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Showing content with the highest reputation on 2019-02-16 in Posts

  1. Made a new tech portrait, free to use by core game and/or mods. Topic can be used for folks to post any new tech portraits they make or find (cc0 or cc-by-sa). Trade_Routes (made by me, from 0ad assets) Geometric_Masonry (made by me) Aqueducts (fixed by me to have the standard background) "mace_argyraspides" (combine some 0ad icons) Immortals (from 0 ad concept art) Falcata (made by me) Feminine_Mystique (from 0ad concept art) Diaspora (background fixed by me) Some Elephant tech portraits, from 0ad concept art Mining_Pickax (from 0ad assets) Monumental_Architecture (from 0ad concept art)
    7 points
  2. Spellforce 3 has the art style i'm more or less reaching for, but less fantasy!
    4 points
  3. The problem is that the counter to hero dance is microing practically each unit (impossible to do) of your army (120 units average) while he only has to micro the hero which is clearly easier.
    4 points
  4. 3 points
  5. I love all of that! Especially number 1 has always seemed like a no-brainer to me. Having small icons of crossed swords to indicate battle-events where more than 100 units died over x amount of minutes could also be a nice extra.
    3 points
  6. They look nice. One minor point, though, because I value consistency: your falcata and pickaxe have their tip in the wrong direction; please orientate melee weapons and tools from bottom-left to top-right, e.g.: [EDIT]: D1779
    2 points
  7. eh.... nope, total war isn't base building game. Try Ancerstor Legacy, Praetorians, Battle for the Middle Earth and Rise and Fall : Civilizations at war.
    2 points
  8. Elephants should be killers of cavalry, as they were in almost every military engagement between the two.
    2 points
  9. I want battles, not Raids R Us RTS simulator. I want to be a military commander, not a pirate.
    2 points
  10. Ranged units should randomly pick 1 out of the 10 nearest enemy units to attack. This will literally solve the issue and we'll have more organic ranged combat as well. Currently ranged units always target the nearest unit. That's the core of the problem. They should spread fire.
    2 points
  11. @feneur, the dancing thing is indeed quite a disruptive part of many MP matches. It reduces the overall strategy of the game in favor of obsessive compulsive unit micro. It's something that many people have been complaining about for a while. Not an easy fix, surely, but definitely worth the attention. I don't know to what extent @borg-'s mod addresses this issue?
    2 points
  12. Hello all Loving 0AD, am not nearly clever or technical enough to suggest anything in the physical gameplay to be improved that probably hasn't been already suggested and debated here, but I have some suggestions regarding the experience the player gets at the end of a game. I'm talking about the game statistics. Stats are a bit boring, compared to the action in the game, but they effectively are the story expressed in numbers of what went down and when, displayed in summary form. 0AD does provide multiple pages of stats on the players performances, and when I first began playing (and getting horribly slaughtered time after time) - the stats were a really good visual indicator about what I may have been doing wrong. To be honest, they still are - I've improved a bit, but I'm still blatantly a complete novice, but stats have given me the insight into what I need to focus on and what my opponent did better than me to give them such a decisive advantage (or on the rare occasions when the stars align and I actually manage to scrape an unlikely victory, how the hell I managed it!) While I appreciate the current multitude of stats - I feel there are a few glaring omissions in terms of giving me the full picture. Here is a list of all the ones I feel would be most useful/nice to have; 1) Population Count So currently we have the unit stats which show basically the rates at which the players churned out their population units throughout the timeline of the game. This is handy for seeing just how rapidly my opponent out-produced me, which is super useful (but sometimes makes painful viewing for me!) But I'd really love to the players actual overall population mapped across the timeline. Unlike the unit production stats, this would show the rises, stagnation and falls in population at any given time. I could see how effective attacks were, and where the eventual victor got a critical mass of population over the opponent - or how well or badly they responded to a devastating attack in terms of their efforts at rebuilding. I think it would provide useful data to study, learn from and apply in future games. At the moment if I want to know this I have to watch the replay and keep contrasting the players populations. This is interesting, and I probably would still do this anyway, but I'd love to have easier access to this statistic. I feel this would be useful in gauging how productive my attacks and defences were in a game, and probably highlight a number of times when I should have pressed on with an attack because I was closer than I thought to achieving an unassailable position, or when I didn't attack or defend with sufficient forces and took a costly hiding! I imagine this would probably be the easiest stat to implement into the game as it's just a running total for each player. I've love to have this at my disposal and be able to chart population count alongside the existing stats for unit production and loses/kills. This could probably be expanded to include similar stats for resource count and number and type of buildings. I'd bet there is no warmer feeling inside when you look back at a game and realise that the simple strategic capturing/destruction of your opponents poorly positioned and defended farm led them to running low of food and really screwed them over at a critical point in the game! 2) More In Depth Breakdown of Units Despite all the colourful array of the individual units a player can produce, the stats break it down by workers, infantry, cavalry and so forth. This really only gives part of the picture. I'd love to see the breakdown of how many swordsmen, pike/spearmen, slingers, archers, etc, or the split between ranged and sword cavalry that got produced in a game. And what about women? I know I can calculate the split of workers against the feminisation percentage, but seriously, who the hell wants to do that for fun! Appreciate that this might be a bit more tricky - I'm assuming that the would require a bit more tagging of the data for the individual units, so coding that into the game might be a hell of a lot of effort just to produce a slightly more in depth page of stats - I concede that perhaps the time would be better spent working on the physical dynamics of the gameplay, but it would be great! 3) Kill Stats I suspect this is another thing that would be seen as fanciful, time consuming folly, but I'd also love to get better visual representation of how effective units are at killing the enemy. At the moment I can see how many of a class of unit I've produced - in the broader terms I discussed in the previous point, and I can see the corresponding numbers for the opponent contrasted - i.e. I know how many infantry I produced, how many were killed and how many of the equivalent type of enemy unit were killed, but these stats aren't a true picture. Even though, say I produced 80 cavalry units, and killed 70 of the opponents, those kills will almost certainly not all have been attributed to my cavalry, my infantry probably did most of that, or my heavily weaponised towers, etc. Owing to the sheer number of units, the gradual decrease of health of units due to multiple skimishes with different emeny units, etc, I appreciate that it's pretty much impossible to attribute an individual units death to any one exact factor, so honestly I have no idea how this might be done, but I'd really like some kind of measure as to how effective a type of unit actually was in a game, especially in terms of analysing the strengths and weaknesses of different civilizations and understanding the strategies of a really good opponent in terms of why they were able to slaughter me so darn effectively! I think that will probably do for now, I suspect I could go on, but I seriously doubt that many other people get that excited about statistics!!!!! And of course, stats can be just as divisive as they are revealing - but for me at least, as someone who is always looking for little secrets and insights to becoming a better player, I always appreciate more of them!
    2 points
  13. what about this enviroment? (Ancestors Legacy)
    2 points
  14. Hello everyone, 1. (no combat) Luring units - it is great idea to lure enemies or wild animals but I believe it is too simple to lure your whole army. When you hit for example hero, he will run as far as the other unit die. Luring gaia is fine like that, but for player the default stand of the unit should be "defensive", instead of simply aggressive. Which will allow you to lure ur enemy 1 by 1 but for shorter distance as units will automatically run back. Wild gaia animals would be still ok to be lured and eaten by our cavlary, chopped and puted to the cc. xd 2. (combat) Luring while fighting with big armies - I think when it comes to fights, units should attack closest enemy instead of following 1 unit which is simply running away (best example: take ur cav hero as a frontier, then move back to the back of ur army and simply each soldier will follow him, while enemy army will simply start killing your units.) Yes, I can do that manually but currently I think top players abusing that as the advatange of the game, not as a player. (kinda lol) What could be the solution for that? If player select hero to attack, they will try to kill him mainly but if no selection has been made units should attack closest enemy. So if low HP unit will run away system should "leave it" and let player decide about that. 3. Hero amount of deaths - I thought mostly borg mod will have another illogical ideas such as eles being killers of the mighty spear cavlary... there are some amazing ideas. Main one is: 1 life for hero per game. You have 3 picks. Once all die , you are left with no hero. Deal with it. 4. Dancing with your unit - Yes, most of us knows whats that. How to simply fix that issue or at least reduce it? Remove patrol option for multiplayer. Did anyone use that anymore for patroling city in multiplayer? Not talking about newbies. None of us using it. I was one of the first starters who abused that, sadly. (there was maybe 1-5 people before me) Sadly, it is getting frustrating when you play team games and you know that none of them would actually do that in real life. Another idea for this is to add a script which will react to multiply clicks on the ground without selected unit which will be counted as spam move. To dance manually u select an unit then u click from 1 point to another. As fast as you can so you will miss all arrows. By removing patrol and adding checker of spam move (clicking) dancing will be reduced at least. What do you think about that? I don't think spamming clicks on the ground of 1 unit should belong as ur main skill.(dancing) Simillar stupid idea was in Borg mod which had elephants being op killers of spear cavlary. xD ( ͡º ͜ʖ͡º) @ everyone else lol @Feldfeld @Hannibal_Barca @elexis @borg-
    1 point
  15. Wow, that is an awesome suggestion!
    1 point
  16. Well it's recent (November) I hope to be giving more talks in the future. I'm thinking about something like what like to be an artist or maybe the management behind it. Could also make a presentation about a workflow. And yeah the front image sucks.
    1 point
  17. https://culturacolectiva.com/historia/leyenda-de-quetzalcoatl esta roda vikinga se parece más a quetzalcóatl
    1 point
  18. or maybe try to understand what happens instead of doing random changes and testing only through the structree (which goes through a different piece of code) such that, reading previous posts, i'm unable to say what you really want to achieve and what does not work. I guess that you want to prevent a phase for a specific civ (let's say gaul)? if yes, as they fall_back to generic, the normal way would be to add { "notciv": "gaul" } in the tech requirements of the generic json file (Note that i have not tested any of that, just saying what i would try, and also that may be you'd have to do it for all higher phases than the one you want to remove, i.e. if you want to remove the town phase of gaul, you have to add { "notciv": "gaul" } in phase_town_generic.json and maybe also in phase_city_generic.json). Then you should first test in game (so without looking at the structree) to check if that does what you want. The quickest being using the scenario map sandbox_gaul and trying to update phases. If that works, then check the structree to see if it needs some changes.
    1 point
  19. The Answer to the Ultimate Question of Life, the Universe, and Everything?
    1 point
  20. Thanks @Sundiata for saying it! (for a long time, the only relevant answer I had to proposed to that issue was "42")
    1 point
  21. Me llaman Michael Jackson, soy el jefe de la danza. Resolveré tus dudas con ello. He encontrado una manera efectiva de beneficiar a mi parkinson, me encanta. Bailar es vida, bailar es amor. De todos modos estoy de acuerdo con sus puntos, excepto la selección de modo. Actualmente encuentro esa característica muy bien agregada, tal vez porque me acostumbré. Paz.
    1 point
  22. @SundiataSorry, I didn't get the whole ~timeline from your posts. Also I was aware of administrative issues at wikipedia, but I didn't know this ip-stuff was one of them. I've been banned some place because of my ip, and of course I was annoyed but I didn't take it personal. Anyway, I hope it's now resolved completely and you won't be bothered by it anymore.
    1 point
  23. I take it as an 'implied' dedicated ~tower guard. So he's there, hence the sight, he can shoot a bit, but in case there's a real attack you either need real fighting troops there or the tower will be lost. And ofc that poor guard can't hold the tower if he isn't supported from the surrounding territory anymore...
    1 point
  24. @feneur test it by yourself if you wish: Take 1 hero (cav is best for that but still on foot does his job as well) with addition take some slingers with you. Lets say 10. Enemy: Spawn 50 gaia troops. Your job is simple: select your hero as the frontier (meatshiled) when enemy ranged units will be attacking your hero click left to right (spam like that, really short distances like 2-3 step) It will look like you hero dancing while enemy ranged units will not get any kills. If you do it correcty. They can always add "default stand as an option. Some people prefer to play "normal speed". @Gurken Khan
    1 point
  25. So you are saying I will be losing less time while clicking each other unit? Definitively I will be killing less units than i should or should actually try to select each unit to attack any other unit? Seems a bit like troll answer, no offence but currently looks like it. How to upload a replay from my game? JC is abusing that all the time but there is many, many more players who started to abuse that as their win for all, even with normal soldier. It helps a bit, just for a shorter time.
    1 point
  26. For you seems funny. For most it is most hated thing in the game. Your troops focus the hero you cannot exclude attack on that hero which means hero stands in front all ur skrim, archers shoot hero. Missing all "bullets" so yes it is huge breaking game. Come and enjoy that during multiplayer. Also you dont need to spend time elsewhere as you are already on "full eco, full armor" within 10-15 min.
    1 point
  27. you can put it in the zip file as an attachment here or over the forum pm to stan
    1 point
  28. Making progress on the temp forest ,and trying to model the temp forest to look like a deciduous forest. When the set is completed how should I send it?
    1 point
  29. Thank you for your feedback! One of few means that I'm not alone I'd glad to hear more detailed presentation's fails from you. Anyway I'll try to improve it!
    1 point
  30. @Allah Welcome to the forums. It's okay, that topic was outdated anyway and so is most of the Art Design Document sadly. To get an idea of the size of the models, import Collada (.dae) files directly. You can find them here: https://trac.wildfiregames.com/browser
    1 point
  31. Here's a picture of an coniferous forest biome that I have near finish.
    1 point
  32. Re-exported again the blades (8 normal spears blades) manually dividing the faces. They are using parallax now.
    1 point
  33. https://en.wikipedia.org/wiki/Noin-Ula_burial_site https://scfh.ru/en/papers/history-embroidered-in-wool/ https://scfh.ru/en/papers/steppe-fashion-/
    1 point
  34. Jesus speaking Zapotec language (Don't know why I think it's so funny. It's not like English makes any more sense or anything...) It reminds me lot of that time those 2 American Mormon missionaries showed up at my door here in Ghana. They had pamphlets depicting Jesus Christ in the Americas. They claimed that after his resurrection, Jesus visited the Americas. Some of the Native Americans were supposedly beautiful white people, but because of their wickedness, God cursed them with a dark skin instead... They also claim that the Garden of Eden was somewhere in North America... I said I wasn't interested in pamphlets, only original material. So they actually gave me the Book of Mormon. I tried reading it, but it's honestly just an unreadable piece of fraudulent garbage. At least they were friendly fellows. I mean, what the fudge...?!
    1 point
  35. I agree. I don't understand why everyone wants everything oversaturated and cartoony. Player color, I understand, but the base diffuse colors should be rather realistic.
    1 point
  36. The color palette of the yurts seems natural, in fact it should be dirtier or more animal-pelt like, we already discussed that scythians (or parthians don't remember wich one was) was the one who will have yurts with more colors.
    1 point
  37. Thanks for the recommendation to use an ao. It now looks 100% better. More awesomeness added.
    1 point
  38. @Alexandermb Xiongnu_Logo.xcf
    1 point
  39. To be frank, I think the Yuezhi are as simple as switching the Asian dudes of the Xiongnu with with white dudes, tadaaa, Yuezhi...! Just throw some Tocharian (proto-Kushan) references in to the mix and we're good to go... Perhaps Xiongnu as a fully fledged civ, and Yuezhi as a mini-civ derivative...
    1 point
  40. this is what i found and at i see what enrique's had planned for the spearman cavalry but also i notice he used the horse mesh as he uploaded to the public folder, the same size so the one i edited is bigger the size will be a problema in the future?
    1 point
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