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Found 11 results

  1. It was a well discussed topic. But, I want to remind some of the inequality amongst civilizations... 1. Building Time:- As we know, Gauls and Britons have a lowered building time for their weak structures. But conversely this gave them advantage in games. As per history, their knowledge of architecture wasn't well and scientific as like that of others(Romans, Carthaginians, Persians or Greeks). So, it's obvious that their building would be rubble. But, this deduction in 20% building time make them more efficient. Again, most of their structures has a population bonus. But
  2. Probably one most adapted unit. Partisan (more iconic) Late- Sassanid
  3. My idea is to make a mod during the triple alliance war (I want to do it because I like the history of Latin America, and because I am Latin American :v) What do I have to modify in the game to make this possible?
  4. Well, the main aim of this topic is not to make a discussion of why techs trees could be filled. The aim is making a collective resource for devs or modders, if they want to augment the number of units of units for civs, reducing the uniqueness of the rosters, but making them easier to balance (I'm for a asymmetrical balance, and the difference could be done in other ways, but as I said, focus the thread into filling the rosters). I'm not saying that we should add or not this units. At first I would use fast and superficial sources. Later If I have time or somebody does it, I would post bet
  5. Please use this thread to report any issues with the new unit meshes and animations commited recently. It was a big commit so it may have some stuff that needs fixing.
  6. This is similar to my Gaulish buildings topic, but this is more detailed. Hi, so once again I come with suggestions for the Gauls, as I still feel they are one of the less detailed civs. Units Currently, they have the cavalry skirmisher, spearman, slinger, foot skirmisher, cavalry swordsman, elite longswordsman and cavalry elite spearman. I was wondering if perhaps one more unit (although this may affect the balance negatively) could be added, swordsman (I think it was Bataroas in EB). Basically, he'd be the same as the spearman, but has a short Gallic sword (this may be unnecessary as there i
  7. 0 A.D Mod Introduction to Antiquorum Antiquorum is a large-scale modification for the game focusing mainly on historical authenticity and completely reworking the games unit roster and balance throughout the phases. These additions add a whole new aspect to the game and would allow more variation in game battle compositions as well as overall strategies for certain civilisations. Currently, I'm working on this onerous task alone, but if you are interested in helping out you can contact me. Feedback and constructive criticism are welcome as well! Gameplay Changes The mod will
  8. If you're going to produce locked battalions from the barracks etc to reduce lag then embedding a priest, Archer or champion in the battalion is possible. For a basic battalions take your spear men (Or what ever) into blender clone them 10 times in two rows of five. Run the animation to check they look right. No clipping allowed. Add some loiter changes to one of the clones to add interest. Add a single hit box/ bounding box and center of rotation. Export as a new unit. Add a single damage bar. If it falls to 10% have that group unit despawn and spawn 3 or four lone spearmen. Who k
  9. I like Persia faction though, I have few suggestions to improve gameplay. 1.- Persia and many Empires of the time won battles by numbers more than having a real strategy, so my suggestion is: that basic foot troops, to have maybe less attack and health but be cheaper in order to mass them. The immortales able to be trained in the barracs, cheaper and less effective. link: http://en.wikipedia.org/wiki/Military_history_of_Iran#Achaemenid_Era My base for this are the many wars with greece, 1 hoplite is worth 2 or 3 persian infantry men due the training and the equipment they had. Also It is known
  10. Hi, I was wondering if anyone could answer this question I have: Is there a way to modify the game to make slain units remain above ground for the duration of a match, as opposed to slowly sinking into the ground after they die? Specifically, I was wondering if there was a file (or files) to modify in the public 0AD game folder in order to perform the above. Thanks!
  11. Currently, unit template files have a translatable field called Tooltip. This field, as far as I’ve seen, may contain the following information: • Unit classes (recently prefixed by ‘Classes:’). • Units that this unit counters (prefixed by ‘Counters:’). • Units that counter this unit (prefixed by ‘Countered by:’). • Unit description. In the XML, these are differenciated by line breaks. What would you think about providing separated fields for each one of these? • DisplayClasses (as opposed to the class names used in the game logic) • Counters • CounteredBy • Description Pros would be: • Easier
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