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Showing content with the highest reputation on 2018-11-09 in all areas

  1. My meshes for structures should be fine if I try to limit them to 1-2k verts, and use lower bit textures. Teutonic Order unit development pic.
    3 points
  2. Sort of like the settlers 5 ^^
    2 points
  3. That would also be nice for the cart embassies. Currently they have an entitylimit of 3 (or such), but the original idea was to allow only two types built.
    2 points
  4. Moin! I've been playing a bit (x hundred games) and I thought I'd just give a bit of feedback and make some suggestions. I'm aware the game is in alpha state and one shouldn't expect a perfect experience. There's a lot I like about the game ('Thanks!' to everyone that contributed), but that probably won't take up too much of this thread. For starters, I'd like to suggest to not display numbers after the decimal point (for missing resources to buy a tech). The resources I have don't show fractions, so just do whatever rounding you use and show the integer; otherwise I think it can get quite ridiculous... ^^ My biggest complaint is about units getting stuck in in the sticks! It's just annoying the heck out of me. They can find their way in there, but there's no friggin' way the can get outta there? WTH?!? If they're just stuck between some captured houses I'll just destroy those, still stupid but no prob. But trees? Really? They can move into some woods but not get out of there? For an illustration here's my whole cav being stuck (phase 1) while I get attacked from multiple enemies: 'Luckily' the game crashed (yet again), so I didn't have to rage quit... :/ Certain maps seem more prone to this, like 'dense forest' and 'Belgian uplands'. I really wish this could be changed. And another quick one: I think the Seleucids' towers' door looks unhinged. (The gap on the left side is wider at the bottom than at the top.) Thanks for your attention. :)
    1 point
  5. Ranged units are currently designed in an ahistorical manner, encouraging players to field forces that are almost entirely ranged. In part, this is due to a number of issues. 1. Ranged units are accurate and typically faster than their melee counterparts, encouraging players to kite with them. This makes players micro their ranged units much like in starcraft. Since 0 A.D. does not wish to have this kind of gameplay, this should be addressed. 2. The proportion of ranged to melee units is historically inaccurate to my understanding. While I think that there should be the possibility of using skirmishing armies, these should have a proper place in the game based on historically informed unit compositions. Here is a general analysis of army compositions during 0 A.D.’s timeframe. An article from wikipedia argues that Alexander the Great used 31,000 heavy infantry, 9,000 light infantry (ranged), and 7,000 cavalry in the battle of Gaugamela . The opposing Persian side had only 1,500 archers in an army that numbered between 52,000 and 120,000. These statistics are not extremely unusual, but they would be in the case of 0 A.D. Here are a few suggestions to address these problems. 1. Ranged units should be much more inaccurate, having the ability to hit targets they did not aim for, making it also possible to have friendly fire. In most cases with at least firearms, it has been common for soldiers to not even aim at a specific target in battle situations. Assuming that this was also the case before gunpowder, the game should attempt to emulate this. Missile trajectories should arc more, and accuracy should dramatically fall off as the distance increases between them and their targets. Highly experienced and champion units could perhaps do better, but these things should at least affect them in part. 2. Most heavy units, especially those with shields, which do a fantastic job of deflecting things like arrows, should be much more resistant to ranged attacks than they currently are. If directional armour is introduced, I think that the idea of them taking more damage from flanking missile attacks would be a nice option, yet for the most part, shields should play a much larger role in calculating defence against ranged attacks. These are just a few options for addressing what I find to be a problem, and I'd be open to suggestions.
    1 point
  6. A naturally growing civilian NPC population, from which you recruit military units that you can control directly would be so cool...
    1 point
  7. The bug has been fixed. The fix will be released in the next version.
    1 point
  8. If you are looking for some mercenaries, I found very cool siberian pictures: https://www.realmofhistory.com/2017/05/30/siberian-warrior-armor-reindeer-antlers/
    1 point
  9. May be scess to field later than 1 phase.
    1 point
  10. I think the nomadic civs should still get access to farm fields, but not access to the "Water Screw" tech which in Delenda Est reduces the build time and cost by half. Sure, focus them onto hunting and ranching, but don't completely remove the ability to farm. They certainly had the ability to do it, and especially made use of it from their vassals.
    1 point
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