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Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
its committed Feel free to try it by getting the nightly build, or by building the game. -
Raf joined the community
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I was wondering how long does it typically take for the debian repository version of 0ad to update to the latest version?(v27). I prefer deb packages so I am willing to wait. I was just curious since version 27 released early in the year and it hasnt updated yet in the debian repository. thanks!
- Yesterday
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I don’t mean like, actual traps, but pits and spikes should slow down or block certain units. A wall of spikes would stop cavalry and slow infantry, a pit would slow infantry and stop siege machines and cavalry, a moat would stop all unless it is filled in by making a mound (using the same mechanics as digging a pig).
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I saw that Wraitii wrote you something about the events of Paradox games. I think it's fair to a trigger that gives a decision dialogue. This happened in Rome II especially in Divide Empire dlc. Events occur throughout the course of play of Imperator: Rome. There are a whole range of events in the game, which can result in positive, negative and mixed outcomes for a player's country. They can either take the form of a pop-up notification on the player's screen or may optionally appear in the Event Queue, and they might present a player with a choice between various options or simply inform the player that something has happened and let them understand the context and consequences. Events can be fired randomly as the result of a regular on action pulse or be triggered by an action, decision, mission, or as a followup to another event, possibly with time delays or from another country's actions. https://imperator.paradoxwikis.com/Events
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Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Ok, I'll add a next button then. It might make sense to support maximum durations that each line is shown nonetheless; mainly for dialogue in time-critical points of scenarios, to prevent players from gaining an advantage by artificially stalling the game by just not closing the dialogue. At least I imagine it could help in some cases to better enforce a certain pace, in maps like Survival of the Fittest. -
Nope.
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Moats are a Middle ages thing. We have palisades, we have Roman Siege Walls and Army Camps. Traps for Siege Weapons? The best ancients had was a big rock to throw at the thing. I say, keep it simple.
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https://en.m.wikipedia.org/wiki/Trench_warfare Trenches, moats and traps are not the same thing. https://en.m.wikipedia.org/wiki/Moat Moats are obstacles. https://en.m.wikipedia.org/wiki/Trou_de_loup
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Solved it, check out my Wandering Gaia Soldiers thread for my fix
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Yeah, and those open plains and fortresses were surrounded by ditches full of spikes and traps to imped cavalry and siege machines. What do you think the moat was for? Even the Gauls had mounds of earth to give them protection from arrows if they didn’t have time to construct a palisade. I’m not saying deep enough for separate battles in trenches (like ww1), but some sort of slowing terrain to prevent siege machines and cavalry from crossing easily. PS: building moats would also be cool, though that is more Middle Ages than Iron Age.
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Okay, so I figured it out (kinda) my current way is: First, copy the file that you want to wander into templates/gaia. Otherwise, your trainable units will wander and be uncontrollable. Then, edit the file like this: 1: Change the template at the top of the file to templates_units_fauna_wild_aggressive. 2: Add the movement speeds, armor, damage, generic names, health, vision, and all the other stats of the unit that the original template was defining. 3: Add to the Classes: Human and Organic. Add to the VisibleClasses: Melee. 4: Add what wowgetoffyourcellphone posted above, right above your Promotion data. Add Loot and ResourceGatherer disable=“”. If you want the unit to be nonviolent, make the template be templates_units_fauna_wild_passive. Also, make sure you say wild and not hunt, or food can be gathered from downed AI soldiers.
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Mace tech is no dilemma.
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Maurya tech is dilemma
- Last week
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In theory, but I'd have my independence, I could modify the engine. But that's a next step. First nerf everything that's wrong, then buff everything that's wrong, in its historical context. Try different tactics. Add new gameplay. Add new technologies (probably a fork of the current mod). Redesign many things. New game modes. Go full for the campaigns. A mod would kill the project. I can also keep it for myself and just record it on YouTube.
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You don't have to fork 0 A.D. A "fork" is just another word for a major mod. We have those already.
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Here's what I've been saying. Anything you don't like should be ostracized to a mod. A fork of 0A.D. would have to be made. That's going to end up happening.
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Adding storylines to scenarios and campaigns
Grautvornix replied to Vantha's topic in Game Development & Technical Discussion
My preference would a "next" button - just in case you are a bit distracted or it takes a bit longer to read, then you might miss that page. Also, if you introduce a preset timeout, there will be arguments both to reduce it and to increase it depending on whom you ask. Making that "next" a user decision avoids these discussions. -
There are some but for sure, some could be added. I'd love for towers to have a tech for LoS. I think one game that balance fast units correctly is Total War series. Their games are very much mostly SP, yet, cavalry units (and any fast units in general) aren't nub-friendly. They are high risk, high reward units: In Pharaoh for example, chariots are super expensive but still EASILY one shoted by any cheap spear, jav, and even to lesser extend other missiles units. You can't just rely on having bough a expensive unit to throw into the fray and win fights that way. You need to have the right timing, micro, and combo with other units to make the most out of them. But when you do, the rampage is real. That's what makes a game interesting in my humble opinion. In 0AD Pers and Sele have these champ cav that have for example 2x the HP of a Spartan champ hoplite, with more base armor; and to be a "counter" the infantry has x2.5 bonus damage against them... And that's the best counter there is to them... If ever the spartans can ever reach the cav. You see, it's just obviously bad balance.
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Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
I want to implement a system for unit speech/dialogue in cutscenes next, inspired by that mockup. Should I add a "next" button (to the bottom right probably) for the player to click through the dialogue themselves? Or always switch to the next line after a set amount of time, like a predefined cutscene? How do other games do it? It would of course be possible to provide both options and leave the choice up to campaign makers. Could that be worth it? Or would one option of those two be always be preferred anyway? -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
Is there scope for having the javelin thrower as a technology for increasing infantry skirmisher range? -
Both @Classic-Burger and @Deicide4u have some good ideas for singleplayer mode. If you want to playtest those ideas, I would recommend you to make a mod for yourself. That is much more efficient than raising suggestions on the forum that will very unlikely be adopted. If you encounter technical challenges, we are happy to help with specific coding difficulties and you can perhaps team up with @Emacz to make his Historical mod better. Changing anything in the base game will go through heavy scrutiny, especially when tweaking something that can affect the balance, such as your additional techs. Most multiplayers use only the public mods, therefore we have to keep in pristine to prevent game-breaking balancing disasters. If you read the changelog on the gitea, you will see that most balancing changes are very minor increments in stats and something as major as your techs must be tested in many TGs before being implemented. If you don't want to you go through all this hassle to convince the MPs, just do a mod and submit it to mod.io. Hopefully some like-minded players would download it and 1v1 you there. Back to the topic, I like how it's done in Delenda Est. The techs to take very long to research and some choice to accelerate it would be great.
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There should be chivalric civilizations with broken cavalry. Too broken but not that one class is above the rest. There will be tiers of units. We already know that missile units are support for infantry fights. But it's a shame that the forge technologies don't feel as powerful as they do in other games. RTS are fantasy games of power. Command powerful armies, feel the power of being a general and an urban planner. Armies should feel powerful by upgrading their weapons. There are no technologies for LoS, there are no technologies for repair... There are barely there are technologies for capturing buildings. The nerf thing happens not only in 0 AD, but in many competitive games.
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