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Showing content with the highest reputation on 2015-06-01 in all areas

  1. Hello everyone. I've been playing 0ad for a while on and of and I'm enjoying it. I like the progress the game is making and I would like to give a little bit back to the community. I was wondering if there was an update planned to the naval units ingame. Currently they look ok, but empty (nobody on deck etc.). Is it perhaps possible to increase the size of the ships ingame and at the same time put infantry units onboard the ships (similar to how it is done with walls) as an eye-candy? Or use this system where there are several 3D models for a unit to increase the variety of the ships? And could ramming be done? In any case, I could take a shot at the 3D models/texturs of the ships, if that is ok. Perhaps as a teaser a slightly older model of mine: (a roman monoreme as used in the battle of actium, no textures, around 5k polys)
    2 points
  2. Agreed. Not sure if I want to see abnormally small people rowing the boats!
    2 points
  3. Although France is a civilization that is confirmed to appear in Part II, and I am certainly not the most qualified person in European history, I think the 'standard' AoE-ish gameplay couldn't do justice to this very unique and fascinating culture. Although I put France in the title of this thread, this is actually just me randomly throwing out ideas on how a feudal society could be represented in a RTS game like 0ad. Some of these ideas might be unfeasible, overpowered/penalize the faction too much, or could be made into something better, so suggestions are welcomed. As I said before, I am not very good in French history, so I might (very possibly) get some historical facts wrong, please correct me if you find any errors. Brief History http://en.wikipedia.org/wiki/France_in_the_Middle_Ages Wikipedia do it better. Gameplay Most ‘European’ factions can be considered 'standard' or 'balanced' , although I believe France lean heavily towards melee cavalry (knight) and turtling. Civ Feature *Feudal Society: The 'Civic Center' of this civilization is a castle. It doubles as a fortress. *Serfdom: All 'Female citizen' and 'citizen soldier' unit of this faction (except healer and trader) cannot move out of player's territory (or receive a heavy penalty if they do leave). Civ Bonus *Retinue: Every knightly unit of this civilization will bring along several (random 0~3) retinue unit with them, free of charge. *Couched lance charge: Gives very high damage bonus on knightly unit during charging attack. Civ Disadvantage *Due to serfdom, this civilization cannot perform early rush/economic raiding effectively. *Weak infantry early on (peasant levy and all that), but can be mitigated with reform tech. *Diverse but generally lackluster navy. Special Building/Tech *Muster for war: A special tech that can be researched repeatedly. Lift the penalty on citizen soldier temporary (see serfdom). *Tournament Field: Allows for a special 'Hastilude' tech that can be researched repeatedly. Each successful research gives promotion to a random knightly unit. *Steel Prod: Increase damage of crossbowman unit. (Available to all three reform tech). Reform Tech 1: The Crusade The 'Expansionist' reform that gives (relatively cheap) crusader knights, better infantry, counterweight trebuchet, and better resource management (thanks to Knight Templar and Chambres des comptes). Reform Tech 2: Hundred Years War The 'Defensive' reform (It was really a series of raids and siege after all) that gives you Dismounted Knight, Genoese crossbowmen, Pot-de-fer (arrow-shooting cannon) and bombard, and bonus in castle and defensive structure. Reform Tech 3: Compagnie d'ordonnance The 'Technological' reform that gives the strongest melee cavalry in the mod (probably) - the full plate armoured Gendarmes, as well as Franc-archer militia, handheld firearms, and advanced cannon such as breech-loading Veuglaires, culverins and so on.
    1 point
  4. The Tessarakonteres or Juggernaut is the key large ship that is intended to be included for the Ptolemies, and to have Ptolemy IV increase the build limit on them from 1 to 5.
    1 point
  5. Love to see some working ship combat mechanics for 0.A.D would add even more fun to play and see different ships getting destroyed by fire or ramming.Awesome Ship combat is one of the things i miss with 0.A.D and would add new tactics and ways to play to the game. Good luck with the new models and don't forget to make different destroyed models
    1 point
  6. I think boarding is okay to scrap. Ramming should stay in design--it would function very much like charging for land unit. Transport--I think merchant ship takes place of "transport" ship in 0 A.D. There would not be much visual different between a merchant ship and transport ship at the time anyway.
    1 point
  7. It's sad to see you go. As a programmer, I found it great to see what you could do with our code. Especially as the code is still made mainly with 0 A.D. in mind, and not with futuristic or fantasy renderings. Showing what other stuff can be done with code is both a motivation and a test. I'd prefer to see renderings done with our engine of course, but I have nothing against people showing their work. So that's fine for me (though starting a new thread in the off-topic section might be better for that purpose, as it's not related to the engine any more).
    1 point
  8. Wouldn't it really look out of place when you combine large® / standard sized units with those tiny rowers?
    1 point
  9. .....Triremes DID Serve as troop transport See the battle of carthage.
    1 point
  10. I don't really like capturing as a classic RTS mechanic, it feels to me more weird and messy than soldiers just attacking structures when you have to control basebuilding, combat and a rather detailed economy at the same time. That said it might turn out good in it's final form. Certainly though more expensive units (considering overall mass-ability through resource/time costs and how many structures can produce the unit - fortress only units could be considered slightly more expensive for example) should have more capture points/second else massing weak units will be a huge advantage. In addition to that, Swordsmen and especially champion ones can be extra bonused here as assault infantry, while units like Pikemen are more effective in open field battles.
    1 point
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