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Showing content with the highest reputation on 2017-04-02 in all areas

  1. This is because the game uses the <Footprint> for ungarrison and training exit position. In DE, I use the footprint to add the Temple healing aura graphics--it's currently the only way to achieve what I wanted. Unfortunately,they are not fully compatible.
    2 points
  2. Happens me too. Hahahaha , you need a good tutorial Campaing scenario to have that clear for newcomers.
    2 points
  3. I have taken it upon myself to port some of the new civilizations from Delenda Est, specifically the Epirotes and Thebans, to a RotE style expansion pack mod adding new civilizations, 0 A.D. Empires Extended. If people are interested in trying it out, I will see about releasing it to these forums. I have finally attached the latest version of 0 A.D. Empires Extended. empires_extended.zip
    1 point
  4. Right now you have to partition your trade by % of each resource you wish to trade, are there any plans to make it so that you could actually lock a trader to a particular resource type? I would imagine you could do this somehow by just extending the current trader / merchant ship to say "Metal Trader" or "Wood Trader", etc. A few times I had a case where I wanted my longer routes to do metal but I didn't want to allocate it to 100%. Does this make sense or has this been discussed under the Market before?
    1 point
  5. Oh, so your Temple healing aura graphics won't work without changing the footprint, well that is annoying.
    1 point
  6. If it's for testing, the easiest is probably to run the development version of the game, where the translations are updated regularly. See http://trac.wildfiregames.com/wiki/BuildInstructions for more info. Otherwise, it's similar to creating a mod, where you replace the *.po files under the l10n directory with your own files.
    1 point
  7. This is a known issue, and has been reported here: http://trac.wildfiregames.com/ticket/4154
    1 point
  8. Setting resources for traders individually was implemented once but was removed. There is some code complexity to accomplish that and the arguments to keep it didn't seem compelling.
    1 point
  9. @Lion.Kanzen Allow me to post one simple link to explain really easy https://support.riotgames.com/hc/en-us/articles/201752974-Smart-Ping
    1 point
  10. This seems like a really interesting idea. I'm going to play a bit with the dropsite turned off on the civil center and see how it goes. I'm also going to make resource gathering buildings not require resources to build; instead they will only take time (like the Ptolemaic buildings).
    1 point
  11. Actually, this layout is good. Units have clear roles, economic and fighting units are separated from each other. Would support that for sure.
    1 point
  12. Because is Town Center equivalent in AoE, the command center/nexus/hive in Sc2. i don't see why you want cut out. If you are starting with 0-0-0-0 resources how you can have as dropsite. the problem isn't the CC, are the resources are too close and the LOS of units don't help to be blinding in a uncharted territory. --------- farmstead must be requirement to build a farm/field or a corral. To the idea you are work in is show the raious where you can have better harvesting and may be place farm fields outside in a secret place to avoid early raids.
    1 point
  13. I'm going to stick to my proposal of: Slave - pure econ, very slowly dies when gathering, perhaps has male and female versions with slightly different roles Citizen - who can muster into militia when called; has aura that boosts slave gathering, aka "Slave Ownership"; who is the primary builder unit Citizen-Solders - these are your cheap barracks military units that you use to mass for attacks or defense, who also boost slave gathering rates because they are citizens with the "Slave Ownership" aura; who can build military buildings, but do not gather; who are trained as battalions Champions - trained in battalions from fortress or special buildings; your professional soldiers; can upgrade each battalion individually with cool units to boost their battalion effectiveness or boost nearby citizen soldier battalions; limited training in some way, either hard limit or some sort of soft limit. Heroes - some, usually fighters like Leonidas or Scipio Africanus, are trained in battalions, while others, like Chanakya for example, are trained as singles; number of auras is reduced and/or rebalanced.
    1 point
  14. A new unit training queue next to the technology queue. Upper right. Same functionality as the tech queue.
    1 point
  15. Did you illustrate that, Lion? nice. I will post a thread regarding my gameplay proposal and especially the citizen-soldier concept in a different thread. Since it is relevant to this thread, I will post the units/citizen-soldier concept here:
    1 point
  16. The game really need better grass, bushes, rocks, etc.
    1 point
  17. From the begining I ask for this screen where you choose two possible way to command your empire across age or political factions. So there aren't gods just reforms. to me only would be 1 Republican Romans, 2 Imperial and 3 Late. 1-have Marian reform unlocking new heroes and more. 2-I'm not sure. 3- between Bizantines and Western Romans ( old capital)
    1 point
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