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    • Hello everyone i'm trying to make a new multiplayer map based on this concept (see picture below) The idea of the map is the player (team 1 and team 2) spawns east and west of the map in an arc of circle with the usual (food, a bit of wood, bit of iron and stone but not much). In the middle of the map there is a huge mountain with a plateau at the top (enough to place civ center + fortress) with treasures and huge amount of iron/stone. To climb into the mountain (still think of it) you have two spiralings paths that climbs along the cliffs. North and right of the map are creeks with huge amount of fishs and wood, you can access them by the coast or narrow pass between moutain. You can also rejoin the spiralling paths from north and right.   LOW EFFORT DRAWING On the "artistic side", i was thinking of an mediterraneean landscape (like in the game Arma III as seen below) with lots of rocks, maritime pine on the coast, oaks closer to the moutain and normal pine as we climb the mountain + lots of rock.   I've already made map edition before (in the game Arma III never in 0AD) so i know its challenging (plus i can spend 1 hour adjusting a bush position).    First, do you think it is feasible and do you think it could be interesting gameplaywise ? Second, is there a mapmaking discord i can join / people willing to collaborate i can speak to ?   Thank you very much, Le Jardin d'Épicure.
    • Reduce the rate of hunt at 1 instead 5 for cav. Boost the carry at 40. delete the new maurya tech for collect berries bcs the malus didnt exist now. A new tech in the farm for increase of 100% the collect of hunt? Same defense and same damage of infantery so the extra damage multiplier is fixed.   After this change : early chicken nerf, long distance hunt same still cost more than infantery they still pick other ressources than hunting, the hunting is nerf for low distance and tweak for long distance, in some map hunting is crazy at this moment. they scout easier, more speed fix damage multiplicator match with some aura only for cav from héros. More flat HP 1 tech 10% hp more         Its already close of balance like this.
    • I'm not seeing any other place it is mentioned, just UnitAI.js
    • Look at this minimap, @wowgetoffyourcellphone 
    • I really like that UI concept: the minimap on the extreme left, actions on the extreme right, and unit cards in the middle, not subject to a panel that would inevitably end with lots of dead space most of the time. Now I remember that, in 0 A.D., having all buildable structures always on view just because someone who could build them was selected seemed weird to me, unnecessarily too much. Maybe there should be a Common Structures and a Unique Structures build buttons, like it is in many games. This would also make the use of (eventual?) hotkeys more streamlined. While some here complain about reducing the size of trees and ships, they are even bigger in that game, which looks better to me (although some transparency effect might be lacking). I like the irrigation being part of the fields (which in 0 A.D. seems the blandest of all structures, almost as it would be better off by being spawned by Farmsteads instead). The personalisation of warriors and seeing them training during production is quite interesting, as is showing how ships are built, and how troops are shown on them and on elephants. And still, "most critics felt the game was unoriginal, bringing nothing new to the genre", which seems a really hard thing to do, impossible to reach if constrained by that "people don't want to learn new build orders" .
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