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  2. A Fort yes. A Fortress although should be a stronghold to withstand. In 0ad an ungarnisond Fortress is captured that fast that an upcoming 100 solders+ Army is not noticeably slowed down at all. Sometimes foreward structures to bother an attacker only helps him more to concentrate his army, than to help you to organize a defense. I would like some techs to make buildings stronger. e.g. Fortresses could be ramped up with an outer bailey. Giving them more of all, especially a larger garnison like Han-Civic Center. I would also like when "sentries tec" would be like a garnisoned unit in all aspects, so that fully equipped tower is like 6 garnisoned units and fortress 21.
  3. I really play hard to prepare me to defend my self against the IA in very hard, but if i play with just 300 pop population and in medium size i will fell very lack of emotion to my mind and will fell very unsatisfied
  4. Today
  5. I can probably wip somthing up this weekend or next week, just so people can get an idea of how they work, their implemented right now but very half hazardly in a way thats not very user friendly, for example they dont project the players territory yet and so can be reclaimed by gia after a while unless you build a town centre next to them, another issue is their units taking up player pop, these are simple fixes that can be implemented when i have time Here's the current messy basic version with a bunch of bugs in if you want to try, they might not spawn every game, so reveal the map when playing if you want to test them, they currently dont create an attacking army but the rest is there. Give vassals a second to spawn in after the game starts. vassal_settlements.7z
  6. Is there an early release for the mod?
  7. Right now, vassals spawn as gia structures on the map randomly at the start of a match. they can be captured and then become player controlled, once captured they activate their ai, produce workers and a patrolling army, and then produce a small fighting force to attack your enemies. This does mean you can technicaly control their units, but the basic ai implemented will order them back after, usually within 5 seconds of you giving their units orders. This is a vassal i captured, and as you can see its harvesting basic resources and its army is patrolling its territory. Edit: i will probbaly have them produce a patrolling army when gia controlled, its already there but ive deactivated this for now for testing purposes but it adds a fight before claiming the vassal prize. Ideally once i have more time im looking into having these spawn as seperate players once captured, they can still use this basic ai i have in place but it would stop players from acidently selecitng their units.
  8. Done: Arsenal Houses (A to D) Storehouse Barracks Forge Market Fortress Hall
  9. thanks @LordTriggers! Interesting concept! Here are a few question to better understand: Vassals will belong to gaia initially, I presume, so will not be friendly.Trying to capture therefore means first killing their army and then capturing their CC, but wouldn't they just belong to the conquering player's territory? Or will they stay kind of "allied"? Can anyone else captrure them after you had done that already, i.e. if you don't watch out, they might be allied with your opponent again? Looks like they deliver their resources to their owner (which would be normal after capturing their CC). Will their stats count in the players stats (e.g. with respect to population cap)? Sorry for the ignorant questions, just trying to get a grip on your concept.
  10. I'm currently working on vassals, small randomly placed settlements on the map that will auto produce their own workers to gather resources in the area as well as a small patrolling army to gaurd their own territory. The player can capture these vassals in order to have them autonomously work for them. Vassals can provide income for their owners using their workers as well as add a basic level of defense for an area with their patroling army, after they have all their workers and a defending army, they will slowly build up a small army to attack your enemies with. I find it adds some really cool and valuable points on the map to take control of. While they wont be able to defeat your enemies on their own, coordinating your attacks with theirs can add a welcome boost to your own attacks. This also makes the maps feel alot more dynamic.
  11. @AlexandermbThanks for sharing the .blend file! It’s a great way to learn how to work on 0 A.D. assets.
  12. Finished with the hellenic civ's, next its time to achaemenid's: Opening the thread to receive advice and recommendations.
  13. But we already said that the game is already doing this, with the Han and the Maurya for example, and the Maurya didn’t even last 150 years. I don’t think it’s about being hyper-accurate (the game is far from that :P), but calling the Achaemenids “Persians” is a charged simplification. I think eventually any other inconsistencies will be sorted out, if possible (I have my doubts with the name “Germans” for example, I agree more with authors not preferring this term). The first AoE cemented my interest in ancient history. High school history was shamefully boring, that's why I try to push for accuracy whenever I can, and many really look for this and nitpick on games (and movies) having errors. It's not just that educating and motivating is important and commended, but about being careful not to introduce or repeat misconceptions, which with some things it’s hard to do because one has to fill the voids with something, and it's a game after all, even books can be biased.
  14. Mod file ready to test: hellenic_decals.zip
  15. File ready for game: i need to get used to gitea so if someon else want to comitt it after adding icon and gameplay attack adjustment's go ahead. Bison.zip0.A.D - Bison.blend
  16. @manowar seems good @Vantha @real_tabasco_sauce @wowgetoffyourcellphone what are your opinions?
  17. It is the not really the name of the civ the topic, but the nomenclature used to name the files. For the in-game name, Achaemenid Persians or Persians (Achaemenids) could be used.
  18. Thanks @Genava55 how about this list ? - Arminius - Cheruscan leader who defeated Varus in the Teutoburg Forest; mentioned by Cassius Dio and Tacitus. - Maroboduus - King of the Marcomanni who ruled a powerful kingdom beyond the Roman frontier; mentioned by Tacitus. - Veleda - Bructerian seeress with major political influence during the Batavian Revolt; mentioned by Tacitus. - Vannius - Quadian ruler installed over a Suebi-related frontier kingdom; mentioned by Tacitus. - Ariovistus - Suebian leader who crossed the Rhine into Gaul and fought Julius Caesar; mentioned by Caesar in Commentarii de Bello Gallico. - Catualda - Marcomannic noble who overthrew Maroboduus before being driven into exile; mentioned by Tacitus in the Annals. - Ballomar - King or leading war chief of the Marcomanni during the Marcomannic Wars; mentioned by Cassius Dio. - Gannascus - Chieftain of the Canninefates/Chauci associated with raids on the Rhine frontier; mentioned by Tacitus in the Annals.
  19. Ive been trying to get others to do this as well, I'm am super active thinking about all these ideas and tryign to implement them. But honestly I get a little overwhelmed at times and it can be discouraging when 95% of it is talk, but then when it comes times to actually try it, play around with it people are silent.
  20. "the game should eventually have an expansion pack" Classical warfare AEA is an expansion pack of sorts
  21. That's why it's important to pull our heads out of the sand.
  22. Vannius, Veleda, Maroboduus, Arminius=> yes Segestes is the father in law. Thusnelda is the wife. Cniva is a gothic king. Cunnius and Catti, never heard of them. More context please. Or check the info and the spelling. Maybe consider Ballomar, Ariovistus, Catualda and Gannascus.
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