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  2. That's a good idea. Hmm... well, I guess we'd have to do some brainstorming... It's just an idea, if the majority of people don't like it when it's a fully developed idea we can not do it.
  3. Yesterday
  4. also coming: a fix to food gen infinite loop in badosu balanced maps, larger forests in badosu balanced maps, foothills improvements.
  5. India has quite a few ethnicities and kingdoms apart from the Mauryans.
  6. I think people new to the game don't understand but will figure it out quickly enough. I like "Dyanamic" the best, but why not a tooltip that offers a minimal explanation? Dynamic or Random doesn't really say anything to a new player. Neither does "Skirmish". Having "Skirmish" as a map type is really pointless, imo. A tooltip that offers a minimal explanation would be good, or just having the explanation appended in the right pane where "Map Type: Random/Skirmish" is displayed.
  7. Could do some ptol vs roman naval campaign, like the battle of Actium
  8. In part of a multi-mission campaign, you can have some section of it be very similar to a 1v1 vs ai, like a scenario. That is a nice bridge to how civs are played in multiplayer. Also, on bridging to multiplayer, its good for some campaign missions to explain how mechanics and balance works (like naval units, damage types, auras). Then why not just use the civ as is? Why are new civs required? If some historical group is important, you don't have to represent it in totality (Ie protagonist can be ambushed by Thracian units on the way to Persia, even while we don't have a complete thracian civ). Well it completely changes the way 0ad works, so even if the ideas were excellent, having to start from scratch would mean a ton of balancing pains. The design is questionable: some civs can evolve with each phase, while others like the Han or Mauryans cannot? How do you balance that? If the Greeks can become athenians, spartans, thebans, corithians, and syracusans how on earth do you plan to play against them when any of their options can be completely different after a single phase-up? Let me explain the one click strategies part too: if strategy boils down to "I clicked syracusans but you clicked spartans, i win", this is very lame gameplay. In aoe4, casters talk less about build orders and more about which monuments players chose to beat the other. It makes it almost like a card game. Lastly, here is the worst part. Campaigns are a huge effort, i understand. But TONS of creativity is allowed! So why completely rework the multiplayer side, which depends on intricate balance and multi-layered civ design in order to supply a more rigid framework for campaigns? So, i still don't see why this system is required, unless choosing between Spartans and Athenians is an important part of a mission? <- which also makes no sense
  9. This is the best option. But traditionally in these games, we understand what a random map is.
  10. Mini factions can work for this design. You don't need to give them the entire design of a new faction.(No relics , no wonders, no heroes, no full tech tree, no champions...etc). They will not be available for online.
  11. I've always found the "Random" option for "Map Type" in the Match Setup a bit confusing (it could mean choosing randomly, with or without filtering criteria, among the manually generated maps). I wonder if this could happen to more people and if you would consider another name better. Some names that come to mind: Procedural Map(s) Dynamic Map(s) Scripted Map(s) Algorithmic Map(s) Randomly Generated Map(s) Randomized Map(s) Auto-Generated Map(s) Generative Map(s) Ever-Changing Map(s) Unique Map(s) Infinite Map(s) Unrepeatable Map(s) Unpredictable Map(s) ... (I don't have a clear preference, but maybe Auto-Generated?)
  12. Well the thing is the gameplay between single player and multiplayer should be reasonably consistent. Someone should be able to after beating the campaigns be able to jump right into the multiplayer and vice versa. Currently, in the campaign discussion we shot down half the suggestions because we didn't have a civilization. Making a new one we didn't want to do because A. of the work to make a visually distinct style, units, and bonuses like in the normal game, we'd have to make units that are reasonably work for a given civilization. The most effective way for that would be to make a generic civilization for each large group and base the civs off that, like a Greek one to cover Corenth, Thebian, etc. B. We'd have to balance these new campaign civs for every update you do for balancing the multiplayer games. Granted we could do meta balancing, and it'd be easier but still. To do the civs we'd still have to do it. So even after everything, in order to make this easier we'd have to practically make generic factions anyway. I don't see how changing the gameplay effects the multiplayer determinately, it'd just be different. Yes, it'd be a lot of work, but at least this way the ton of work could benefit the multiplayer people too.
  13. You can just share the tricks (title, text & image) in here and I'll take care of the rest, sounds good? Most files affected by the patches are either newly created or haven't been changed for some years (which makes it possible to port the changes to older versions). I could put together a mod for A26 if that helps. Probably the easier solution...
  14. This really had me for a while. Then at some point I was overwhelmed and I felt like I don't know what to expect from this game.
  15. Shouldn't Perikles with his Scholarship and the Arts perk give buildings an aura overlay? I believe other heroes with comparable (research) perks do that.
  16. If I remember correctly, the hypothesis was that RatingBot was still maintaining an open session with the previous xmppID and that was why it was not granting the rating to the player's new xmppID when rejoinin after disconnection
  17. I also fail to see why completely reworking the civ design benefits campaign design. If you add on the massive detriment this would have for multiplayer in exchange for this supposed improvement to campaigns, and the work this would involve, it becomes clear that frankly this isn't a good idea.
  18. Hannibal's trip to Rome would be cool. Perfectly suited for a campaign, we have the civs, and its famous.
  19. It could just be limited, a concept I call mini faction. Just an emblem, a name and some custom designs.
  20. Hi, @Vantha. Ty so much for this work. How can we contribute to its content?I think some micro/hotkey/setup would be nice to be included In another similar topic, I was wondering if there's a way to load the tricks through some remote server instead of being built-in into the game so we can still adding and modifying its content everytime we want instead of having to wait to the next alpha. Just wondering
  21. Yeah. I know that Age of Empires 3 you played civilizations you can't get in the original game, but that just made me feel cheated (WHAT ABOUT MY HOOP THROWERS!?!) And it is a little excessive to have to design a completely new civilization for literally everything we'd want to cover. We don't want to get too much like Age of Empires, but what if we limit the strategy that players can do before phasing up? If the player has to make a decision on what alliance they want to take within the first 5 minutes, then the other players would know and be able to change the strategy. Well, that's easy enough, we just design them to play different.
  22. Alright, here it is: https://gitea.wildfiregames.com/0ad/0ad/pulls/7189 I decided to place the buttons and text outside of the image to keep a constant brightness difference to the background. Quick showcase:
  23. There is an option in the civ.json file to not show “minifactions” in gamesetup. I think Hyrule makes use of that.
  24. Interesting to see a first person mod. How are you calling unitmotion ?
  25. In water, like the map of Bahrain, they are weak. But they are more powerful than the Britons. I played the map very badly, I tried to invade, and failed, I spent half an hour trying to destroy their defenses, but I didn't upgrade my troops. In the end they beat me up on their territory. I had to attack the weakest, which were the Ptolemies. I haven't updated the mod yet since I downloaded it. It would take many hours to win. --I still don't understand why battering rams can attack each other.--- The Germans are very good at defending territory, even at a disadvantage, due to their slingers. I'm going to try another map with a smaller total population.
  26. Os: Linux Version: 0.0.27 heres the vid also showing some of what i've been working https://www.youtube.com/watch?v=kGYAxKprj3s right after the time 0a.d crashes
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