Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Linux Download page is still not working, btw: https://play0ad.com/download/linux/ If someone wants to look at the code to start modding I assume you can start here: https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructionsGettingTheCode ? Is that right?
  3. I always play by myself with the computer opponent. Therefore, delenda est is particularly interesting to me because it offers many development options and more building alternatives. It's certainly been discussed before, but it's a shame that the Roman legionaries aren't able to throw the pilum. For example, you could switch it around like with the Immortals. Easy for me, as a non-programmer, to say. It would, however, make the history more accurate. The Romans were the absolute world power in ancient times, also based on this tactic. Likewise, military camps are inferior to the military colonies of the Phoenicians or Seleucids. It's the same with shipping; galleys were both capable of long-range weapons; above a certain size, they had long-range weapons on board and could ram or board ships. Of course, I don't want to dictate anything to the other players; I like the authenticity of the figures and the painstaking attention to detail, and the gameplay isn't that important to me. I would also like to have optional raider gangs or pirate ships, in addition to treasure. That's why I particularly like the Danubius map. This way, everyone can shape their game the way they want. Otherwise, I really like the game... please never stop...
  4. Finally won 1v7 on againt very hard AI with open map. Earlier used ibr to play xd. Was hard but nothing is impossible with gauls, given you can spam fanatcis then switch to melee champ cavs. @SaidRdz, @Player of 0AD, thats how to you do it
  5. I played a lot of lame games against AI but now I begin to understand how to make 0ad games more interesting. So I'd like to ask what settings players use to make their AI games interesting ? The problem I have is that too little AIs make the game boring, but too much make their first attack nearly impossible to repel without cheating, so in both cases the gameplay is boring. I guess that some cheating may be fine against more than 3 opponents (all allied; games against non-allied opponents are too random) but I don't know which exactly will make the game fun (basically, some wood with "bring me my axe" to get some palisades in order to survive the first attack and then counter-attack I guess, but how much would be reasonable ?).
  6. Today
  7. Honestly, Roman elephants dont sit right with me. Elephants never played a significant role in Roman victories (or defeats) AFAIK. We have civilizations which lack basic units like infantry javelins, not because they never used them but because they never played a significant role for them (i mean all civs have spears someone must have figured out to throw it). Romans are already diverse and they will neither gain from having elephants nor lose from not having them.
  8. A merc elephant would be great As a thought experiment I would assume a full metal cost, which going off the smaller African elephant would be 450 metal in total after converting food cost to metal. Given training is faster, and also knowing the limited acquisition that Rome has from Numidia, I would run with the elephant stables but cap it at 1 or maybe 2 buildings, that way production should be slower than other civs who could spam like four or five elephant stables so they can mass them fast. A cool side affect would be that now a Roman player could use captured elephant stables, which would be a fun niche feature.
  9. Six to be exact. unit focus is fine but does not have to dictate everything. Not sure what exactly you mean by additional unit roster, their roster is still the same after the reforms tech.
  10. I agree.As a non-roster mercenary unit it's fine.
  11. Yesterday
  12. We already have a lot of civs which have access to War Elephants. Romans have focus on infantry and siege. They are also currently the only civ with an additional unit roster. I think they are fully covered now, but I would like to see the return of Donkey-pulled Scorpio cart. Romans have an abstract technology called "Roman roads", which provides a small speed boost. I'd say that the idea is fun, but this is not a City building simulation game. This is a fun idea, Praetorians had this feature. Again, would make this into a City building simulation game. The players already need to worry about positioning for their structures, we shouldn't make it worse. For anyone who played Metal Fatigue, you know how annoying this can be. Or fun, depending on if you're the one who built a huge tank and artillery army underground and are now wrecking the enemy's base.
  13. Oh, and of courser not every stone quarry should offer an entrance to a cave system. It must be discovered. This might be an option to mine more stone over a longer period. In a typical game, stone appears to be a resource that is used in larger quantities mostly during build up.
  14. The difficulity is of course the actual game mechanic: a building to walk on, not like a wall, not like a field. For sure not easy to implement, hence this might remain a dream. Ah - one more I remember from Settlers 5 that was fun: - tunnels/caves - you could discover and enter them, and then surface again on another place on the map (teleporting is a feature we have already iirc). Of course this works for both sides. To add more fun, the entry would be blocked by stone (a stone quarry). Once the stone is removed you have a secret passage to another part of the map. Watchout - it can also be used by your adversary if he discovers it!
  15. This would be pretty epic, I always wished we could build the bridges from the scenario editor is Age II. Roads would be an interesting feature, most useful I think for shifting forces around your territory I would think, though aggressively building a road into your opponents land would be terribly funny as well
  16. Sure, this is the best source I have been able to find so far, if anyone has a better source please post it. Putting it as a mercenary unit could definitely be one way of doing things https://warhistory.org/@msw/article/war-elephants-in-the-roman-army
  17. If I may dream: Walls that protect against projectiles if behind a wall, except for "artillery" Abitlity to build a bridge (Settlers 5 had that) - this could preconfigured sites on the map where the path crossing a river or so is initially blocked (like a closed locked gate) but "somehow" indicating a bridge could be built here. Building a bridge basically means creating a building animation and when finished opening the path ("unlocking the gate") thus allowing crossing the bridge - similar to opening a gate in a wall or palisade. The mechanics must however be inverted: default closed for everyone. Only if the bridge exists the path is open - but for everyone. Interesting gameplay could be that you could destroy bridges as well thus closing the path again. Ability to build roads that have a speed aura for everyone following them. Adding water as a kind of resource - i.e. building a field in the desert does not make much sense unless you are close to an oasis (open water body) or build a well or fountain to get water from underground (romans of course build aquaeducts ). Crop yield could be low if no water with a limited lifetime of the field, and high if water is provided by a nearby source. For existing maps, the well house is the only possible source of water. For new maps, an area around water bodies (oasis, rivers, lakes, ponds...) could be defined that allows farming. On desert maps this could force players to fight for water access.
  18. You should show sources, it's not that I don't believe you, but it seems more like a mercenary unit to me.
  19. The Imperial Era does not feature here, we talking about the time frame from the Second Punic War up to the first century BC. I believe there are enough wars in that time frame to make the justification.
  20. Campaign mode Very few wars took place during the entire imperial era with Claudius and the late republic era.
  21. Engine Optimization Single-player Campaigns Add one or more story-driven campaigns (with cutscenes or narration). Create tools/scripts to make it easier for the community to build their own campaigns. Enhanced Single-player Experience AI that feels more “human,” capable of using varied strategies. Mission objectives, scenario-based skirmishes, and solo challenges. Proper Translations Finalize and unify localizations (French, Spanish, German, etc.). Fix historical or linguistic inconsistencies. Improved Map Editor Simpler and more intuitive interface. Built-in scripting tools for advanced scenarios. A curated library of community maps highlighted within the game. New Ideas and Configurable Options Alternative game modes (army fight, survival, last man standing, economic domination…). Switchable options in the match settings (weather, limited resources, special rules). More "fun settings" to add variety and replayability don't copy AOE 2.
  22. Honestly I would love to see a limited option for roman war elephants, sadly few if any games let them have them in any shape or form. I read up on it and they apparently were supplied from Numidian allies for most of the second century BC, until Rome fell out with them which pretty much ended things, and that they were used in most of the Roman campaigns during that time frame. I don't suppose Delende Est has this option does it?
  23. We barely have any volunteers in that area.
  24. I'd also add in the sound quality. Music is beautiful, but the sound effects need to be more pronounced. Like, if my catapult hits a building with a large flaming rock, that should be felt. Currently, only thing we hear is a faint "thud". It's the same with units, especially ranged units. Right now you can't even be sure if your archer fired a bow or not. Melee fights get that obnoxious "umpf, umpf, huff" sound. If you were only listening, you'd think they're doing something entirely different than fighting. Still, some sounds are on point, like building selection sounds and the sound when your melee units attack buildings.
  25. There should be other ways to win, such as a victory through trade influence. You initiate trade with a neutral faction (it doesn't need to be on the map), and the more resources you give them, the faster you achieve victory. There could also be a fifth resource, something like glory, where the player achieves victory if they reach a certain number. Glory could increase with a number of kills, territory size, etc.
  1. Load more activity
×
×
  • Create New...