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Showing content with the highest reputation on 2018-01-19 in all areas

  1. @stanislas69 @wowgetoffyourcellphone @Sundiata Please review, thanks! KUSHITE INFANTRY
    3 points
  2. It would be really great if those three could be finished and subsequently included in A23. Having them in underused mods is nice and all, but they really deserve a much wider public.
    2 points
  3. Do you think units die to quickly and would like to double their health? Halve their speed? Reduce structure capture points? Increase unit training time? Change the batch time multiplier? Make technologies slower to be researched? Tweak loot? Alter gather speed? All that can be done easily. This mod just contains a single file that multiplies such values globally by 1 (i.e. no net effect). You can use it to set them to values you prefer. It is also possible to replace "multiply" with "add" or insert other lines of code. All you have to do is download the zip (attached, 2 kB), extract it, put the folder in the `0ad/mods` directory, launch the game, select, enable, and save the mod, and click start mods. This tiny mod should be compatible with any mod or game version. global_multipliers.zip
    2 points
  4. Here you go: https://wildfiregames.com/forum/index.php?/topic/23904-global-multipliers/ Actually I think the game is too fast paced and it won't hurt if unit training times were increased (which I have done in 0abc). Lowering the batch time multiplier (i.e. making it more effective) is something I don't like, because it favours the rich and powerful (who are already at an advantage), thus making the game more unbalanced.
    2 points
  5. The other day accidentally I write wrong a name and this appears , I like as artist and photographer I'm the skin looks amazing to draw and the back ground.
    2 points
  6. Kush in Popular Art Oh boy, I've been looking forward to this post for a looong time... As the title suggests, this post showcases contemporary artworks on the subject of Kush. It can be seen as a large addendum to The Kingdom of Kush in Popular Culture. Not every image is 100% historically accurate (art rarely is), which is why I thought it was important to wrestle through the previous large reference posts, so that the historicity of these artworks can be more easily assessed (and understand how to improve on these concepts). It goes without saying that I focused on those pieces that actually have some value in terms of potential inspiration. @stanislas69, @wackyserious, @LordGood, @wowgetoffyourcellphone, this post might be of interest to you. Kush in Popular Art:
    2 points
  7. DE an 0abc have good farm system which could limit food production. My issue of the game is that it’s so easy to produce armies. The reason is easy to gather resources too. Pros even abuse building 2-3 dropsites on stone and metals. Then once resources are available they build multiple barracks and spam units like crazy. If 0ad started as trying to clone AoE the mechanics should have been maintained except that soldiers can gather. Soldiers can be trained only on military structures. Instead of training military units from CC it could have been specialist or skilled workers. This way the military unit production is more delayed. If soldiers are not allowed to gather they can be disbanded to become regular workers. Sorry to hijack your thread man. I just hope they will include the kushites in the next Alpha. The structures are really nice and one having the best size proportions. If there are eye candy grass, trees etc the base will not become very dul looking. The units are awesome too!
    1 point
  8. That's very easy to do yourself. Just create mod containing a tiny file such as: { "affects": ["Structure", "Unit"], "autoResearch": true, "genericName": "Global Multipliers", "icon": "imperial_phase.png", "modifications": [ {"value": "Cost/BuildTime", "multiply": 3.0, "affects": "Unit" }, {"value": "ProductionQueue/BatchTimeModifier", "add": -0.2, "affects": "Structure"} ] } That should work (and be compatible with any mod or game version).
    1 point
  9. Me too... But most RTS-players are used to micro individual units. It's been an RTS staple for a very long time and I don't think a lot of people are willing to give that up entirely. How would scout units work? Surely you'd want to micro them. A lot of people like to use single units like an organic outpost. How about women/villagers/eco-units? Spies? traders? priests? I'd love the ability to compose my battalions unit by unit. replacing, adding, removing individual and/or unique units. Just the freedom to play it the way you want: highly organised Hellenic phalanx vs marauding hordes of barbarians. Celts, Iberians, Britons would look a little unnatural if they're all in highly organised Mediterranean style battalions. how would you implement these informal formations? I'd die for a battalion system, I'd just like it to be super-flexible.
    1 point
  10. @SirPope I believe you are refering to this → https://github.com/0ADMods/convert_attack There is also this I created a while ago (Doesn't work though) that would allow heroes to die, spawn an entity on death, and respawn after a short while https://github.com/0ADMods/Stunnable
    1 point
  11. I feel you... A sort of city-builder mode... People say this is an RTS and not a city-builder, but I think Pyrogenesis could theoretically handle it, and a lot of people dream of this kind of game (city-builder / civilisation management, with real-time combat). Maybe one day
    1 point
  12. @5:40 he mentions that he misses not having, essentially, a flag or order marker when he tasks a unit to do something. He'll be pleasantly surprised with the next alpha then.
    1 point
  13. As far as I know, the engine as a whole hasn't been rewritten (disregarding early prototypes), at least not since I've been here. The "engine" is really a collection of smaller "engines" though. I know a lot of reworking was done on the graphics engine and simulation. Ykkrosh completely rewrote the entire simulation portion, and designed and set up the component system we have now. It was called simulation 2 for a long time, but I think it got renamed to just simulation in the last couple of years. The first simulation was rather messy. For example, it would sometimes invoke multiple function calls back and forth between Javascript and C++. I particularly remember that there was a Javascript function that did something simple like determining build counts. It was called from C++, but was implemented in Javascript presumably to be easily editable without having to recompile...
    1 point
  14. I wish I could build a base like that in 0Ad. I don’t care if houses and buildings are big and units are like ants as long as the sizes are real.
    1 point
  15. Anyway, back to the original topic, perhaps we should advertise our alpha status a bit more prominently, perhaps by an explanation on the game's FAQ or About page, e.g.: ‘0 A.D. is sometimes being mocked as a “Forever Alpha” game. When work started back in 2002 (?) some optimistically claimed the final release might be “perhaps within a year or two”. The reason it is still in Alpha stage now is because Wildfire Games values quality above speed and does not intend to release an unfinished product. You can be assured the game is constantly being improved and updated: however good it may be, it can always get better. We're proud of being a permanent alpha!’ (Just my two cents.)
    1 point
  16. I am still angry about Rome 2 TW. Still. We waited 10 years for a great sequel to Rome1. The mods for Rome 1 showed just how incredible a sequel could be if Creative Assembly just opened their eyes. The @#$%ed up combat mechanics of Rome 2, the insane amount of glitches, the insanely misleading pre-release footage and screenshots, a release that was clearly 6 months too early. argh
    1 point
  17. About Ken Wood, Jason Bishop and Stuart, a mod team becomes a developer team first leaders, the main vision of game, early idea, about the creation of Pyrogenesis, the contact with mythos ruler , Heaven game relationship recruiting modders, first years of 0 AD. @feneur can you give old material interviews , about little biography of early founders. the history of Ken Wood is very interesting, I read some of their opinion and had very strong vision where the game would be or was. the people have in main a group of guys , modders that decided start a game but nobody know why are more that 15 years of development. I want tell the history in my 0AD blog.
    1 point
  18. The animals' purpose is to provide food so they should generally be easy to kill in order to allow fast and easy access to the resource. If you're talking about the animals that don't drop food and are hostile, such as tigers, I don't see why they should be harder to kill. I do agree on us being able to tame them, however. It could be an interesting implementation and add a new level of gameplay. How do you suggest the animals could be tamed?
    1 point
  19. 1 point
  20. I figured out the positions for garrisoned soldiers on the Fortress. Also, an attempt at Amanirenas, or Amanitore, or some other Kandake. Not entirely satisfied with this one. Of course, needs the bronze snake helmet. Here she is with her retinue. Shields temporary. 4K
    1 point
  21. Nubian Archer portrait with makeshift hair helmet and fake feather props. You can see how the earrings need fixed and the desired shape of the hair. I think the Advanced would take away the leather hemithorax, use a more plain animal hide for the skirt, have a less flashy necklace, and 2 feathers. I think the Basic would basically wear just a player color loincloth, no necklace, or plain necklace, and 1 feather. For the heck of it, here are the Nuba merc portraits. Clubdude will get a new portrait when we get new shields in. I'm guessing the nuba would just have wicker shields. @Sundiata, you should make a post where you assign shield shapes and patterns to the different unit types. Lastly, a couple of cool body texture variations, one covered completely in ash, the other covered in clay mud.
    1 point
  22. An attempt was made. Elite Nubian Archer. He's the elite archer, so would have 3 feathers in his hair. Advanced has 2. Basic only has one. This is for the Nubian Archer and Nubian Spearman only. His hair also needs to have some geometry, either as a "helmet" model exported to sit at the head prop point, or as a whole new head model, which might be easier in the long run. Looks like an upside down bowl.
    1 point
  23. Hello! I wondered if there was a possibility to re-insert in the game the former wonder (placeholder) of the carthaginians. Indeed, the iberians have kept their golden bull statue, and use them to boost their moral/attack. I think the little carthaginian monument which used to be be the wonder, could be used in the same fashion giving for example a protective/ healing aura to its surroundings. What do you think?
    1 point
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