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Showing content with the highest reputation on 2018-07-31 in all areas

  1. What do you think? they are not finished xD
    5 points
  2. Ty for the welcome sweethearts. Also ty for the mod More mods more lovely ! TY for the norse ! I love this game ! The best RTS I ever played, and it even even beats Northgard which I love,and I love the idea of using food to train warriours rather than using food to feed whining villagers. OAD is so historically accurate,and I love the detail in the units/buildings,and the lands are breathtaking,and let's not forget the music,as a music lover {folk,black metal,dark celtic,norse etc}the music is just amazing beautiful/ambient. TY again for making my dream game ! Much love !
    3 points
  3. EAE!!! Round 2, borg- (2) vs fpre (0). High panic level game Round 2 borg- vs fpre.rar
    2 points
  4. Add to that the DE is the "fix the main game" vision mod.
    2 points
  5. I think I got it to work, seems like the problem is I accidentally created a new game on mod.io instead of putting it as a mod under 0AD: https://0ad.mod.io/hyrule-conquest
    2 points
  6. Hello everyone! I was just wondering, why elephants were used as a replacement for seige machines in 0ad? Historically they were used to scare away enemy troops, break formation, trample and kill enemy soldiers quickly at the start of the battle etc.., Elephants are, more like Iberian fire ship, vulnerable unless used in the very beginning. Or they were made to damage buildings because of lack of replacement for seige? I'd suggest the following, (1) Aura - War elephants scare away enemy military, especially cavalry. All enemy cavalry has -20% attack and enemy infantry has -5% attack within X meters. (2) Elephant madness - War elephants, once it comes under attack, should be used within Y seconds. Else, elephant becomes mad and tramples nearby troops (even friendly troops) (3) Elephant Charge - War elephants can charge towards enemy troops.to kill them within a particular radius, then die. Charging speed should be at least 15 or so. If the enemy formation is tightly packed, then the elephant will kill more and if not, elephant will kill fewer troops. Civilizations like Mayurya, Carthage needs some seige machines like catapult or rams. I don't know specifically about those two civilizations, but other Indian civilizations had used catapults and bolts (bolts were sometimes placed above elephants too), so it won't be historically inaccurate to give bolts and catapults to those civs.
    1 point
  7. omg u right, grabbed wrong ones
    1 point
  8. @nani you failed to post replays of your 1v1 with Chrstmas
    1 point
  9. Christmas vs nani: Mainland : nani won African plains: nani won nani_christmas.zip
    1 point
  10. Right, good point about the Companion Cavalry. Exactly, something along these lines. My point is that it would be nice to have a clear focus for each civilization. E.g. have each civilization focused on either infantry, cavalry, archers or a combination of these. This is already kind-of the case by civilizations having access to different units but I feel this should be emphasized even more by perhaps some additional bonus techs or slightly different base stats.
    1 point
  11. As far as the Companion Cavalry, for the Macedonians the "Companions" were the best cavalry they had, the most elite posting in the field army a soldier could attain. For the Seleucids, the Companions were a strong cavalry arm, but not the most elite. The Macedonians and Seleucids had the same name for different cavalry units. For the Kushites, yeah, I'd make the axe champ have a crush attack (for against buildings) and the sword champ have a stronger anti-infantry attack. I agree. In DE, there is a greater distinction between a Hoplite style soldier and a Spearman. They both have the anti-cav bonus and are vulnerable to missile attacks, but their stats are different and the Hoplite infantry get the "Shield Wall" aura that boosts the armor of nearby Hoplites. I am currently experimenting with making Persian and Mauryan spearmen into trashy massed Zerglings, with half the stats (including building and repair rates), but also half the total cost in resources, population, and train time.
    1 point
  12. I like how diverse the civilizations are, each having a unique look and feel. It was very surprising to me to find out that although they have units that look very different they are exactly the same when it comes to stats. That is, a gallic spearman will have the exact same stats as the roman triarii or the athenian hoplite, all they differ in is the looks and perhaps the training cost. I think this is confusing and a missed opportunity, although it does make the game simpler. Effectively, the difference between civilizations comes down to the list of unit classes they can train, which is even less difference than AoE2 civilizations had, where different civilizations would differ in the available levels of upgrades for certain units and available techs. I know that introducing unique stats for each civilizations' units would be a *huge* balancing effort but it would add a lot of value and would make choosing a civilization to play with more than a matter of preference on available unit classes and look. I tried to find topics that discussed this in the pass but could find nothing. What is the consensus/opinion on this? Another pet peeve of mine is consistency. For example the Macedonian's Companion Cavalry is a champion while the Seleucid's one is just a citizen cavalry, although the units are called the same and almost look the same. I realize that two identical spear champion cavalry for the Seleucids would make no sense (they already have the Catahpracts). This is where my previous point comes in. If each unit had unique stats then the Companion Cavalry could be the same in both civilizations and the Seleucids would have access to both the Companion Cavalry and the Cataphracts which could be a unit with slightly different stats and perhaps different strategic relevance (e.g. better armored but slower and more expensive cavalry then the Companion Cavalry). Similarly some civilizations have units that look different but have the very same stats and cost (e.g. the two different Kushite champion swordsmen). Any thoughts?
    1 point
  13. saludos supongo que eres de mexico por tu avatar de quetzatcoatl jaja saludos paisano , me gustan pero considero que deberias de hacerlos mas coloridos el escudo considero que es muy grande pero de ahi en fuera exelente trabajo
    1 point
  14. This is a very elaborate and complex economic system. Consider that this is an RTS and you would have to go through all this trouble in *every* match, effectively making quick matches impossible. It's also an awful lot to pay attention to requiring an insane amount of clicking. Such an economic system might be fine in a slow paced turn based strategy where you play a match for hours or days on but in a fast paced RTS 4 kinds of resources is as complex I would ever go.
    1 point
  15. I don't even speak the perfect English,nm techie English I didn't get it to work yet so no Viking raiding today, and this shieldmaiden needs to go to sleep heh Ty all for trying on this lovely day,and tomorrow is another day so maybe better luck.
    1 point
  16. We can't get it to work heh Me and my husband are so terrible with computers. We just know how to click game icons
    1 point
  17. name just a few https://code.wildfiregames.com/D1486 and more to come, about Vulkan well... since we want to still support older hardware OpenGL and OpenGLS is a way to go for now @vladislavbelov would tell probably more
    1 point
  18. Every bit helps. Though in case you do not know none of us is getting paid for it
    1 point
  19. A 23 has so many nice new features but imo did not improve more to enhance MP mechanics and SP as well. I think as usual the devs are more focused on MP game still. In my case I used to play more SP as I would like to build my empire with multi Civ structures within but they removed the feature for the converted units to build their Civ structures. So I end up playing more MP. The modders are trying their best but it seems very hard to complete for lack of people. Two good new maps like Hellas and napata but it’s really hard to construct big structures so that they will look really nice. The maps have less flat surfaces to build wonders etc nicely. Gaia spawning maps like Jebel an Danubius are nice but their sorroundings/terrain are not really good to build a nice walled empire. Fert and Oppidium are promising for SP but the condition is quite limited. Fert doesn’t allow walls. Oppidium I think must provide an area opposite the Gaia so a human player can occupy that spot. For Gaia spawn there must be a choice that Gaia doesn’t spawn harder on AI civs and can do the hardest spawn towards human players. Gaia must also impose a strong border so they can’t by pushed by AI or human player. That outward border radius must be long enough so that any players towers can’t fire on its outermost structure. This way Gaia can live for years if the human player won’t and have no capability to destroy it. Any Civ that can build walls must be able to train archers imo just to make it more viable to play in SP regardless of the cost.
    1 point
  20. Round 1 and 2 Romulo vs Stockfish Romulo vs Stockfish.zip
    1 point
  21. Thx Servo, I appreciate your input a lot, and some of your input I already implemented. Stamina now is now mostly only fighting stamina, so walking don't result in slow HP reduction. And no Unit will die anymore on any kind f stamina, they got reduced only up to 25 HP reached. One error I also always get is when the AI tries to research a Pair_technology like the Eco tech from fortress, but maybe it is a bug in vanilla/Petra. And maybe the pikeman were produced as batch of 8 + Untis then they get automaticly their natural best formation attached. On the newest version also Units with good health have higher attack (15%), Units with low health have lower attack. And flanking or backstabing give attacking bonus as well. Pomotion for Soldier to Hero is now faster. And indeed i used feldfeld idea and (-_-) implementation so Heroes cannot be retrained twice. Also a nice new gimmik is visible garrison, like on persian rams. The archer garrisoned on rams can fire while the ram is moving, so tank battles are now possible in 0 A.D. Roads are now for more civs available, officers of command and auxiliary troops only for some. And Advanced and Elite ranged Units have now also +20% attack like the melee Units in vanilla already have. The newest version can be downloaded here until Itms will sign it for mod.io direct download. @Servo balancing-mod.zip
    1 point
  22. At the moment, 0 A.D. has extremely fast training times. As far as I saw, women take 8 seconds to train. This is extremely fast, faster than the train times of most economic units in Starcraft II, which averages at 11.66 seconds. Given the fact that Starcraft is a fast-paced game, this number makes the general vision that 0 A.D. seems to strive for of being in many respects an homage to games like Age of Kings with modernised gameplay problematic. Age of Kings had a much slower training time for villagers, which was roughly 25 seconds for training time. Granted, Age of Kings is generally considered slow-paced by most standards, and Age of Mythology had the number practically halved for most civilisations, having villager equivalent train times be around 14 seconds. Nonetheless, it seems appropriate to at the minimum increase the training times of women to at least 12 seconds. I would personally say that 15 seems like a rounder number to choose. Since Citizen foot-soldiers serve a similar role yet also have combat capabilities, their train time, currently set at 10 seconds for foot soldiers, should be increased. This number lies well ahead of the Starcraft II numbers of typical base infantry (Zealots, Marines, and Zerglings), which take an average of roughly 20 (27, 18, and 17 are their train times respectively.) seconds to train. I would personally advise trying to stick to the same number to at least match Starcraft's fast pace. Horsemen in 0 A.D. have the number bumped up to 15 seconds. Since they still have an economic role, I would also say that the number should be at least 25, maybe 30 in the case of cavalry archers to make it difficult to mass them. Infantry Champions lie around the a 20 second train time. This is pretty good, but I would say that, in order to match the numbers shown here, their time could probably be brought up to 25 seconds for good measure. I have not checked the times for cavalry champions or siege weapons, but I would advise taking a similar strategy for ascertaining what their training times should be. In general, I think that changes like this will significantly help in making the game, which feels like it should be more slow-paced, at least match other titles, especially since structures such as barracks and houses can be economic unit producing factories, leading to a ridiculous snowball effect. I would personally say that houses should not be able to train women, but that should probably be a separate topic on its own. Anyways, I'd like to hear other people's opinions on the matter since I would say this is a generally unexplored aspect of 0 A.D.
    1 point
  23. This map is really good and we should hence probably have it in vanilla. I didn't look at the code yet, but here some improvements from the match I had played with you and from what I can see. Forests way too dense (hard for units to pass). Most likely too many trees overall (danger of lag). Random animals, mines, berries, actors, possibly bumps and hills missing The paths end harshly (red arrow), the path should appear more organic. It would make the map more traversable in strategically interesting ways if there was a small area just above water level near the cliffs (orange) where the player or his neighbor could build a dock, possibly gather some resources. The other side could be reached through shallows (green) and a small steep path to that mountain (black). This path could be so small that only 1-2 units can pass at a time (possibly no siege engines). This way it would be easy to defend but a possible attack through the backdoor if left unattended. It would allow trade without going through the middle of the map (which will be most often unfeasible unless having won already).
    1 point
  24. In Delenda Est, the train times are as follows. While longer than EA's train times, DE's don't exactly mirror your suggested values: Citizens/Villagers/Slaves: 15 seconds Infantry: 15 seconds Cavalry: 18 seconds Champion Infantry: 18 seconds Champion Cavalry: 20 seconds Mercenaries: 5 seconds (but are only trainable in limited numbers) War Elephants: 25 seconds And so on. Values like these definitely give the beginning of a match a more deliberative pacing. While in the late game they don't hamper frontline reinforcement much, since by then the player is likely to have multiple training centers.
    1 point
  25. Your comment on the horsemen training times do indeed make more sense given the fact that raising/training horses as cavalry mounts takes at least several years of investment a horse raising tech may also be in order depending on civ specialities. Enjoy the Choice
    1 point
  26. Hi all, my name is Astrid,and I live in Bergen,Norway. I enjoy reenactments, {Yes I participate} medieval history, HEMA,martial arts {been practicing since 7}, the dark ages,and Vikings I been gaming since I was a child,and always loved RTS games {3 things to do in Norway as a girl if you hate the mall,skii,drink or game heh} I choose the third and add nature/history to substitute for the first two lol My rl name is Astrid and my nickname ? Well I have several nicknames given to me by friends/strangers from Rapunzel to Lady Godiva to Idun to Sif because I have straight golden blonde hair that sweeps my ankles. I don't really fancy being called these nicknames,and I wear my hair up as much as I could when going in public {mind my English lol} I prefer to be called Astrid over any nickname. My husband introduced me to OAD after he got sick of AOE,and wanted a game similar,and yes he is a player also heh This game is beautiful,and fun,and I am looking forward to the release. At the moment we are having a lot of fun,and it's wonderful how playable it is just being in alpha. If you forget about the words "missing features" you can really have a nice match going. I talked enough heh Great game !
    1 point
  27. the Teotihuacans are very old, the Nahuas never met them. the Puebloans and the Mound Builders are insteresting
    1 point
  28. The 1950 in my forum name is my birth year so I'm a bit older than both of you.Living the retired life here in Ottawa,Canada been involved in several Foss projects for about 12 years now. Enjoy the Choice
    1 point
  29. Hi folks, I'm from Germany but living also in Cyprus. My nickname is the name of a swedish chancellor of the time of the 30years war in Germany. I love this forum and all the people from around the world, every age (I'm 55), meeting here and changing their expertise and loving this fantastic game. It's made for generations...
    1 point
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