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Showing content with the highest reputation on 2021-04-15 in all areas

  1. A preview of Morale System on Gaul (me) vs Rome (AI) swordsmen fight. 0AD 24b. Due to UnitAI that makes units in formation break formation while attacking, manual interventions are needed to ensure the Gaul swordsmen to stay in formation.
    4 points
  2. I don't like the A24 ones, so I kept the A23 ones for visual detection reasons (A24 kind of blend into the terrain comparatively). Feature, not a bug. Straggler trees no longer impede building placement. It's not feature complete though, as I would like the tree to turn red when the building preview waves over it. Which map? What errors? Thanks. Quite a lot to unpack here. Siege Towers aren't feature complete. I may make them unbuildable for now. Catapults aren't balanced yet. Most buildings can't be captured to make the capturing mechanic more tar
    2 points
  3. Heavily inspired by the morale mod: https://wildfiregames.com/forum/topic/37755-morale-system-for-0-ad And this idea: https://wildfiregames.com/forum/topic/38187-give-elephants-area-damage/ I want to explore a new concept for elephants. Historically elephants were especially effective against cavalry, because if the horses were not used to the presence of elephants, they would get very nervous and flee when they saw something that big walking towards them. This would disrupt the battle formation and cause disturbance in the enemy lines. I am basing this mostly on wikipedia quote
    1 point
  4. @alre That's why I said this mod just improves the realism (a little bit). I don't claim that this is the historic ground-truth. It is just an interesting mechanic that I thought would be fun to use in this case. @Thorfinn the Shallow Minded already implemented It only affect basic rank cavalry. The idea is that the horses habituate to the presence of the elephants after some time and are not scared anymore.
    1 point
  5. Overview This mod adds morale system to 0 A.D. Please read an overview of morale in Wikipedia page here. This mod tries to represent military morale and to some extent also employee morale (for workers). Morale system here is inspired from a mix between Total War and Stronghold style morale. So basically the higher the morale, the better your units at gathering, building, and fighting, and vice versa. Morale is influenced by unit's health, being attacked, being near other units, etc. On a very low morale, units will flee the battlefield. I originally develop this mod for Happine
    1 point
  6. Units under development. With conical North African helmets: champions Royal Guard garamante; with turbans: elite tribal spearmans.
    1 point
  7. I hope they make a balance with US, this very op
    1 point
  8. I'm honestly unsure about this feature as well, but it would be interesting to make it so that advanced, elite soldiers, and champion have resistance to this.
    1 point
  9. 1 point
  10. Right, you forgot that this suggestion was made years ago. In blizzard games like StarCraft and Warcraft, which give you have abilities in which you can perform certain actions that modify the use or attack of the unit for a certain or certain time. There are actions that are passive and other active. The one with the elephant and other units would create fear for a relative time if you or first press the ability button (active) while playing, but it would be for a short period mostly to make a psychological impact, As more or less would happen in real life
    1 point
  11. No. that doesn't make sense, and if it happened in real life, the elephant would defeat the siege ram.
    1 point
  12. Well you'd think so, but there are multiple types of players, and some like to zoom in
    1 point
  13. The top of the walls following the slope of the terrain, units walking on top of the walls, and siege towers putting one's units on top of enemy walls are three things I wish 0 A.D. had too. Even those palisades look more natural (no “palisade towers”).
    1 point
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