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Mesoamerican Fauna and Flora
Nicolaus_von_Kues replied to wowgetoffyourcellphone's topic in Rise of the East
GDD Biome Copan Valley - 0 AD V3 EN.pdf I created a standard version that can be adapted to any existing biome. It's primarily a document for someone to read and use to generate various maps with the information.It is also designed for a 3D artist to work with this information. - Today
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Civ: Imperial Romans (Principates)
Nicolaus_von_Kues replied to wowgetoffyourcellphone's topic in Delenda Est
I think the Arena in the background is redundant in the icon. -
Mesoamerican Fauna and Flora
Nicolaus_von_Kues replied to wowgetoffyourcellphone's topic in Rise of the East
https://en.wikipedia.org/wiki/Collared_peccary This is the closest thing to a wild boar in the Americas. It's not just for Mesoamerica. Canis latrans is other which was not taken into account the first time. This is because its habitat is not well documented, and no one associates this animal with the Mayan world. https://en.wikipedia.org/wiki/Coyote This animal is more culturally associated with arid zones, such as Aridoamerica. "The coyote is a prominent character in Native American folklore, mainly in Aridoamerica, usually depicted as a trickster that alternately assumes the form of an actual coyote or a man. As with other trickster figures, the coyote uses deception and humor to rebel against social conventions. The animal was especially respected in Mesoamerican cosmology as a symbol of military might." A third one I found is a rabbit that is found in North and Central America. https://en.wikipedia.org/wiki/Cottontail_rabbit Many subspecies can also be added to the rabbit. https://en.wikipedia.org/wiki/Eastern_cottontail There are many varieties of this animal. See if any kind of rabbit was not considered before. -
Mesoamerican Fauna and Flora
Nicolaus_von_Kues replied to wowgetoffyourcellphone's topic in Rise of the East
I am working with Lopes on a document or series of documents about the fauna and flora of the maps (biome). For now I am focusing on Copan in the highlands as a practical example. In my research I have found 2 animal species that no one took into account in this discussion. -
The game lacks order and some coherence among its gameplay features. The problem of citizen soldiers who don't know when to be soldiers and when to be citizens. There are people who complain that sometimes when you're attacking you make a mistake and press the wrong button ( or you give wrong or DER with mouse pointer)and the soldier system starts collecting instead of attacking.
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Someone took the time to talk about the project, about a different approach.
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Twenty years after its founding, 0 AD has been one of the most ambitious open source projects in the gaming world. It's a game that competes with giants in its field.
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purenumb joined the community
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What about cheaters, are there any consequences?
Gurken Khan replied to _FeRRaN_'s topic in Help & Feedback
Yes. At least that's my impression, I don't do SP myself. Looking at the download numbers of the last entry in the dispute thread I don't get the feeling that it's inactive. -
I was in a game where it was used quite recently. I think its just that people prefer the comfort of knowing their position to come up with strategies before the game starts. I like it both ways.
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Regarding fields and storage facilities
Nicolaus_von_Kues replied to Eilat's topic in Gameplay Discussion
Caesar III is a city builder add more layers of complexity. It doesn't mean that I don't close myself off to these ideas. But those ideas don't come alone. -
@Asher here are three examples of Athens Spearman. Keep in mind you still can't attack in formation, and brace is stand guard. So if you are in Phalanx and Brace, you only receive the extra resistances until you engage. You can't move with both of them because brace is 0 movement.
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Regarding fields and storage facilities
Nicolaus_von_Kues replied to Eilat's topic in Gameplay Discussion
It could change in the second phase. As I understand it, the first phase is a rural settlement. ---These ideas are already in DE.--- 1. Land Use and ZoningIn antiquity, land near the city center was highly valuable. The game could reflect this through strict building zones: Central Urban Zone: The area immediately surrounding the Civic Center would only allow houses, temples, markets, blacksmiths, and government structures. Farming Restrictions: The game would completely block players from placing large crop fields inside the city's central radius. What existed were family gardens in the houses. -
Is it worth reporting cheaters who host rated matches on the forum? Does it actually do anything? I feel like the forum is inactive... I did not find information about this topic, just about that there is a forum to report, but nothing else
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up 1 VS 1 CIV A28?
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Gameplay Feature: Battalions and Formations
Nicolaus_von_Kues replied to wowgetoffyourcellphone's topic in Delenda Est
I have a question: the programming is different regarding the movement and behavior of a LOTR BFME battalion. How do you plan to modify that without touching the engine? -
2, I have them for the Hylians in Hyrule Conquest: Revival.
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That section can expand vertically to accommodate the extra stats (or there could be a vertical scrollbar). The Historical section can shrink vertically to give room, since it has a scrollbar.
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I was thinking that because it seems you'll need way more stats for some units (for kinds of damage, range, spread, etc), then icons would give you space for a 4th column, if not also a 5th one.
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Game Balance: Battering Rams, the 0 A.D. tanks?...
Nicolaus_von_Kues replied to krt0143's topic in Gameplay Discussion
You're assuming it's a game, and the problem is that it would stop being fun. Games have internal logic; you don't expect that much realism. Games have a fun curve. Why does realism sometimes harm the experience? Fun Curve: In video games, extreme realism often makes controls worse. Selection of Details: The human brain ignores many things. An excess of realistic details can distract from the narrative. --- Not to mention that it ruins the experience. -
Game Balance: Battering Rams, the 0 A.D. tanks?...
Nicolaus_von_Kues replied to krt0143's topic in Gameplay Discussion
https://game-studies.fandom.com/wiki/The_Art_of_Game_Design:_A_Book_of_Lenses?__cf_chl_f_tk=fa4sKWZua3gfigepm6bbTQxdawl.9m8tH11Ybr6uiK8-1783016138-1.0.1.1-M854n8mjY6x1rfJt5zx3Fs0JvutGq7w3_zukY9AIIto The Art of Game Design: A Book of Lenses ISBN-13: 978-0123694966, ISBN-10: 0123694965 It is a good source that explains the balance between fun and when a game is no longer fun. -
Game Balance: Battering Rams, the 0 A.D. tanks?...
Thalatta replied to krt0143's topic in Gameplay Discussion
@Nicolaus_von_Kues I agree, although regarding "Imagine an RTS where you add physiological needs; it would be realistic but not logical or believable", I don't see why it wouldn't be believable, maybe what you mean convincing as something viable. Regarding the rest, what you say is key to understand well written fiction and fantasy: many tend to dismiss critiques on believability of those shows because there's magic, dragons or whatever in it already anyway, completely missing the point of internal consistency. But we have gone quite off-topic -
I would of course love to have tooltips for most items you suggest! I'd prefer the base stats to stay text though, but that's just me. For auras, there is currently not a gameplay distinction between 'passive' or 'active' auras. The only distinctions we currently have are: ranged, global, formation, and garrisoned auras. And yes, such an aura is best as a Formation effect, but those only exist in 1 mod, not the base game or DE.
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As far as I know, it's only implemented for minimaps. I am not sure if it's currently possible for other UI elements or if it would need new code beyond just creating sprite XMLs, etc.
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@real_tabasco_sauce Just friendly reminder that you made a shuffler for feldmp this dudes aked for and they never use it just like the 90% of the game dev made. Looks like need to know about Requirements engineering.
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Asher started following User Interface
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Game Balance: Battering Rams, the 0 A.D. tanks?...
Nicolaus_von_Kues replied to krt0143's topic in Gameplay Discussion
In video games( and movies) there is something called "credibility" which is not the same as realism. Many of the things you do in a video game have to be believable.It should be logical, not absurd or exaggerated. The game is an abstraction of reality. Imagine an RTS where you add physiological needs; it would be realistic but not logical or believable. ---Clear Definitions--- Realism: Attempts to replicate reality as faithfully as possible (physics, human behavior, visual appearance, logical consequences, etc.). Credibility (or plausibility/verisimilitude): Makes the audience believe in the world even if it is impossible. It is based on internal consistency, consistent rules, and emotional/narrative logic within the created universe. Realism seeks external precision. Credibility seeks convincing suspension of disbelief.
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