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Showing content with the highest reputation on 2017-03-15 in all areas

  1. Well, an interesting aoeish way regarding uniqueness of civs would be something like, in cavalry area, having 2 techs: one improve speed and another HP. Most civs should have available only one of them, bending to fast but more fragile, or slower and sturdier cav. Cavalry civs could have both. As example. Would try to write my general gameplay proposal if there's some idea that can be borrowed or criticized (in my own topic). If it helps a little, i'm happy.
    2 points
  2. 2 points
  3. Yeah that's a real issue for 0 A.D. (I find bushes can be particularly easy to miss), but imo not really the one described above.
    2 points
  4. Lol. I guess I did it again. Here's what I can say. When I was starting out with 0 A.D., I did have trouble finding my own starting units: women are quite tiny, and the only easy way to find my own units is by looking at their shields (even now, Carthage's shields are easiest to pick up). As time goes by, as I was learning the game, I have no problem finding my units even if they're in the middle of a fighthing mosh pit. So learning can be a factor to which you can distinguish units in a game. My only real pet peeve is that some color palettes blend too much with the surroundings and the mini-map (green, orange, black, and even white). The irony of it all is that I think Strike Tactics is currently failing at its own thesis (I will not give it a pass even if it's pre-alpha). Looking at the first video in the OP: the color of the units are so similar that it's easy to lose track what's going on... even if I can differentiate between the economy and the military units. With all units moving around like that it's just messy for my eyes.
    2 points
  5. Go to the options screen and change any option and save. Language selection should work afterwards.
    2 points
  6. Do you want to help out with improving the game, but don't have the skills or time to help out with art or programming? Do you want to improve the game by playing it? Then this is your chance! We have come to the conclusion that we need to begin testing thew game more seriously to improve the balancing of the game. There are still some gameplay features left to be implemented, but the game is close enough to being finished that it's worth keeping it fun to play. Starting to test it more seriously at this point also means that we will have the system set up once we reach Beta and that we will be better prepared to bring the game through the Beta phase as quickly and as well as possible. To this end we have set up a Gameplay Testing forum, please check it out and if you have some time and are prepared to follow the simple procedure outlined please help out by playing some test matches. Before you do please read through the rules, it's not a good use of your time if the results can't be used We will be comparatively strict with the moderation in that forum, to make sure it's not flooded with comments that makes it hard to find the valuable information. If you want to discuss the gameplay balancing etc, please do so in the relevant forums.
    1 point
  7. I agree that weapon techs shouldn't be paired with city progression. Instead, unit training should revolve around training levels, similar to like you suggested. Basic, advanced, elite etc. to fit that larger cities were able to field higher qualitiy trained troops. However, There could be additional techs, that don't increase the unit's combat efficiency directly, but makes training them more economic by reducing metal/iron costs for certain unit types. Those could be tied to "advancing" the blacksmith itself. I have something in mind like "capacity increase" or "metallurgy" improvements which allowed in ancient times to produce metal/weapons faster. Additionally, some civs could feature unique techs that allow them to research weapon types that were iconic for the civ, like "Sarissa" for Mace civ to name an example. Or certain types of special steel or whatever.
    1 point
  8. (nearly?) Everything starting with JS in cpp is using spidermonkey. source\scriptinterface is probably the interface between js code and c++ (manages the Engine.foo() calls in js)
    1 point
  9. I guess this might interest @Sandarac ;P
    1 point
  10. I think it would be nice to have some missions where the main objective is not to build a city and win a battle like standard map. Say, for example: a trigger choice-map similar to: a mission where you don't have to build anything, you have some champions/hero and you have to reach some objectives (kill a single unit, capture a specific building, rescue a monk, reach a fortress, ...); survive for X minutes (not necessarily a tower defence map). This would add some variations on the playability.
    1 point
  11. Iron Age in Europe is 1200 BC – 1 BC and 0 A.D. = 500 BC - 1AD so yes.
    1 point
  12. It's a known bug that will be fixed in the next version.
    1 point
  13. Not exactly 0 A.D., but he addresses the implementation of round-based structures and how he thinks it causes an imbalance. Whether the imbalance is good or not is a matter of debate. But correct me if I'm wrong, but doesn't the Brythonic Civc Center have less hit/def points?
    1 point
  14. If you stick with metal as is but add a foundry tech tree line to the blacksmith then we could go Flint>Gold>bronze>iron>silver Only Iron and Silver are required resources but the flint, gold and bronze are there to define inferior technology levels and tell the history. Some races start with iron unlooked but researching the other three below it adds a small boost to trading and mining and a small attack penalty if the opponent has one unlocked above you. Since technology is not shown in building changes, this adds a true tech tree element and is historically accurate. Empires grew when they were the only ones in the region with the advanced metal technology. Empires fell when everyone else caught up and all had the same metal. Gold is early because wherever we look it's found early. Easy to purify and work useless for weapons and tools. A bling wealth boost. Or Mine/ ore on claimed territory yields only iron while mines on neutral territory yield both Iron and silver with an upgrade to mining giving you some silver from claimed mines and another giving you permanent mine deposits that can only be placed on existing ore deposits with an option of iron or silver.
    1 point
  15. I tried it at first but it just wasn't working. Then I tried reinstalling it, and also noticed I downloaded from Ubuntu repos, it was Alpha 20, now I downloaded Alpha 21 from the developer's PPA and it works flawlesly. Still had to change an option, but worked perfect. Thanks for the tip.
    1 point
  16. A battalion will actually still have individual entities within it, but they are just locked with pathfinding and other features together. Soldier within the formation can still path around rocks and stuff.
    1 point
  17. Yes better that is. Just one last sentence: There are many great game concepts that can define a game and make it outstanding - there are games that combine RTS with Trading Card Aspects, RTS with roleplaying aspects like Spellforce, Warcraft, there are games that combine Tactics with RTS (like Warhammer/CoH franchise), there are classical RTS style games that allow unit massive onslaughts of hundreds of units (CnC, AoE) and games about single units (Dota and League are considered RTS aswell, for example). There are battle simulators like Total War, there are round based games that work like chess, there is stuff like Minecraft or games in space where the game levels are 3d, not 2d. Games in which you construct cities, jails, tycoons, pizza empires, Dictatorships in the Carribean. And many more. All are unique and special and have an own flavor. And which game definining core feature is included in 0 AD to make it stand out? Soldiers can gather resources. I mean - C'mon, really?
    1 point
  18. Im a guy that lives in strange country called Lithuania. I noticed this project just today by watching videos on youtube, i saw this game and checked it out. And i notice its open source and looking for volunteers. How could i join them? I know how to create 3d modules with blender, maybe i can help somehow if there is free space for a 3d moduler. Here is some pictures of my small project
    1 point
  19. Hey Folks, My name's Lea, I'm based in Leicestershire, England UK. I'm a degree qualified sound engineer looking to dip my feet into the games industry and would love to help out and work on music and sound effects for your game. I have heavy investments in equipment and software and really need to put it to good use, where better to start :-) Look forward to hearing from you, I'd be happy to answer any questions. All the best Lea
    1 point
  20. The gameplay code is written in JavaScript and can be found data/mods/public/simulation/components/. It's explained here too: http://trac.wildfiregames.com/wiki/Finding_Your_Way_Around
    1 point
  21. I have suggsetions regarding Mauryan faction. The heroes- 1) Chandragupta Maurya - The founder. Was guided and advised by Chanakya since his childhood. Chankya was the one who plotted, and prepared young chandragupta to overthrow the then mighty Nanda empire(alexander's army revloted out of fear of them). because Nanda's had insulted Chankya. Chandragupta went on to unify india for the first time, and created the Maurya dynasty. He defeated alexandor's successor and recovered part of india conquered by alexander. But later through marriage established peace and trade with hellenic factions. Thus-> He needs to be a balanced hero. Giving both combat and economic benefits. Chankya cant be a separate hero, since they have a deep association. Training Chandragupta can enable Chankya from temple. Chankya could be like super priest which also has an aura to improve gathering. While Chandragupta can have a minor attack bonus- +2( to chariot archers)? Ashoka is the most reknown emperor from indian history. He has two facets. In his early life he was bad-tempered and of a wicked nature. Killed 99 of his brothers to ascend to throne. Was known for elaborate torture chambers- Ashoka Hell. And he further expanded the empire in 8 years. He embraced Buddhism after witnessing the mass deaths of the Kalinga War, which he himself had waged out of a desire for conquest. He felt remorse, and changed to non-violent buddhist ideologies. Contributed to society- spread of buddhism, edict of ashoka, asokastambh(pillar), ashoka chakra, sanchi stupa, taxila and nalanda university. In his edicts, Ashoka mentions some of the people living in Hellenic countries as converts to Buddhism[http://www.accesstoinsight.org/lib/authors/dhammika/wheel386.html#rock14]. also he sent dutas(means messenger. but were buddhist monks) which spread budhism across the world(buddhism and martial arts to china) and india. 2) Chanda{चंड} Ashoka(Ashoka the Fierce)- Battle focussed hero. +5 combat. Alternatively- if people dont want to use this version of ashoka then- Samudragupta(335-380 AD). Known as Napoleon of india because of his conquests. never lost a battle. But is from Gupta dynasty. 3) Devanampriya Ashoka (Ashoka the Great)- Economy oriented hero. Ashokastambha are available to be built. give speed bonus to merchants and gathering/speed bonus to citizens. All temple researches and priest costs are halved.(useful once priests are able to convert in future). Alternately- if other civ's dont get this convert option. then a special unit "düta" can be enabled in temple through this hero which allows converting enemy units. And gives access to special temple researches boosting unit conversion, unit health regeneration, and unit los and morale. Inverse of how it is right now. Chandragupta should be riding a chariot, and ashoka mounted on an elephant (both archers). In the earlier periods the kings used to mount chariots(religious importance), but later this changed to Elephants as slowly chariots phased out. Mauryan Chariot archers are manned by 3 people. 1 charioteer, 1 noble warrior, another 1 employed warrior. So chariot archer needs to be expensive, high dps unit, more pop count, slow training, more range than foot archers(height advantage?), trample damage vs foot soldiers but less mobile than cav archer and vulnerable to mele cav. Elephant archer current stats are a joke. Elephant archer should have dual attack. Mele and ranged(able to switch them). an improved version of a war elephant, having good mele splash damage and high hp with mele(hack) resistance, but also a ranged attack(longer than chariot). they have 3 warriors with bows(in mounted tower) and one mahout. Elephants archers need to be very expensive and cost a of of pop(it takes a lot to feed and keep an elephant, along with the 4 mounted units), maybe a unit limit. it can have a negative aura for enemy mounted units (horses get scared of elephants). Can be countered by pikeman and spear man. The High range dps shouldnt be a balance issue because of high resource and pop cost. Chariot archer and Elephant archer play same role, and historically chariots got slowly phased out as elephants began to be used. So i propose - Chariot archer be unlocked by Chandragupta. Elephant archer be unlocked by ashoka. so that both are not present on batlefield together. This should only be based on first hero trained in a game, so that one cant get both by deleting a hero and training another one. This provides intresting choice ragarding unique unit- one is countered by mele cav, while one is countered by anti-cav. [http://historum.com/asian-history/40710-military-equipment-organization-army-mauryan-india.html] regarding the siege units- "By the Mauryan period the Indians possessed most of the ancient world’s siege and artillery equipment, including catapults, ballistas, battering rams, and other siege engines. A distinguishing characteristic of Indian siege and artillery practice was a heavy reliance on incendiary devices, such as fire arrows, pitch pots, and fireballs. There was even a manual instructing how to equip birds and monkeys with the ability to carry fire inside buildings and onto rooftops. This was not surprising in a country whose military fortifications and buildings were made mostly of wood. Fire was such a constant threat to Indian towns that thousands of water containers and buckets were required to be kept full and placed outside dwellings at all times to extinguish fires." Elephants should have mediocre siege. but they are not supposed to be the main siege unit against a fortified base. Indians under mauryan empire had access to all types of units.(all siege and also heavy cav-greek mercenary). because of good relations with different empires of that time. Also if the above mentioned chariots / elephant archers seem op then, building them can be restricted by having them train in batches- " Indian armies of this period had within them a basic unit called the patti, a mixed platoon comprising one elephant carrying three archers or spearman and a mahout, three horse cavalrymen armed with javelins, round buckler, and spear, and five infantry soldiers armed with shield and broadsword or bow. This twelve-man unit when assembled in three units formed a senamukha, or “company.” " The elephant archer(or chariot archer) should only be trainable in (expensive)batches along with 3 javelin cavalry, 5 champion maiden sword soldiers(switchable to archers) - 12pop (11 in case of chariot batches, also relatively cheaper). The champion swordsmen, archers or cavalry should still be trainable individually. [https://weaponsandwarfare.com/2015/11/10/the-mauryan-empire-military/]
    1 point
  22. They are not defenseless. They can kill rams ;P
    1 point
  23. Sparta: - MADNESS?? This is Sparta! Gauls: - I forgot to take my potion today. Romans: - I'll feed you to the lions Persia - One King to rule them all
    1 point
  24. Right, but I think Thor is saying that the CC and Barrack have a lot of overlap here in training so many military unit from the CC. I didn't like so much overlap --I prefer each building to be as unique as possible-- so that why DE took most of them out of the CC, just train spear infantry as the "male" half of the citizen selection in the CC.
    1 point
  25. The barracks has more units, has techs (perhaps will have more in future). You can build many of them (regarding cost and territory restriction). (And at least the game is still alpha so the barracks could have some other futures). I hope I help answering some of your questions. EDIT: @Thorfinn the Shallow Minded else you can also check at least two mods where only female and spearmen are trained in the cc. It's also an interesting idea.
    1 point
  26. For all of you ruin enthusiasts
    1 point
  27. Yes, @Mermert, we plan do add losing the connection for some time means losing the game. It's not yet entirely sure how it will be handled in the end. Rated games are not really supported yet, though. We need a server to host the games, not the players themselves, for that. So rated games are just there to test the functionality that's allready there, not so much an official feature (Though I'm quite sure some team members would disagree ).
    1 point
  28. Yes, I agree that it's a good idea - installers can offer a checkbox for it though so that the user can opt out. This will save those who don't want it on their desktop some time.
    1 point
  29. Make a Desktop shorcut for Windows version
    1 point
  30. the implication with towers generally seems to be that a defender just comes with it--where else does its line of sight come from?
    1 point
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