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Showing content with the highest reputation on 2018-11-10 in all areas

  1. a few test screenshots i took in my work. Front sail will have to wait until i get my files or i get free time for make once again the armature and wind effect with cloth simulator.
    4 points
  2. 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.
    4 points
  3. Hello 0.A.D. Community, I've been developing a mod for 0 A.D, and i'm wondering if anyone would be interested in seeing a mod which focuses on the time frame during the 13th - 14th century. This period would offer many forms of weapons, armors, and factions to choose from. The gameplay will be more focused on a faster gameplay, large scale battles, and castle/city development. Here is what i have worked on at the moment. Here are some pics from which i get my inspiration for the mod! https://www.pinterest.ca/pin/486388828480294447 Please let me know if this is a mod that you would like to see developed.
    2 points
  4. Armored Horsemen (Mujaffafa) Bedouin Mounted Archer Healer (Hakim) - I am thinking of merging the Hakim/Mullah/Imam role into one. Something like an Islamic warrior-scholar. Umayyad healers will have a combat bonus aura to depict the effects of how the Jihad affected the Islamic societies during the Islamic conquest period. Infantry Spearmen
    2 points
  5. Welp sorry? You're in the minority lol
    2 points
  6. Praetorians and Ancestor Legacy are not bad too for battle formation and tactics.
    2 points
  7. 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
  8. I will send my pattern in svg field to have an variation.
    1 point
  9. yes, but as for now I'm focused on the other mod
    1 point
  10. Hello, Unfortunately no, there is no update on the topic for the moment. We are getting things ready for a new re-release of Alpha 23 with a bunch of fixes, but sadly, nothing for the pathfinder. However, a few devs came back from a hiatus, and started working again on things, for now it's mostly mac support fixes. In the meantime, try playing with a lower pop cap and less AIs.
    1 point
  11. I like the fact you can mix factions but I get your point... Could bundle something with an option but that's annoying.
    1 point
  12. You should report that to them then. I guess it's messing with default templates.
    1 point
  13. This is an old post, but no Millennium A.D. is not dead. It is indeed alive and can be played in 0 A.D. 23. In fact, it is one of the best developed mods as of 2018.
    1 point
  14. If the interesting options discussed in this thread are too hard to implement, ranged units could crudely be nerfed by just increasing their production time, reducing their accuracy, or reducing their general dps. If historically a civilization was known to fielding a particular ranged unit as the majority of their army maybe that civilization alone can have a in bonus production speed, accuracy, or general dps for that unit.
    1 point
  15. Might I also add, white was the color of the Umayyads according to the Osprey article. On the other hand, black was the color of choice for the Abbasids.
    1 point
  16. (Just thought about "hyper realism" - which doesn't make much sense to me as a word in the first place as long as we are not living in a matrix - and are not really opposed just: Wouldn't players be a bit ... put off when they have to e.g. film themselves to convince their units to join their cause and in 90% of the cases as a result they would just be ignored or even lynched? Not to speak of the declining player numbers ;p) Less accuracy, moral/fatigue or "no focussed fire" fits well to combat in battalions. But as is (without battalions) the result of making ranged units less strong in this many aspects would likely result in no ranged infantry being build at all (except siege). For ranged cavalry it's the combination of range and speed that makes them so versatile (Would making them more expensive help?). Friendly fire is also hard to manage for the player resulting in just another kind of micromanagement. Not sure. (Focussed fire could be avoided by instead of dealing damage units have a chance of killing en enemy they hit (so basically no health but death resistance lowering the chance to be killed) but the outcome of early skirmishes would be basically random)
    1 point
  17. On the feedback server, because by GDPR we need a transparent control of data. So this all is going in bounds of GDPR following.
    1 point
  18. Yeah it would be bataillons.
    1 point
  19. The Settlers III was the first RTS I played, and I loved it so much... No hard pop-cap. Actual and logical supply chains, simple enough to understand, complicated enough to stay interesting and immersive. All goods would be visibly transported to storage yards, or to whatever structure that needed them. It was all interconnected.. It was so much fun to watch those chubby little dudes go about their business, but when it came to military, however simple, you had full control. I only remember playing a demo for Settlers V, and thought it was interesting. At least the military was a little more fleshed out.
    1 point
  20. 1 point
  21. My eyes are bleeding! Not this: But these: But very nice pictures besides this. Here a couple of pictures for you:
    1 point
  22. I personally think that it would be really hard to play a 0ad game if you have to pay attention also to the friendly fire of your own units. This shold be supplemented mostly for siege weapons, like catapults or bolt shooters. Maybe a friendly fire idea for ranged unit should be implemented only between the ranged units of the same team (for exampe your ally can fail a shot). Friendly fire between your own units would be a total chaos
    1 point
  23. It makes sense that the norse get an advantage with sheep because where I live in Norway I have sheep not too far from my house. I can walk down the road and see sheep everywhere grazing by the fjord. I think it's great they have that skill over other cultures on OAD because lamb is big here,and we eat a lot of it {very healthy}. I don't think it should be nerfed or force us to pay with resources because it will ruin the uniqueness of the culture. Other cultures get what we would like to have so every culture should be different,and have it's weakness and strengths. Making us pay with resources would ruin the idea of it. I know many sheep do cause lag but there can be a different solution than ruin the fun.
    1 point
  24. Bingo! a big source of maps.
    1 point
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