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      The latest. What is happening with 0 A.D. Stay tuned...

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      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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  • Topics

  • Posts

    • Very true.... I guess the problem with changing the actors/artwork is it's a lot of cut/copy/paste.  And how many people really zoom in enough to really study their equipment.  I feel it is best represented in the "tool tips" and "history" so people gain some understanding of what is going on.  Maybe once I've finally cleaned that all up, Ill go back and look at the actors.   According to AI which I know a lot of people don't like, but again when I'm changing so much, I usually start there.... archaic period hoplites had between 25-32 kg of equipment while successor state pikeman only had 15-20kg.  It was the pike and formation that made them so slow. In case you aren't aware,  and this is my understanding at least, anything we dont change in the mod defaults to what the base game has.  So if I don't download the actor templates and change them and add them to the mod, our mod stays a smaller size and just defaults to what the base game uses. I could be wrong on this.
    • First, by "further away" I mean keeping changing stats to the point that no one knows what is going on anymore, more so when it's not explained anywhere. Last week I checked, the description of the mod is just one and a half lines. Personally, I'm just not interested in playing anything like that, no matter how much you keep constantly pushing for it. When I said I was willing to help you when you contacted me, it didn’t mean you can tell me how I should use my time, please learn this for once and any further comments on this I'll only accept and address through PM. Second, changing how units look has absolutely nothing to do with balance, my other ideas were just beyond secondary.   I don’t know what will be best to do, because mobility is not just about attack and movement speed bonuses, it is also related to resistance, since things that are not really considered by the game are part of it, like visibility, blocking, parrying, dodging, agility, etc (and I'm assuming there are no probabilities involved). Maybe for now it’s kind of ok to leave all together just under the “resistance” label, unless some fundamental changes are eventually implemented (like adding probabilities).
    • For one, you seem to be pushing this the most and you dont even play the mod   Secondly, as we have discussed via pm the further away from the base game, the less likely people will try it.  Granted very few people try it so far!  But most people aren't interested in the historically accuracy.  Balance is key and Im not sure how this would work balancewise and all the retweaking it would take. That being said I'm willing to "compromise" and play around with it a little via "Pre Alexander" Greek Factions (Sparta, Athens, and Thebans)  Hoplite tradition p2 already gives a speed bonus, and it does make some since to reduce armor a little for that.  I will also create "Greek" techs for those 3 civs to replace the ones other civs use. first Hack/Pierce resistance will only give 0.5 of the armor but 3% faster movent second one will not add armor, but instead add 3% more mobility and the last one will remove -0.5 but add 4% so while other civs can gain 3-4 of each resitance greek civs can gain 10% mobility but with no armor gain. Question is should p1 hopelites start with more or less armor than successor state pikeman, and same question for mobility.  I dont want to throw things out of wack too much.
    • Ok so in this case, it is only this image: You would need to redraw the pattern from the original artifact, the Desborough Mirror
    • 1) Just to invert ordering?, 2) Well, better to educate on how things actually were, the armor evolution feeds a common misconception. And all this of course not for all techs, but when they represent something that can be seen, as armor. Unit evolution could be represented with other things that make more sense, like helmet crests or more complete (but coherent) equipment (if there are models around already, otherwise not visually evolving at all would be even more accurate). I've thought that even better would be that some techs, for example linothorax, could unlock new units, after all it coexisted with the previous types of armor, although of course balancing stats to have maybe still some use cases for the older types would take more work, and the new types should be preferable. But this would add some complexity to the game, and maybe just the later trend should be considered.   Same issue as before.
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