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  2. Apart from that from a game design point of view, I don't find that kind of bonuses stupid if one wants hard counters. There are mainly two ways to do things: - emergent behaviors with lot of factors (an abstract game physic) - full gameplay control with hard counters My personal preference is the first one but both are ok. Just coherence is needed. If one choose the second part, which is sometimes the cleaner/easiest for balancing, especially for an rts, you just have to have a set of rules. No stats are really actually needed (or a little set). That's what are hard counters. In that context, the civ counters perfectly fit. To be more clear: you need only one stat: health and then you have a set of bonus of units against units (by type or by civ). Doing that way, you have a full control of the balance and the gameplay.
  3. Most of the civ info page content is what was planed at some point (developed or not). The only part which was updated was the team bonuses part iirc.
  4. Sounds like workarounds to me. Do it right or don’t do it at all.
  5. Today
  6. @wowgetoffyourcellphone I like the way your implementation work. In my opinion, this belongs into the main game. I also think the forest groves would improve the path finding performance. Especially, on maps with a lot of forest. Maybe one could even implement, that a group of forest groves becomes a "Large Forest", but you would still harvest only from forest groves. Meaning, only if you chop half of the forest grove, you can not hide units in the forest groves. However, you can still hide units in the "Large Forest". A "Large Forest" would mostly be a large obstacle in the eyes of the path finding algorithm. Therefore, it should be easier to run the algorithm. In any case, the Forest Groves make it easy to implement wood as a renewable resource, hide units and potentially improve the performance of the path finding algorithm. I would like to see those implemented in the main game.
  7. Nescio

    0abc mod

    Yeah, I agree it can make it easier to identify unit types and it's worth trying it out; but to do so, I first need appropiate icons for all weapon types (currently ten in my mod). [EDIT]: In game it would look like this: It could probably be clearer.
  8. *Here is the link to the patch: https://trac.wildfiregames.com/ticket/3177 Camouflaging would be awesome. The video game Praetorians implemented a camouflaging feature. It was not possible for all units to go into dense forests. Original source: https://images.igdb.com/igdb/image/upload/t_original/qxhgr964p2krv7qbfniz.jpg For example, horse units where not able to go into a dense forest. Expect for a Germanic champion unit, which was able to attack even in forests. Praetorians also implemented scout units with a dog. The scout units where able to send there dog into the forest. This way you where able to see what enemy units hide in the forest. The nice thing was, you could not kill the dog. However, the dog was running back the moment they encountered enemy units. Basically, you where only able to see a glance of the units as long as the dog was in the forest. In addition, the dog was only able to walk a certain distance. This was implemented by reducing the stamina of the scout unit. The stamina only recharged when the dog was back with the scout. To eliminate the dog you had to kill the scout unit. Then both died.
  9. Right, basically what I was talking about with @fatherbushido
  10. Yeah that might work even better! Although what happen when the attack strength reaches zero? Would they still be able to attack but causing zero damage? Of course it's possible to put a cap on minimum attack strength somewhere in Component code.
  11. Well I guess people forgot about it and it was never created as ticket...
  12. Of course lol, I just want to show the efficiency of weapon icon there for inspiration.
  13. Nescio

    0abc mod

    Pottery-like drawings won't happen, but my current idea is to overlay weapon icons on top of the unit portrait, e.g.
  14. I wonder why it was removed from the game but not in the civ description, that makes things not easy for new players
  15. About the icons, my absolute favorite is unit cards from Rome II Total War: It has 'ancient pottery' aesthetic I like and the mini icons on top can tell much about the unit in so little space. Although in 0 A.D unit icons are half Total War's size, so hopefully you can still make them visible in such little space.
  16. Nescio

    0abc mod

    Melee weapons, to be orientated from bottom-left to top-right (similar to spear and sword): sarissa/pike: falcata/kopis/sabre: sagaris/axe: mace: Ranged weapons, to be orientated from bottom-right to top-left: javelin: crossbow: sling:
  17. According to this; 1- "Tengrism" is not a religion but a belief. 2- The Turks would not beg anyone, even if it was a god 3- There is no worship in tengrism, but respect for nature is seen as a kind of worship. Therefore, water, seas, mountains, forests, all plants and animals are considered sacred. 4- Respect for the memory of ancestors is essential in tengrism. For this reason, everyone who touches the great goodness of people and humanity is remembered with respect when they live or die. 5- "9" number is sacred. • Kara Han, who created the world in Turkish mythology, planted nine branched pine trees in the center of the world. • There are nine pictures of the daughter of God Ulgen in the shaman's drum and three pictures in one narration. • According to the rubies, the sky gods are nine. • For the treatment of the disease, two fish representing water ions on the shaman drum are depicted. It is believed that fish heal internal diseases. If the cam is stronger than the evil spirits, it can drive them to the end of the nine seas where the mountain spirits' inn lives. If the cam is weak, it turns halfway and the fish overcomes the patient again. • The Nation mentioned in the Book of Dede Korkut is the largest of the gifts of the cross.
  18. How about they slowly lose attack strength? XP is used for ranking/promotions, so instead just have the militia slowly get worse at fighting.
  19. I personally find 'slowly losing health' is a weird abstraction. AoE3 does this to simulate the temporary nature of militia. But since we have XP, what about slowly losing XP? Militias train fast but with lower attack and defense, and also decreasing XP over time. So if they constantly fighting they would be promoted to regular soldiers. Otherwise they can keep their low health and useful only for defending or put in garrison. Heck, how about making all citizen soldiers like this too? Not sure about game performance issue or overall gameplay mechanic change though. I'll probably put this in my future mods.
  20. Show me in pics your idea for each those are missing.
  21. I wonder if we could the camouflage thing from #3177 by using @Mate-86's status effects on the visibility component.
  22. Yeah, the Gupta army would be similar to the Maurya army, but with the addition of horse archers and a ton of extra armor.
  23. Nescio

    0abc mod

    Thanks, I appreciate your help! There are only a few useful portraits in the svn repository: structures/range.png technologies/horseshoe_metal.png technologies/laurel_wreath.png technologies/spear.png technologies/sword.png The others would have to be created from scratch. Take your time, there is no rush.
  24. I don't need it, but I think it would be a lot better than the unit losing 100% of its health and randomly dying for no reason, if you know what I mean.
  25. "Kam" says "Turk" with orkhon alphabet on it. Tengri Symbol;
  26. As long as you are not trolling, and being somewhat constructive it's all good
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