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About Adeimantos

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  1. I like the changes that have been made, but the lag is even worse than before, so much that even 1v1 single player slows down to 3 fps right away, which is too slow to be worth playing. Haven’t played for a few months, has anything been done to improve that?
  2. I replaced the A22 with A23, but was still using the old shortcut that's why that error happened it seems
  3. Since I downloaded alpha 23, whenever I try to start a game it comes up with lots of errors and no units show up on the map, and I can't build any new ones either. Any idea why this is and how to fix it?
  4. In the animations above the main downward attack is good, it's about how I split wood except left handed, of the other two one is clumsy and one is weak, though between feints and blocking you might do those in battle occasionally.
  5. I am just using props that are already in the game files, there are a couple axes in the props already with long handles about like the one above. I wondered how to make a unit fight using the woodcutting animations.
  6. It would be interesting to see how much social commentary could be put into a game. Perhaps nihilists, with a backstory similar to that of the freedom group, and the barbarians from the steppes could be two different groups.
  7. I made an axeman, giving it the mauryan axe, and swordsman animations, but wondered if there were two handed animations available; the axe is long enough and it's not quite realistic for it to be handled like a sword.
  8. I thought you were just basing it on Europe at 400 AD, it is interesting looking at it as a timeless depiction of the different organizing motives of human societies. Religion, wealth, natural law or the ideals of freedom and equality, and tribalism are all things societies have been organized around. I think a tribal society is more governed by culture and relationship in peaceful times, and by strong leaders in dangerous ones. I would suggest that these organizing motives are not simply good or bad, that each can be good or bad depending on if it is moderate or extreme and what context it is in. Showing that could give more depth to the concept. A campaign could be made to illustrate this, and it could be done in just about any game; I'm not sure it would be worth it to make a major mod for that reason. A fantasy mod would be fun for its own sake though
  9. I'd be more interested in a more creative alternate history, where you change some significant event and imagine what different results that might cause, rather than just transposing existing history into fantasy themes.
  10. I agree. This would work better with battalions I think. I also thought supplies might be a good enough word.
  11. I think 0 ad should release a beta before putting major new things like the following, which could be in an expansion later. every unit should have a meter that measures their level of equipment and energy-- it would represent how many arrows or spears a range unit has or how tired a Melee unit has primarily. I'll call it prep for short. Every range attack uses a certain amount of prep, arrows use a little, spears use more. If a unit doesn't have enough prep it can't use its range attack and has a low Melee attack instead. Melee units use prep to do charge attacks. Prep rejuvenates slowly, or faster if units are near a supply wagon or armory. There could be special attacks such as fire arrows that use more prep. terrain could do several things. Rocky or wooded areas would slow down cavalry some and things with wheels even more, and keep them from using charge attacks. Trees could give stealth or enhance pierce armor for units near them. Hills could enhance range attack as well as range and affect unit speed and charge bonuses too.
  12. The Iberian champion javelin cavalry is interesting, it has high crush damage so is good against buildings and siege
  13. Balancing factions is similar to balancing units, in either case if some are too strong you don't use others, which reduces your options in the game. With units especially but somewhat with factions adding a counter can be a more interesting solution than weakening the strong unit or faction. Jav cav attack rate should be slowed some, but mainly giving skirmishers more pierce armor would solve the problem by making it a counter unit to the jav cav. Rams should have low attack with a big bonus against buildings, also if there was an axeman unit it would be a good counter to rams. I'm ok with some factions being weaker overall if they are especially good at using or countering a particular strategy.
  14. That is good enough for me, even when a chariot is not going somewhere it could be fidgeting enough to be dangerous. I wonder why the regular game hasn't used these auras when the chariot description says it has trample.
  15. I'm wondering if it's possible to add an aura to a unit to damage nearby enemies, so I can give chariots trample damage like they are supposed to have. Also I wonder if auras slow down fps since if I play with more than one or two ai players it goes below 4 which is too slow. Any info on how to mod without slowing fps would be appreciated. Would removing women's aura help, or even slower attack rates with more attack so the computer has less calculations to make? I know pathfinding is the biggest issue but I don't know how to change that.
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