Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. @ManasManushya Oh! Let me know if I can test it out
  3. That would be excellent. Also, ranged units defending with daggers. Speaking of which, there was also skirmisher infantry that was used for close combat, right?
  4. Not in a satisfactory way yet, and I personally don't support everyone having them—not as a siege unit; they serve more as a substitute for the lack of better siege equipment.
  5. IIRC, grapejuice's overhaul mod adds secondary weapons to missile units (mostly because they have limited ammo)
  6. Today
  7. I'd like to see if there can be automatic spear throw before melee. For thureos units, Romans, Gauls, Iberians, Germans.
  8. Something similar could be implemented in vanilla as optional (it's a mod, @Nicolaus_von_Kues). For example, on top of having units switching weapons like now (Immortals at least), doing so with a modifier (CTRL?) could "lock it", activating automatic switching according to range. Doing the same when producing units could then be the shortcut for "Activate Auto-Queue", and in that way it could be done per unit and not in general, like that button works now.
  9. It's good to know that that ticket has been given continuity.
  10. Now they have to do the same with Homeworld: Cataclysm (later Emergence) and include it in the Homeworld Remastered Collection.
  11. A complete revolution. I've heard that a lot of compilation has been done with AI.
  12. Sure, but that's not what I say. I don't propose weapon switching, I propose to keep them separated, but to use representative types of ships for each task, which I do when going from threes (triḗrēs) to tens (dekḗrēs), the "higher type" that we know saw combat. Edit: if we wanted something switching with ships, it could be sails/oars, but it might be too technical, and oars would need an exhaustion bar for it to make sense.
  13. Grapejuice has this iirc, albeit in a different way than might be expected (bowmen automatically draw swords/knives when enemies get within their minimum range)
  14. Perhaps it could be implemented for more units. I think most ranged units could have a weak melee attack like in AOE3. Thureophoroi, Hastati, German spearmen, Celtic spearmen, Iberian infantry, could throw a single spear before melee.
  15. Have you managed to get siege ladders working? (i cant test the mod right now since im on alpha 28) I think they could be available for all civs.
  16. It is, at least on land units with persians immortals
  17. I think the DE mod managed to have the Xiongnu champion cavalry switch bows and spears but im not sure.
  18. This distinction might be partially due to gameplay limitations, i'm not sure weapon switching was implemented yet. So ranged and melee ships are separated.
  19. It's not about realism, it's about being convincing. That the world you're playing with is convincing you. That's why video games are derived from cinema film. That's why I complain when I see how sometimes the gameplay of the game is about controlling hordes of Greek cavalry. It's also worth mentioning that you don't risk sacrificing game performance for realism. That's why old games weren't realistic, and the other thing is fun; reality isn't fun.
  20. of course before-after0001-0209.mp4
  21. Here's a small bug fix to my mod of @ffm's mod. The team #s were displayed incorrectly under some conditions. The general value of this mod is a quick, concise suggestion about whom to swap to improve the balance using the "/suggest" command. For example: CURRENT: 59%/41% Team 1 Stronger SUGGESTIONS aop <> rambo9: 50%/50% Even or Subzero57 <> Fuzzy_dcuk: 49%/51% Even Read more in my previous post in this thread. BalanceTeamsButton.js network~LocalRatings.js
  22. It's not about graphics, it's about game design. Most games like this cannot be abstract blobs people move around, so a theme is used ("ancient warfare"), and things and objects that people understand and are mentally accessible. And as such, the abstractions and analogies have to match well, otherwise people will just turn their heads and walk away ("what a crap!"), and also will never give feedback. Ideally, a game is easy to learn and hard to master. 0 A.D. famously struggles with the former. As such, in this concrete example, piking through a wall indeed makes no sense. Can be a rule for any building. 2.5 D is fine, the actual model of the building doesn't have to be put into consideration, so I don't think it will be a hard fix, just some configuration thing. But there are a lot of similar issues which indeed would be harder, like archers and siege shooting through really high canyon walls. So in this case, height and angles would actually have to be considered to make things feel "realistic" enough. Then manning wall turrets will make sense. Right now there's no need to bother with that, archers and other ranged units can just shoot from behind the wall and it's even better because more likely out of range of enemy units. On the turrets they die rather quickly currently. So I think it's also not "simulated" yet they would be much harder to hit from the ground, the very point of crenellations.
  23. I'm putting together the most relevant changes for a PR, as suggested to me many times. I think descriptions should be four lines long or a bit less, and for the Athenians it's at its limit, "lost its independency" (independence) would be too long. That whole sentence is: "Ancient Athens rose to an imperial power after defeating the invading Persians twice in the early fifth century BC and fell in 330 BC, when they lost the Battle of Chaeronea to King Phillip II of Macedonia." My present alternative is: "Ancient Athens rose to an imperial power after defeating the invading Persians twice in the early fifth century BC until 338 BC, when they lost the Battle of Chaeronea to King Philip II of Macedonia." Hopefully that's acceptable for everyone. In fact, I can show here how the PR is going (for 1 to 5 it seems ok, 6 and 7 might be more controversial, and 8 would require more work): 1) 0ad/binaries/data/mods/public/simulation/templates/template_gaia_fruit.xml could make use of a "Regenerates: 1 Food / 5 seconds" line, as mentioned in https://wildfiregames.com/forum/topic/163686-newbie-questions-i-cant-beat-easy-ai-as-romans/page/2/#comment-760818 2) For the Spartans: -Tyrtean Paeans should be Tyrtaean Paeans: typo on this Syssition tech. -Perioikoi Hoplite, Perioikoi Cavalryman and Skiritai Commando should be Perioikos Hoplite, Perioikos Cavalryman and Skirites Commando: not to mix plural and singular, I think. And all accents (´) should always be removed from Ancient Greek names, as per 0 A.D. nomenclature guidelines. 3) For the Athenians: -Phillip should be Philip, and "and fell in 330 BC" should be "until 338 BC" in their civ description. -Athenian Long Walls should be Makra Teichē (Long Walls): their name, and no need to add "Athenian". -Arsenal of Philon should be Philōnos Skeuothēkē (Arsenal of Philon), and Ostracism should be Ostrakismos (Ostracism): to follow proper nomenclature. 4) For both of them: -Better if the end of line in the middle of the civ description is removed: it particularly messes up Spartans' structure, when it would be nice if all civs have a four-line paragraph description with no unnecessary breaks. 5) In general: -"Civilisation" should be "Civilization" (in Civilisation Overview, under it in Civilisation Bonuses, and under Match Set-up, at least) and "Civic Centre" should be "Civic Center": as per 0 A.D. guidelines to use US English. -In Catafalque Bonuses some isolated things appear in parentheses: Benefactor, Saviour, Quartermaster, and Lui Che. The last one is quite incoherent with the rest, and if the idea is to use those adjectives for everyone, they should be added when all of them are decided, otherwise it looks untidy. -Ploion Phortegikon (Merchantman) should be Histiokopos (Merchantman), and Ploion Halieutikon (Fishing Boat) maybe be Epaktron (Fishing Boat): the present name comes from someone posting "I don't know what the correct word is, though. Perhaps ploion phortegikon?". His source is fine for the fishing boat, but I came across these terms in a book on ancient ships. 6) Hopefully not many will be against that: -Lithobólos (Siege Catapult) should be Lithobolos (Stone Thrower): The translation is both incorrect and misleading for the period (bolt shooters were more commonly called catapults then), and Lithobolos (Stone Thrower) pairs better with Oxybelēs (Bolt Shooter). -Embolon (Bronze Ram) should be Tripteroi Emboloi (Three-Finned Rams): bronze rams appeared before 500 BC, and the Ramming Ship unit already has it. The three-finned version is an appropriate upgrade, and what's actually in the icon already. -Hippeús (Greek Cavalryman), Pródromos (Cavalry Javelineer) and Epilektos (City Guard) could be Athēnaios Hippeus (Athenian Cavalryman), Athēnaios Prodromos (Athenian Scout) and Athēnaios Epilektos (Chosen Athenian): since they were common across Greece, but for Athens they had their own characteristics. -Spartiátēs could be Spartiatēs Hoplitēs: also because there were old Spartiates who didn't fight anymore. 7) Maybe some will be against that: -Spartan Olympic Hoplite should be Hippeus (Royal Guard): a designation of hundreds is being ignored in favour of what would have been a handful, and based on imprecise translations, since they were "a crowned victor of a contest" in general. -Syssition should be Pheideition: to use the Spartan name. 8) Icon improvements: -For Arsenal of Philon: instead of a flipped Arsenal icon with blue background, the actual building (https://sketchfab.com/3d-models/skeuotheke-epigraphical-museum-of-athens-acb146db37e442a6a9d82cbc59acf97d). -For Ostracism: instead of a fist like Will to Fight, an inscribed ostracon (a piece of pottery where the name of the person being voted to be ostracised would be scratched on). -For Hypozomata: instead of an anchor, the actual cables (as AoE did). -For Sacrificial Ritual: instead of the same as Kripteia, something not representing human sacrifice (like a goat skull), but I think plenty of things have to be improved regarding Temple techs, some of which don't even have a proper name or icon, as I've already proposed in https://wildfiregames.com/forum/topic/143241-thoughts-on-the-spartans, where plenty of other less direct renamings are proposed, as are in https://wildfiregames.com/forum/topic/169738-thoughts-on-the-athenians, which need more discussion and review on how other civs would be affected.
  24. The repo is on Gitea so yes, there is nothing playable right now
  25. Can you provide a small gif of before after ?
  26. @lilypoppyhey there, i have decided that i will be trying my best to make atlas as good as possible. The First Step that I have taken is adding some basic shortcuts like Ctrl+O, Ctrl+S, Ctrl+Shift+S. Well, right now, this may not be much but i am always looking forward to make the atlas even better as a new developer in the 0ad community, because it is the most flawed areas in the game as by now.
  27. @Duileoga, "escaramucero" no existe en español, alguien que escaramuza es un "escaramuzador". https://www.rae.es/drae2001/escaramucero https://www.rae.es/drae2001/escaramuzador De cualquier manera, si lo que quieres es traducir "skirmisher", el término que se usa es "hostigador".
  1. Load more activity
×
×
  • Create New...