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Showing content with the highest reputation on 2020-01-19 in all areas

  1. Nice job dude! That's looking super cool! I was brought here by the 0AD twitter account. I'm a mesoamerican archaeologist and a historical ilustrator, and I'm open for discussion and advising if needed regarding any faction of the cultural region (as well as texturing if I can find the time). Here's my portfolio, hope you are still working on the subject: https://www.artstation.com/rafael-mena
    4 points
  2. Hello! I play a long time in scenario's creator and i've made these: https://www.dropbox.com/s/riholu3cl5wddnb/RomaVI.pmp?dl=0 https://www.dropbox.com/s/ckr36f386a0qb36/RomaVI.xml?dl=0 Map without starting armies: https://www.dropbox.com/s/el9f6whqavfmxky/RomaVIIBasic.pmp?dl=0 https://www.dropbox.com/s/x981h0mdsq6kife/RomaVIIBasic.xml?dl=0 Screenshot: https://www.dropbox.com/sh/rzwiy6b3vt85ewq/AABPiBm1dG-dikapSbOabRu9a?dl=0 The plot is really simple, there are 4 faction, blue is Veio, red is Rome, green is Fideane, yellow is Latin tribes. the Roman and Etruscan of these period VII/VI was eavly influenced by Hellenic lifestile and and culture, so to show ancient Etruscan and Roman i use Athen civilization, for the Latin i use Iberian for their looking more arcaic and their use of bronze shild. I hope that you will like them and if you want to play with me in these map you are welcome!
    1 point
  3. made little progress. Not much time how can i include video directly!? https://imgur.com/2iRpNZI.mp4 put sound on, unless you are at work (or too scared)
    1 point
  4. I don't know what's the current state of the svn, so I will refer to the 0AD a23b state. It's always pleasing to see people who don't do random things! Indeed it would be more realistic to distribute the effect. What the code do is slightly different. EDIT: I didn't see it like that, but that's the same I guess. There is a multiplier of the damage with a quadratic falloff in the distance from the impact. Looking from above, the damage multiplier reduction looks like that: Again, those numbers are mainly for emergent behavior, not for direct gameplay control. For example: Damage multiplier in function of the distance between the impact and the target (in blue for radius=10, in red for radius=7). I plotted the left side because it's nicer: It's also surprising to see attempts of fine tuning such a number whereas there are many broken things in the splash feature code. @ValihrAnt is doing nice though (and he makes awesome videos)!
    1 point
  5. New version released, available on the first post. Changes in this version: Reverted all champion changes, due to extra metal mine spawns being entirely random. This means that very often 1 team will have a considerable advantage, due to having access to extra metal. I've even played multiple matches just in this balancing mod where one team had only 1 or no extra metal mines at all, while the other team had safe access to all other metal spawns. Also removed the champion tech unlock change. Additionally I've lowered archer damage by 0.1P from 6.8 to 6.7, changed around War elephant cost to have higher food than metal cost and also slightly lowered catapult aoe damage. Version 5.0 changes Champion cost and unlock tech back to old cost Citizen archers: 6.8P to 6.7P War elephants: 225F and 225M to 300F and 200M Catapults: Splash damage radius: 10m to 7m
    1 point
  6. Here you go: A24: ArmourHealthTooltipA24.zip A23: ArmourHealthTooltipA23.zip
    1 point
  7. In Age of Empires HD (2013) certain factions have a bonus with which they share a unique unit. I know this is not possible even in 0 A.D. and I think it would be a good idea for factions like the Mauryas or the case of the Numbers to share a unique unit or with a special bonus. In AoE it works like this. if you are being an ally of Italian you have access to a new unit. (Additional new unit) same with Berbers in African Kingdoms. @Stan` @Freagarach @elexis @Angen Is it possible to program this feature? This would work as follows. if you are not allied, no additional icon will be shown.
    1 point
  8. I remain unconvinced about women warriors based only on mythological figures and folkloric tales. This is like arguing for Greek women warriors because of Artemis, Atalanta and Athena.
    1 point
  9. yea and while we're at it we can also add more economics like Graders, miners, iron smelters, blacksmiths, millers and bakers and rename the game to "The Settlers: 0AD". The point is that economy takes attention from the player, and the more different economy units and gatherable resources are available the more complicated the economy becomes and the more it distracts from the game itself. The question is... why.... WHY?! must the most boring aspect of the game be bloated up with even more unfun unit management and click orgies? Just automate the economy by placing buildings near resource spots. The the according farmers, slaves, builders, millers or watever can do their duty without the player having to worry about having too much of either type of unit.
    1 point
  10. The only real reason women are the primary economic unit is the Gameplay... pure Gameplay: It's easier to differentiate them from the Citizen Soldiers, and that they "inspire men to work harder". It's one area that history wasn't taken into account (even if I will try to argue that we have Females Healing Units within the Roman Faction).
    1 point
  11. After https://code.wildfiregames.com/D1955 that Freagarach did on my request, it will possible to have both men and women using the same template randomly. This will make it easy to create the traditional villager
    1 point
  12. Sorry, I thought it was a mistake. Btw, if someone is interested for some pics about the Scythians: https://maximus101.livejournal.com/146401.html https://blog.britishmuseum.org/introducing-the-scythians/ Edit: general pics about nomads http://steppes.proboards.com/post/30935/thread
    1 point
  13. gameplay. wagon defenses except Huns they must be Faster Rush kind. instead outposts; camps.pack / unpack unit, unpack increases LoS. stun and enslave abilities to Lasso units. capture the unit and make them their bodyguard. high loot bonus. team bonus for Huns you can access to their Auxiliars cavalry (Alans) and Lasso units. Scythian females can access to be upgraded to Hunter cavalry but they need kill at last a male soldier. Scythian female Hero can have bonus vs Male Heroes.
    1 point
  14. Cool! They should have a bunch of female warriors. The Xiongnu and Scythians probably more so than the Huns? For Xiongnu, the women can be embedded in the regular troops, but it would be nice to also have a dedicated "Amazon" unit for the Scythians. I guess that's what you mean with egalitarianism? I've read somewhere that an estimated 1/3 of Scythian warrior tombs belonged to women and there are apparently Xiongnu female warrior tombs as well. Xiongnu should have access to walls of rammed earth, stronger than palisades, weaker than stone walls. Scythians should indeed have access to the most impressive type of fortifications for the "nomadic" civs (heavy stone walls, Greek influence in the Black Sea area), forming a sort of in-between civ with a "settlement" option as you indicated (Scythian Neapolis) and can even have a wonder: "The mausoleum of the Scythian rulers of Neapolis", also known as the "tomb of Skilurus": (or we could just pretend it's a castle? ) Scythians should also have access to the most elaborate armours (extensive use of scale and leather, and even Greek influences). They should look like the most opulent "nomadic civ". Their team bonus could be trade related ((proto-)silk road). All three could have heavy loot bonuses: Sounds perfectly appropriate!
    1 point
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