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Settlements conceptual art.
Nicolaus_von_Kues replied to Nicolaus_von_Kues's topic in Tutorials, references and art help
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Settlements conceptual art.
Nicolaus_von_Kues replied to Nicolaus_von_Kues's topic in Tutorials, references and art help
I also thought about your mod, but yours has other variations of this idea. I'm looking for several ideas and will start doing the ones I can. -
MarcusThock started following Нарколог на дом круглосуточно в клинике Частный Медик 24
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Наркологическая помощь на дому особенно важна при алкогольной интоксикации, длительном запое, сильной слабости, тревоге, рвоте, нарушении сна, высоком давлении, треморе, спутанности поведения и риске осложнений. Врач нарколог приезжает по адресу, проводит диагностику, уточняет длительность употребления алкоголя, наличие хронического алкоголизма, опыт лечения, противопоказаний, заболеваний сердца, печени, нервной системы и других органов. После этого специалист выбирает безопасную схему терапии. Выяснить больше - наркологи на дому недорого
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MarcusThock joined the community
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Settlements conceptual art.
Emacz replied to Nicolaus_von_Kues's topic in Tutorials, references and art help
Again i love some of these ideas if you can actually tweak the actors that would be awesome! I can create some of the icons with AI too. Here are a few examples of Icons i would like to turn into actors. -
Settlements conceptual art.
Nicolaus_von_Kues replied to Nicolaus_von_Kues's topic in Tutorials, references and art help
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I was thinking how useful it would be to make blocks of houses simulating a village. Some mods would be appreciated; I'll leave references here to expand on a concept. The first concept I found was this one, a simple AoM. It's not what I have in mind, but it's a start.
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==[Task]== Tiny icons set (simple)
Nicolaus_von_Kues replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
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Vassals! (Work in progress) Downloadable
Nicolaus_von_Kues replied to LordTriggers's topic in Game Modification
It would be good myself doing some artistic contributions. I'm going to start doing visual research. I'm going to put it in the art forum so that more people can use it. -
Any new updates @LordTriggers?
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This one is super annoying. units dying aside, it's more annoying that I can't seem to replicate it. Please fix this. p.s. I have changed the ctrl binding to Attack Move (units only). I assume Meister has done the same.
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I realise that not all champion cavalry are cataphracts. Normal cavalry could be weaker to ranged attacks, and chariots could be slower, as a way to properly nerf champion cavalry.
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Why is there no hero Arminius for the Germanic civilization?
manowar replied to Barade's topic in General Discussion
There is a merged PR here (for v0.29) that adds Arminius but as a name that will be used by any AI players in games not a hero: https://gitea.wildfiregames.com/0ad/0ad/pulls/8784 The (long) PR that added the Germans as a civ (v0.28) is here: https://gitea.wildfiregames.com/0ad/0ad/pulls/7104 That PR contains a lot of the discussion / reasoning. If you feel strongly enough I am sure you could open a PR. -
For a few days now I've had the issue that some old topics appear under my Unread Content, and they don't go away even after reading them. It started with one, then two, and more and more random ones appeared until now it's sitting at 22. I thought it could be some cookie issue, but I cleaned everything now and nothing changed:
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Cataphracts should be slower than horse archers. They are a counter, but not a mindless one, tactics must be used, like pinning them down beforehand, or coming from different sides, and should be quite effective in combination with faster and lighter melee cavalry. When collisions are improved hopefully all this would work better. This is the "base garrison" idea, proposed for siege engines, ships, and buildings (particularly fortifications). They'd justify their autonomous workings, look better, provide a default garrison, act as capture points, and avoid constant switching since their efficiency should depend on its numbers and would need time to regenerate. Look it up with the Search tool. The "base garrison" would also limit the constant capture of ships, since after the enemy base crew is killed, the mostly untouched crew of the attacker (rowers) would be divided between ships (as it was in reality).
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AndrewAnons started following ===[TASK]=== WONDER: Persians: Apadana of Darius and Age of Mythology: Retold
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Hi, I love the new Germanic civilization and I guess there is some reason why there is no hero Arminius (https://en.wikipedia.org/wiki/Arminius)? Maybe because it is different tribes than the ones? I was really wondering why you would not add him. I really don't know who the 3 current heroes are in history but the Battle of the Teutoburg Forest is probably one of the most well known events between Romans and Germanic tribes. For example, when I played Carthaginians with the game mode regicide I had Hannibal as hero as expected who is well known, too.
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中文字符显示问题 [Chinese character display problem]
Dunedan replied to Buildosaur_积木小恐龙's topic in Bug reports
https://gitea.wildfiregames.com/0ad/0ad/issues/8847 -
I think Fertile Crescent Game will be a good inspiration and Pharaoh ( Total War)
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Topic for cry and complain about balance
Nicolaus_von_Kues replied to Dakara's topic in Gameplay Discussion
I thought of several ideas, like defeating the crew to capture the ship. This would work for ships. -
agree sorry I don't think I understand this part. I thought I remembered their attack got nerfed but I'm unsure. The war horses tech only gives them more health. The HP nerf makes sense and I like it. That's why currently players with a not-so-perfect spam of less than 40 champ cav actually loose fights. But this applies to all champ cav equally. I tested it some time ago and cataphracts quite reliable win with a large numbers of survivors against other champ cav and the +2 resistances help against infantry too.
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Topic for cry and complain about balance
real_tabasco_sauce replied to Dakara's topic in Gameplay Discussion
this is because they have extremely high population efficiency, and their speed makes them hugely survivable. when combined with the HP nerf, they essentially have the same resistance. When you factor in the change to nissean war horses, its a net reduction in resistance actually. -
As for champ cav maybe one can make them even slower to train. The problem of champ cav being overpowered arises mostly when they are in large numbers 40 or more. However I still don't understand why you would add resistances to cataphracts when they already were the strongest ones before for essentially the same price. Yes reducing the speed is nice and it makes sense to do so for other champ cav too. Currently melee cavalry counters ranged cavalry and they are faster. So reducing the speed makes the fight more like infantry melee vs ranged where the melee has to chase the ranged. Given that champ cav is the best unit in the game that is the better way. I personally would propose to increase training time for all champ cav by at least 10 seconds. Interestingly some chariots already have more training time. I wonder if that's part of why they are so bad. If that doesn't help maybe one has to find other ways to limit excessive production or even impose a global limit like with for example war dogs. Fanatics are meant to counter champ cav and I think we can all agree that it's fine to make them to counter champ cav. So let's move them to P3 where they would be needed. Maybe we can try out some of the ideas in this topic in a new community mod ? Also some thoughts about the Germans here now that I had some time to watch players actually use the civ: - restore resistances upgrades affecting seeresses and maybe -15 cost. they are only very rarely used as healers and a giant death ball scenario like we tested seems unlikely - cimbri raider metal cost down from 95 to 80 like the Meroitic Temple Guard so 75 metal with the civ bonus. there is no reason to have a higher metal cost just because it's in P2; the clubman got already more crush damage in p1 and otherwise cimbri raider stats are identical to temple guard except 5/6 instead of 6/5 resistances swapped - for consistency update the territory tech to only apply to neutral territory not enemy
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Civ: Imperial Romans (Principates)
Nicolaus_von_Kues replied to wowgetoffyourcellphone's topic in Delenda Est
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Topic for cry and complain about balance
real_tabasco_sauce replied to Dakara's topic in Gameplay Discussion
imo cav generally is too fast but people are probably not ready for that discussion XD. I think catas being OP must be the Ambush map speaking. -
I've proposed to update them to mud-brick walls (for relevant civs), but stone walls would also do, I wonder why this is not already the case. I think this should be the default mechanism, no tech needed (unless there's some strong historical reason). Some have proposed some timer for the engine to be useful after capture, but I don't see this as too different from a longer capture time. Ideally, the default operators should be killed before the engine can be captured, and a mechanism of how to replace them implemented, to fulfil the "timer" role more realistically and separately from the capture itself, and avoid constant switching. This is basically the "base garrison" idea I've proposed before (although I've argued that capture points wouldn't even be needed in that case, to simplify things).
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