replace Treaty mode, which just takes way too long and isn't worth it for the fact that you can't boom beyond 2/3 tc's anyway with a standard rule set.
    JeHathor
    176
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    0
    comments

  8. 4 votes
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    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
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    0
    comments

  9. 6 votes
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    Make it possible to reconnect to a running match

    Even if the game itself runs completely stable, it can happen that the wifi router goes haywire, the PC crashes or a player takes too long to find his laptop charging cable. In the course of a player drop in multiplayer, it should be possible for the player concerned to reconnect to the host from the lobby without all other players having to quit the current game. The transfer of the synchronised game data (in %) to the missing player should be visible to everyone as a small text output to increase transparency during the waiting time.

    JeHathor
    172
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    0
    comments

  10. 8 votes
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    Prevent game breaking mechanic abuse - wall spam, gaia forest on gold mines, etc.

    All tournaments have the following rules:
    No excessive wall connector spamming allowed. Banned cases: Connector spam to protect wonders Illegal placements around gold mines and Settlements Acceptable cases include: 4 pieces around towers (including around your main base gold mine, if it blocks) 4 pieces to save dock builder Segments to seal off a gap that was meant to be walled No hunt deleting. No unnatural wall usage, such as deleting wall segments and setting up a gate network. No Gaia Forests around Gold Mines or Settlements. In general, there are a bunch of "impolite" ways to abuse the game's mechanics/bugs.  Some of these seem more straightforward to fix than others (ex. add an obstruction radius for gaia forests around gold mines).  Others like wall abuse can become somewhat subjective/arbitrary and might take more thought to solve in an elegant way.  However, I think something should be done about all of these rules -- we shouldn't have to rely on the manners of players to have a fair game
    joeybadz
    207
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    0
    comments

  11. 8 votes
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    Improvement to Recorded Game Browser Feature

    There should be a significant improvement to the recorded game browser feature  right now we can just see the recorded game by filename and that's about it.
     
    What we should have is the following 
    1. Show Metadata for each game, including player and opponent, gametype, result, time duration, god picked, map
    2. Ability to filter games by Wins, Loss,  God,  gametype, opponent 
    3. Sort games by date, God, maps, gametype
    4. Ability to favorite a game that can be easily searched
    5. Easily add someone else game into your recorded game library (currently one has to manually copy file into the correct location)
    POSEIDON
    131
    views
    1
    comment

  12. 8 votes
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    Fix villager and caravan collision issue

    Currently villagers can get stuck dropping off resources due to weird collision such as nearby villagers, trees.
     
    This issue should not be present and villagers should. be smart enough to automatically move in/out to return resources.
    With caravans route if their is a wall sometimes they get stuck while other times they take a long route. This behavior needs to be consistent if it's a wall connector the caravans should be stuck until wall is removed or gate is made. If it's enemy wall then one must destroy it.
     
    Likewise caravans shouldn't get stuck due to path blocking between building the units should be smart enough to find a way through as pose to creating a blockade.
     
    This is especially true in TG where caravans go through an ally base and there is a blockade due to few building being too close.
    POSEIDON
    139
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    0
    comments

  13. 1 vote
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    In game statistics

    AoM has post game statistics some of them can be shown in game that can be toggle with some button like F5 or whatever 
     
    Things that could be useful
    Total Resource count with breakdown by type food, wood, gold, favor
    Total Kills and Death
    Total Resources Lost 
    Total Villagers Lost
    Total Buildings Lost
    Total buildings constructed 
    Total buildings present (number of active buildings)
     
    POSEIDON
    136
    views
    1
    comment

  14. 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
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    0
    comments

  15. -1 votes
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    All heroes have special animation ability

    Right now some heroes have special ability while others don't such as bellepheron jump attack.
     
    The polymphemis bash but other heroes like Ajax, Odysseus Pharoah,  Hersir atlantean heroes don't have special ability. 
     
    For hersir u can have special ability where attack increases by number of heroes similar to wolves.
     
    For Greek heroes have a unique ability it could be nice to have some special ability similar to Arkansas where heroes makes all infantry unit increase attack as a morale boost.
    This request is to have a consistently across all heroes units and their special ability can be whatever so long as they have one like the myth units cooldown effect. 
     
    POSEIDON
    121
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    comments

  16. 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
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    0
    comments

  17. -1 votes
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    Unit icons for army

    This could be an optional feature in game settings for beginners who don't know all the units.
    Basically have an icon that displays the unit name on top of the army unit
     
    So for instance u have several hopilities you have one icon for hopilities that is a text box above the unit.
     
    The units could be colored with text box or have arrow connections with unit to text box.
     
     
    POSEIDON
    120
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    0
    comments

  18. 2 votes
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    Army rally to single point

    Similar to concept of villagers tasked to build wonder you can click the one button that makes all villagers move to wonder there could a similar button foe every building that can be used to force all army units to move to certain building or tc.
    This can be useful in game when there are multiple fights happening across the map and one can prioritize where all units should be tasked.
     
    This can be useful when building a titan or wonder u want to make all army next to a nearby building.
     
     
     
    POSEIDON
    131
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    0
    comments

  19. 0 votes
    Under Review

    Halo Wars 2 - Skirmish Tournaments

    I heard you say on a couple recent Halo Wars 2 skirmish tournament videos that there isn't enough people signing up and I have an idea/pitch for you. Usually tournaments are top 1 or 2 take home money, but what if you spread out the pot more and made it more 'grand prix' style with the top 5 or even the top 10 all win some money? For example:

    1 - $25
    2 - $20
    3 - $15
    4 - $10
    5 - $5

    Total: $75 

    Personally, I think it's unlikely that I could win the tournament so signing up for just a top prize doesn't make a ton of sense. But even if it's not about the money, getting a prize for making top 5 in a tournament of 15 or so would be a cool goal to shoot for. 

    Lastly, if you take this idea to heart and want to try it out for a big 2v2 skirmish tournament where the prizes are much more substantial please let me know. I'd be interested in supporting financially so we could generate enough interest.
    gvanwie15
    173
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    2
    comments

  20. 17 votes
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    Add ability to see current number of caravans

    We can already see how many villagers we have on each resource, it would help a lot to also be able to see how many caravans we have. 
    ONYX0WL
    148
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    0
    comments

  21. 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

  22. 1 vote
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    Attack Ground Command

    Similar to Age of Empires, and Age of Empires 2, add in an Attack Ground command (with it being controlled by an AttackGroundCommand flag for units in proto.xml)
    XLightningStormL
    129
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    0
    comments

  23. 1 vote
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    GarrisonHealBonus Flag and GarrisonHealingRate Property

    Add a GarrisonHealingRate (which would be a float or double) unit property that allows units garrisoned within it to regain health, with the GarrisonHealBonus flag being required to activate this feature in the vein of GarrisonBonus and GarrisonSpeedBonus.

    Furthermore allow GarrisonHealingRate to be exposed to the techtree so techs can effect it.
    XLightningStormL
    109
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    0
    comments

  24. 1 vote
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    GarrisonSpeedBonus & ContainedSpeedBonus restoration

    Before release, Age of Mythology had an additional bonus for certain units (likely Siege Towers) that allowed for container units (with GarrisonSpeedBonus) to be faster, essentially functioning like the attack increasing GarrisonBonus but increasing speed instead of attack.

    In (at least) The Titans this somewhat functions, but instead will remain still (likely due to a math error) As of AoMEx, this featured seems to have been dummied out entirely.

    For AoMR this feature should be restored
    XLightningStormL
    152
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    0
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  25. 2 votes
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    Custom Unittypes Functionality

    As of October, Age of Empires 3 DE allowed for the ability to add new custom unit types for modders.

    Said feature would also be very important to port over for Age of Mythology: Retold.
    XLightningStormL
    124
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    0
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