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Showing content with the highest reputation on 2019-06-04 in all areas

  1. Some reasons why Celts are op; 1) Great eco bonuses. Nearly all of their buildings give extra population space in addition to having the lowest build times of all civs. This lets them save wood, time and grow their population much quicker. The Rotary Mill is very good for food income aswell. 2) No inherent weaknesses. While other civilizations lack swordsmen to counter siege weapons (Macedonians) or require specific buildings to do so (Seleucids, Ptolemies, Carthaginians, Persians), the Celts have access to sword cav in their barracks. The Celts can easily function with only food and wood while most other civilizations are severely crippled without access to minerals (Ptolemies most severely). They have good heroes and the good ol' rams. Caratacos, Cunobelin, Brennus and Vercingetorix are very strong heroes. And rams are a strong and capable siege weapon capable of quick and deadly attacks, which are only helped by the strong economic boost.
    6 points
  2. I also removed the training of soldiers in the center. This helps a lot in the dynamics of the game. But I really liked the idea he proposed to be able to create weaker soldiers in the center. Maybe we could have a special unit in cc, cheap, quick, for raid defense or rush, like a militia. In mod, the promoted units have no economic loss and also the gains are much smaller than the vanilla, are +10% health, +1 armour, +20% attack, both for ranged and melee. There is no gain of speed of movement, precision , among other things. The champions are calculated based on the citizens, example, citizen infantry spearmen, 70 health, 3/3 armour, 6 hack attack. So the calculation is done like this: 70 health + 10% of town phase bonus + 10% city phase bonus, +10% advance rank, +10% elite rank, = 102.5. So I give + 10% since championship units should be better than a promoted soldier, = 115.0. The same applies to armor, attack, etc.
    6 points
  3. I think Lion Kanzen means, that you should make a patch for phabricator, so it can be reviewed for submission into the main game. He isn't a troll btw, he is one of the Art contributers actually. Personally I agree with Borg, release it as a mod first, do some tests online with pro players and see the results. Then submit it as a patch to phabricator and wait for it to be reviewed.
    4 points
  4. Basically among barbarians civ, the warriors and men-at-arms are spread in the landscape, in all the villages, hamlets and fortified sites. This is their way to defend themselves to any unexpected attacks (especially robbers and raiders). There are some accounts in the Gallic Wars of storage of weapons inside oppida but it is difficult to assess if this is for a kind of militia. In Imperial Rome, there are the urban cohorts for most of the protection. A kind of civil guards and militia existed through the praefectus vigilum and the Cohortium Vigilum Stationes, but mostly as firefighters and policemen. Edit: for the Roman Army before the Carthaginian Wars, there were the Rorarii and the Accensi as irregulars.
    3 points
  5. It's not a matter of wrong or right, it's just my opinion. If you have good feedback from other players/moders, then that is what matters. The patch should be implemented after being proven effective, not for testing, for this you have the scenario editor. Do some testing, prove that the changes are good. Or make a little patch, call some elite players, and do some real gameplay testing.
    3 points
  6. performance i think. we discuss this several times. Age of empires have militia, clubman and other weaker units. is possible. and kind historic. total war have some militia peasant.
    3 points
  7. You should also put both upgrades wrapped within the same component. So no need to double up on <Upgrade> just use it once.
    3 points
  8. 12.000 dollars for a computer, screen and stand... And it's specs aren't even anything to brag about... I read somewhere about a 35.000 dollar version as well... Life must be good in lalaland... I'm ashamed I ever spent money on that company... How I feel right now:
    2 points
  9. I guess you could pretty much do it with the current assets
    2 points
  10. The real question is, is open gl still there ?
    2 points
  11. Regardless, thanks for noticing this
    2 points
  12. Later today I will be installing the first dev build of Catalina on my MacBook Pro. I will try installing 0AD as-is and see what happens. I hope to reply back tonight with the results. Also, hopefully Apple will get their video uploaded with more details on what specifically is happening.
    2 points
  13. You are just screaming do it my way and not taking any constructive criticism that just does not work on any Open source project all development is by compromise and you appear to refuse to do that just my way or the highway and @$%! everyone else that attitude will get you nowhere on any FOSS project we are not a dictatorship but a collective of volunteers that have developed a self governance regime that you seem to not agree with fine do it your way and quit bothering us with your unseasoned/emotional rants. Enjoy the Choice
    2 points
  14. I thought of a unit that can only fight and not collect resources. Something like the minuteman of age of empires 3. They train almost instantly, they are cheap, and they help defend and attack at some point. I thought of units with a short sword or axe, with no shields, for quick locomotion. I do not know if we would have a historical concept behind it.
    2 points
  15. seeing pikemen wearing armor or legionnaires wearing armor, collecting wood and working as a civilian. kills a little experience. I prefer an hybrid in early phase. or something simple.
    2 points
  16. That might be the your best contribution so far. Sorry, but someone had to say this. Barking random balance suggestions out at us without any robust reasoning isn't but belittling the work of the developers. As if everything is as easy as just fixing one value, and what is taking us so long? Then when people prove you wrong, you just come up with different, equally bad suggestion. If you really want to help the balance get better, I'd suggest helping borg test his mod. He's more experienced with this and he's put like 1000 times more of his time to make it all click. Let's help him get the changes into the next release.
    2 points
  17. Or, soldiers could lose military experience if they gather resources... so the player would have to decide between keeping a good army or use them for economic purposes. I like your idea of barracks units being trained with more experience than CC units. Would also support the idea of CC only training workers (like in borg's mod) and maybe a very basic military like a clubman.
    2 points
  18. it would be works like a very trash... early unit. but militia isn't trash in AoE2 . but is very weaker. is an early game unit. Clubman is almost same. in AoE 1. except their cost. in AoE 3 they have defensive unit called Minuteman.
    2 points
  19. Gauls and Britons are already so similar, doing this makes them even more similar.
    2 points
  20. <Upgrade> <Tower1> <Entity>structures/{civ}_stone_tower</Entity> <Tooltip></Tooltip> <Cost> <wood>50</wood> <stone>50</stone> </Cost> <Time>10</Time> </Tower1> <Tower2> <Entity>structures/{civ}_wooden_tower</Entity> <Tooltip></Tooltip> <Cost> <wood>50</wood> <stone>50</stone> </Cost> <Time>10</Time> </Tower2> </Upgrade>
    2 points
  21. @Itms recently asked me to try Conan on IRC. Conan is a C++ decentralized package manager that is supposed to make life easier for developers. https://conan.io/ So today I tried to make it work with the game and succeeded. It's still missing some libraries, but they are hard to build as they require cygwin, which takes a long time to install. I had no luck with wxwidgets either, the build just fails. You need Cmake and python and a working visual studio 2015 In cmd cd to you libraries/win32 directory then; pip install virtualenv python -m virtualenv .\scripts\activate pip install conan Now let's add some repositories to get all our dependencies For libcurl, libpng,openal,enet, sdl2,ogg,vorbis conan remote add bincrafters https://api.bintray.com/conan/bincrafters/public-conan For miniupnpc conan remote add rhard https://api.bintray.com/conan/rhard/conan For boost, zlib conan remote add conan-community https://api.bintray.com/conan/conan-community/conan And another one just in case conan remote add conan-transit https://api.bintray.com/conan/conan/conan-transit If you want to find another package '*' are wildcards conan search *boost* --remote=conan-center Then all the magic happens in the python file, that's where you define the requirements and the build flags for the libraries Currently not enabled, icu, iconv, wxwidgets. Currently missing gltext (OpenGl) Then finally run load-libs.cmd > output.log This will build the libraries one by one after downloading them, then place all the files in the correct folders. Don't forget to apply the diff on premake conan-premake.diff conanfile.py load-libs.cmd 0 A.D.Using Conan.docx
    2 points
  22. Well, about 1 month I started working with 3ds max. I had no idea until then, I started from 0, only some youtube videos to help me. I know it's pretty simple and I still need to learn lots of new things, but I think it would be interesting for us to use this topic to share our arts. What u think guys?? Cya
    1 point
  23. As is, there is little differentiation between the barracks and civic centre's purposes in regards to production, which both feel like military or economic production centres, and the awkward result is that the barracks becomes a means of booming in the early-game and little else. I'd like to offer thoughts on how this could be changed to better improve immersion. First, a unit trained from a barracks should have a higher experience level compared to a civic centre's unit. Suddenly instead of making more workers to bolster the economy, the player would have make a risky economic investment at best that would probably be better used for a military push. With this could perhaps come a higher experience level ceiling than is currently in game, in some respects mirroring what I believe Nescio has done for his own mod of the game. Second, it would be good if military units standing idle within a particular distance of a barracks would be able to drill, providing a trickle of experience for them. Since experience does hamper economic efficiency, this effect could perhaps be toggled on or off depending on preference. As of now, when soldiers are in a player's base, the best thing except in some situational circumstances to do is to collect resources; this option would not only provide an additional purpose to the barracks but also would add another viable strategy for using units during lapses in combat. Third, if the following things are introduced, I would strongly recommend that experience play a more decisive role in battles and the game as a whole. Granted, I only looked at a few stats, but of what I saw, the impact of one level to the next seemed nearly marginal. I could be wrong on this, yet I think that regardless, experience does not reward the player enough for being careful to keep veterans alive.
    1 point
  24. Yesterday, Apple announced MacOS 10.15 Catalina, and as part of this release, all apps must be notarized to run. On MacOS Mojave, it was "optional," but it is now mandatory. https://appleinsider.com/articles/19/06/03/apples-macos-catalina-is-first-to-require-app-notarization-by-default https://developer.apple.com/documentation/security/notarizing_your_app_before_distribution This service requires that the finished application be sent to Apple to be notarized as part of an automatic (and free) process, and that the returned "ticket" be "stapled" to the Mac app before distribution. This only looks at security - it does not and is not used to enforce any Apple policies. Notarization is mostly automated, with one developer saying it typically takes only a few minutes to get your "ticket" returned. Apple has an in-depth video coming soon here: https://developer.apple.com/videos/play/wwdc2019/703/
    1 point
  25. Could the addition of slaves be useful to better distinguish between the economy and the military?
    1 point
  26. Besides forking has always been a traditional response in the FOSS community it's what happens after all the flame wars the sides retire to separate corners and recover their zeal to code better than the other guy Enjoy the Choice
    1 point
  27. Not necessarily. A basic tunic is a basic tunic. You don't need some elaborate texture for a militia dude with a club or pointy stick.
    1 point
  28. 1 point
  29. what happen with this?.... decide stay or go. or make a mod or a patch.
    1 point
  30. All of the above look like the old scissoring issue to me, where the water isn't correctly being refreshed and so it shows red.
    1 point
  31. I don't believe 0 A.D. is signed with a developer ID, so that sounds like the old "right-click > Open" process would still work for us. We might at some point consider enrolling in the developer program (99$/y) and try getting signed, and I guess notarized. Would have to understand what this entails exactly, but we could distribute 0 A.D. on the Mac App Store which might give us an increased presence on Mac OS. Might also not.
    1 point
  32. the mods are the way "my friend @StopKillingMe "
    1 point
  33. yes but, Im not sure , if this guy is trying to get someone else in the forum to do the work for him. It's a supposition, that's why I ask him. He should see how we work here.
    1 point
  34. It seems to be something used later: http://sci-hub.tw/https://www.jstor.org/stable/650090 The only place where I find early indications of arrows and bows is in North Denmark and Southern Sweden. So if you want to add an archer, you can do it through a regional unit (Cimbri or Suiones).
    1 point
  35. Thank you that worked out really well, a nice crafty solution to that problem.
    1 point
  36. I think you can cause tha'ts how it's done for Xiognu in terra magna Just make an autoresearched tech such as <RequiredTechnology>nomadism</RequiredTechnology> that's only available for the civ. And set the restrictions there It's okay mods make the community live, so I'm happy to help.
    1 point
  37. Let me help you here. What you propose is better than the first proposal, but see. 8 attack and 2.0 seconds = 4 attack. Is a good number compared to melee units, similar to what I have in mod. But you still have your javelins with 14 attack, basically 3x more. And everything happens again, we'll be discussing how to balance javelins in the alpha 25. So there's no need for me make slingers if I have javelins that are much more attack, faster, and cheaper. You should equalize these values.
    1 point
  38. I do not know if I understood correctly, my English is bad, sorry, but soldiers gaining an amount of XP being in enemy territory is a great idea. This helps games with more attacks and less economic boom. @Lion.Kanzen It is possible?
    1 point
  39. I share his opinion and I feel same. is very rts.
    1 point
  40. 1- I did not say anything about mod. 2- Athens can train slingers in p1 too. 3- Slinger continue op, killing everything and destroying all buildings. Even more now, because javelins are weaker to fight them. Like I said and I think you have not read, this can be a good emergency patch. Anyway you can make and up the patch, and expect a good reception of the moders.
    1 point
  41. You should be talking about the Celts in general. Well this may be a good emergency patch, but as I said earlier, it will just hide and not solve the problem, which will later have to be solved at any given moment. This patch will make the javelins a little worse even though they will still be very good compared to other melee units. Slingers will be even more used.
    1 point
  42. I did not understand. Are you talking about gauls or britons? Title say gauls, but apparently you're talking about Britons.
    1 point
  43. Now this is offtopic, how it's going with pathfinding upgrade? D13 it's near? I don't know nothing about design and programming, but for me it makes sense that: Switching weapon (or others stats) - ability Active and passive special attack - ability Multiple attacks - turret component thing? (Tank) / proper multiple attack component
    1 point
  44. The mentioned aspects are good, but I think that we could definitely think more out-of-the-box. For instance immortals were known to be constantly at the number of ten thousand because the empire always reinforced them to that number. I think that it would be neat to have an ability to promote an ordinary citizen soldier or archer to being an immortal at a cost based on the experience of that unit. It likewise would be cool if Spartiates were available in the village or even the town phase to open up new offensive and defensive purposes for the unit; after all it's weird to have the male citizens only present at the late phase of the game.
    1 point
  45. Okay then. Can we get an option to just turn off the specific name? Been asking for this for ages (I think it clutters the UI).
    1 point
  46. Well congrats, I will no longer be participating on this forum anymore.
    0 points
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