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  2. p3p

    Team?

    The group link is https://discord.gg/UjHcCUYU phisical: https://discord.gg/heXmCnP6 logical: https://discord.gg/rVqrH3Tc
  3. Maybe the fortress could have a few upgrades to seriously make walls easier to build. I like using fortresses as major defense areas near my walls.
  4. Today
  5. Secondly (and I've brought this one up in the past as well) The Han mangonel (catapult): A disclaimer straight away: I do not speak Chinese, so I can't confirm terms first hand or use primary sources. The current name is a literal translation of the word "trebuchet" into Chinese. (Traction) catapults in Ancient China instead actually were referred to as "砲pào", the same word that is later also used for cannons. In the much later Song dynasty catapults were also classified by the number of wooden spars making up the catapult's arm. The 3D model in-game has one only which would make it a "single-beam trebuchet", a "筲砲砲Dān Shāo Pào", though the frame looks a bit different. The same military compendium also mentions the "crouching tiger" catapult, the "虎蹲砲Hǔ dūn pào" which looks pretty similar to ours. However, in my opinion this last name is way too specific, and seems exclusive for the Song period. Therefore, I suggest the following change: Tóushí Chē -> Pào or Dān Shāo Pào (and just maybe Hǔ dūn pào) Sources:
  6. What i meant to say was: if we think the fortress fails at defending an area, we should make changes to ensure it excels at it, rather than make changes to add other functions to it. It should excel at its main job first before exceling at other things.
  7. I am from Pakistan Lahore and game developer with 3years of experience
  8. Yesterday
  9. I do like your concept of abstracting civilizational advances, just how would it manifest itself in the game? Currently the villagy-town-city pahses can be cleraly indicated, described and illustrated by means of the CC development.and the related technology tree How would that be working for a different type of civ? A sequence of nomadism,- settlement - fortified settlement? Or Ships - harbours/trade route network - villages? It looks like thius could have the potential to create completely new aspects and strategies in gameplay?
  10. Generally I'm fine with the Han having their own, unique stuff at the fortress. It's just that I miss something to buff the ships. Yeah, I caught that. I've taken to look at the latest code changes from time to time. Thanks wowie!
  11. [English below] Actuellement, le jeu est divisé en trois phases: - La phase des villages. - La phase des villes. - La phase des cités. Le problème avec ce système, c'est qu'il est centré sur le concept de développement urbain et sur le développement des grandes civilisations méditerranéennes. C'était déjà pas très pertinent pour les civilisations telles que les Gaulois et les Britons, mais ça va le devenir encore moins si on ajoute des peuples nomades comme les Scythes. Je propose un système un peu plus neutre: Ascension / Expansion / Apogée Ascension : Cette phase initiale évoque le début du développement de la civilisation, où elle s'élève de ses modestes débuts vers des horizons plus vastes. Cela peut symboliser la période où les fondations sont posées et où les premières avancées sont réalisées. Expansion : Cette phase représente la période où la civilisation s'étend et prospère, colonisant de nouveaux territoires, élargissant son influence et sa puissance. C'est une étape de croissance et d'exploration. Apogée : La phase finale, l'apogée, suggère le sommet de la civilisation, où elle atteint son plein potentiel en termes de culture, de technologie et de pouvoir. C'est le moment où la civilisation rayonne de sa plus grande splendeur. The game is currently divided into three phases: - Village phase. - Town phase. - City phase. The problem with this system is that it focuses on the concept of urban development and the development of the great Mediterranean civilizations. It wasn't relevant enough for civilizations such as the Gauls and Britons, but it's going to become even less so if we add nomadic peoples like the Scythians. I propose a more neutral system: Ascent / Expansion / Zenith Ascent (or ascension): This initial phase evokes the beginning of the development of civilisation, where it rises from its modest beginnings to broader horizons. It can symbolise the period when the foundations are laid and the first advances are made. Expansion: This phase represents the period when civilisation expands and prospers, colonising new territories and extending its influence and power. This is a stage of growth and exploration. Zenith: The final phase, the apogee, suggests the pinnacle of civilisation, where it reaches its full potential in terms of culture, technology and power. This is the moment when civilisation radiates its greatest splendour.
  12. Will-to-fight (attack_soldiers_will) has been deactivated for the Han civilization with r26516 after this complaint.
  13. For those who want to create a ticket for this problematized tooltip, it's based in line 30 of academy.xml.
  14. I'm all in for helping with a new tutorial. I agree that special strategies and tricks are not something a tutorial should teach - discovering stuff yourself or learning it from others is part of the fun, especially in a strategy game. We should view a tutorial as an "introduction to essential gameplay mechanics" - of which there are more than enough in 0ad and plenty basic ones that are not covered by the current tutorial. Sure, why not. The UI page currently has an empty "gameplay" section anyway...
  15. Funnily enough some of the ideas there are similar to the ones I had myself. I’d be willing to help make a tutorial campaign but I’d need an experienced map maker to help + some big time 0 AD players to make sure I don’t forget anything
  16. I think a tutorial covering the basics is all that is needed. Sharing tips and tricks and helping each other learn is part of building a community
  17. And in the past, there was also quite some discussion on a tutorial campaign e.g. under this threat:
  18. A superb master strategist of course! Here is some more on strategies:
  19. I often play matches where I team up with a medium AI against a team of 6 very hard AIs. We win in like 90%-95% of cases. What kind of being am I supposed to be? ;)
  20. Well, a tutorial series and then a few campaigns that are written with an effect to shepherd the players into playing right.. I think so, @Vanthawould have to confirm, but basically we could write several articles and put them in a "strategy guide of sorts"
  21. @ShadowOfHassen@Vantha Do you think we could we use the planned in-game encyclopaedia framework to also provide this kind of help on strategy and options?. Just an idea...
  22. There are a few posts in this forum discussing strategic options starting from very basic - such as and (but there was also some tips on how to grow pop quickly., still have to find it
  23. I didn't know there was one around IRL. Edit: https://en.wikipedia.org/wiki/Olympias_(trireme)
  24. I think a tutorial should introduce the basics and some general hints, teaching everything up to and including high-level strategies doesn't seem feasible.
  25. Yeah, I think 18 is now the "universal" coming of age date. 18 is the age when you are legally considered not a minor.
  26. Yeah, I know the US are... "special". Also in a lot of European countries you can vote from 16 (depending which election). But I still think the 18th birthday is outstanding in most countries.
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