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  1. I'm currently working on vassals, small randomly placed settlements on the map that will auto produce their own workers to gather resources in the area as well as a small patrolling army to gaurd their own territory. The player can capture these vassals in order to have them autonomously work for them. Vassals can provide income for their owners using their workers as well as add a basic level of defense for an area with their patroling army, after they have all their workers and a defending army, they will slowly build up a small army to attack your enemies with. I find it adds some really cool and valuable points on the map to take control of. While they wont be able to defeat your enemies on their own, coordinating your attacks with theirs can add a welcome boost to your own attacks. This also makes the maps feel alot more dynamic. Edit: 02/05/2026 Added latest version of the vassals mod. -Vassal units can be selected if you want to inspect them but they ignore all commands given to them by the player. -vassals once captured project the players influence around themselves. -vassals will produce villagers to gather resources for their owner. -vassals will produce patrol armies that protect their territory. -Once a vassals patrol armies get big enough, they will instead be used by the vassal to attack your enemies. Vassals will spawn randomly, but right now they will spawn in the same specific random place on every map type for testing purposes. Vassal produces units faster than in the final version for testing purposes. Edit: 02/05/2026 Added a new version with random and much better spawning of vassals around random maps. Edit: 02/05/2026 Last edit for today, improved vassal spawning so the game will try to spawn at least one per player. Also the game will try to make sure there is pathing to at least one other player before placing a vassal in an area. Edit: 09/05/2026 - Added several types of vassals that produce their own units. - Vassals now build structures, houses provide 1 pop to their owners, the vassal will produce a barracks in order to produce their own military units. - Improved villager ai, they should no longer sometimes move back and forth and will try to get a range of resources nearby. - Villagers can now hunt nearby animals. Edit: 10/05/2026 -Vassals now produce units much slower. -Fixed a bug where vassals would stop trying to build structures if they could not find a place to place a structure on their first try. Edit: 11/05/2026 -Impoved vassal spawning to make sure they now always spawn. Vassals Mod.7z
    11 points
  2. So, I've uploaded release 28 to mod.io: https://mod.io/g/0ad/m/theban-greeks#discussion Just waiting for approval! Luckily it's a very small mod (under 2mb). Here's the pyromod if you'd like to test it before it goes live on mod.io theban-greeks.pyromod Any suggestions on how to improve the mod? Keep in mind, it's a simple civ mod which adds to the base game and isn't intended to change the gameplay of the rest of the civs or change the meta (such as in Delenda Est).
    8 points
  3. That "group" you're talking about is the group of people who actually work on the game in some shape or form. These discussions gave you Spartans and Kushites. Those who work on the issues you listed largely do not work on things like this. Everyone has their own skills and interests. My interest lies in presenting the game in an interesting and historically authentic way. My skillset supports those interests. I assure you, the ones who can address most of those issues have "wasted" no time on this. And a "personal hobby" it is, for everyone here. You seem to be gravely mistaken about the nature of this project, and your tone and lofty criticisms indicate a person with deep entitlement for others' time and efforts.
    8 points
  4. I’m bringing more news about the World Rising project! All natural resources have now been created and fully implemented into the game! In addition, the first map has been completed and finalized! Check out some images of the new natural resources that will be part of the game world! The next step will be bringing the new animals to life through animations, as well as creating the second Japan-themed map — there will be 3 Japanese-themed maps in total. The project keeps moving forward step by step, always focused on quality, immersion, visual authenticity, and optimization. More updates coming soon!
    6 points
  5. Problem: The replay folder format YYYY-MM-DD_NNNN uses a per-machine sequence counter. The same multiplayer game has a different folder name on every participant's machine and different games having the same name. This makes it harder for cross-player merging of replay data (rating aggregation, replay sharing, debug traceability) without parsing every commands.txt to extract the matchID. Proposal: Change the new replay folder format to YYYY-MM-DD_<matchID>, using the existing matchID already written into commands.txt. Date prefix preserved for chronological sort; existing replays unchanged. matchID already exists, is generated by the engine for every game (multiplayer and singleplayer), and is identical across all participants of a given match. Use cases: Replay-sharing site https://replay-pallas.wildfiregames.ovh: matches uploaded by different players collapse to the same identifier instead of being renamed. Mods (e.g. local ratings): users can merge rating data from co-players without name-collision workarounds. Bug reports: devs can ask for a specific replay by ID and the user finds it directly in their folder list. Edit: The date should also be unified in UTC-0 or such.
    6 points
  6. You can be glad you don't see the amount of spam they're trying to post.
    6 points
  7. Welcome to the official topic for Classical Warfare AEA - A more in-depth version of 0 A.D., with an emphasis on historical accuracy. New units and technologies, but a similar approach to the game. (In simple words, we think it makes the game better.) Our original post was deleted when the account was accidently flagged for spamming Anyway, welcome and we hope you enjoy the mod. IF you have any suggestions or are fascinated with this part of history and want to contribute don't be shy! We are hoping to keep it going as long as there is interest from the community, after all it's the community that makes this game and this project so much fun! Big thanks for all the people along the way that have helped keep this project going. Starting with of course the one and only @TheCJ but also @Genava55 @Atrik (but he seems to mostly be retired now) @Tyrannosaurus @Thalatta @Seleucids (another retired OP soul) @Outis @Stan` and I'm sure many more that I am forgetting. Emacz2/classical-warefare-aea our git hub incase you want to download or check out some of the differences! you can visit our webiste here! Thanks @Asher for setting it up
    5 points
  8. Addition of civilization specified head's by following the current schema. Currently missing only iberian's By the meantime since im updating actor's i took the opportunity of adding the combat variant to each melee infantry to add more immersion to the battle's. Now the actor's will play ready variant animations while approaching an enemy if selected to attack directly or using the attack-move order. I would like to add in the UnitAI component the combat state if the entity has selected the Aggresive stance so it will make a visual difference. Head was generated using blender provided human free assets. Here some screenshots: Hellenic: Achae: Han: Maur: Celt: Kush: Cart/Ptol: Combat variant Showcase:
    5 points
  9. Three small, advanced examples: Anuradhapura - We need more research into unique units and technologies; Cyrene - We need more research into unique units and technologies; Urewe Culture - We need more research technologies;
    5 points
  10. Definitely not, I think that was the print definition, I'll change the image.
    5 points
  11. LocalRatings Team Balancer A mod that extends LocalRatings by Mentula with two new buttons on the game-setup screen. One balances teams automatically by rating, the other evaluates the current setup and adds two outcome-based rating systems, Glicko-2 and OpenSkill, alongside the original LocalRatings score. Why outcome-based ratings? The LocalRatings ranking list already shows the problem: even with plenty of replay data, some known-strong players end up rated poorly and some known-weak ones look stronger than they are. Raw in-game statistics don't track skill cleanly. In a 4v4, if three players focus-harass one strong opponent, that player's stats look weak, though they're being targeted because they're strong. A useful comparison: modern chess engines evaluate positions with neural networks far beyond human understanding, yet FIDE still uses Elo, chess.com uses Glicko-1, and lichess uses Glicko-2. Even with perfect game analysis available, the established outcome-based systems remain the standard for tracking player skill over time. Win/loss results across many games carry a signal that in-game metrics miss. 0 A.D. has no chess-engine equivalent, so the case for outcome-based rating is even stronger here. Rating systems Three systems are available, selectable in the LocalRatings settings: Local Ratings (original) - rates players by in-game statistics relative to others in the same match. Works for all game types but inherits the limitations above. Glicko-2 - tracks each player with a rating, a rating deviation (confidence), and a volatility. New players start at 1500 ± 350. The conservative rating used for balancing is rating − 2·deviation, so a fresh player is treated as significantly weaker than someone who has won even one game. OpenSkill - an open-source Bayesian system based on the Bradley-Terry full model. Each player has a mean skill mu and an uncertainty sigma. New players start at mu 1500, sigma 500. The conservative rating is mu - 3·sigma. Glicko-2 and OpenSkill only count locked-teams games with exactly two teams; free-for-all and unlocked-team games are excluded. All other LocalRatings filters (minimum duration, population cap, cheat games, etc.) still apply and can be configured in the LocalRatings settings. Win/loss counts are tracked separately and shown alongside ratings. Balance button When the host presses balance, the mod reads all currently assigned players, looks up their ratings, and finds the partition into two teams that minimizes the difference in conservative rating sums. It then reorders the player slots. The result is posted in chat with rating sums, the rating difference, and a predicted win probability. Note the win probability it calculated with the raw rating and the pairing done with the conservative rating. Non-host players with the mod see a suggest button instead. Pressing it posts the same proposal to chat without changing any settings, so the host can decide whether to apply it. Both buttons have spam protection: pressing them again with the same player constellation does nothing. Slot shuffles or team swaps don't count as a new constellation. Evaluate button Reports on the current team assignment without changing anything: rating sum and conservative sum per team, the rating difference, which team is stronger, predicted win probability, and a full player ranking by rating with win/loss counts. Observers in the lobby appear in the ranking as well. End-of-game rating updates When a game finishes, the rating database updates on every mod user's machine. To avoid multiple mod users posting the same numbers to chat, only one client announces the changes; the others update silently. There's a known chat-line spacing bug that pushes this announcement far below the regular chat area. It can be fixed with this patch Including older replays The engine only exposes replays from the currently installed version, so by default ratings are built from 0.28.0 replays only. To include 0.27.1 replays, copy them into the 0.28.0 folder. They count toward all three rating systems. Linux: copy or move everything from ~/.local/share/0ad/replays/0.27.1/ into ~/.local/share/0ad/replays/0.28.0/ Windows: copy everything from %APPDATA%\0ad\replays\0.27.1\ into %APPDATA%\0ad\replays\0.28.0\ macOS: copy everything from ~/Library/Application Support/0ad/replays/0.27.1/ into ~/Library/Application Support/0ad/replays/0.28.0/ After copying, open the LocalRatings page and press Rebuild list to re-process all replays in date order. This step is needed even when rebuild isn't normally required, because the imported replays are older than your existing ones and the ratings have to be recalculated from the beginning. The imported replays won't be playable as visual replays in 0.28.0, but their metadata is read correctly for rating purposes. Limitations Team rating is inherently harder than 1v1. Individual contribution isn't fully separable from team performance, and the rating systems see each game as a single team win or loss. This is a fundamental constraint of every team rating system, not something specific to this mod. Cold-start: ratings come from the host's local replays only. Since the database is built from whatever the host has played or observed, players who appear in the lobby with no recorded games start unrated, and their conservative rating sits well below average until they accumulate results. A genuinely strong player with only a few recorded losses will likewise look weaker than they are. The automatic team pairing works as a correcting instance: A strong player with low rating will be paired with players with a high rating, resulting in a very strong team and a high likely win. This strong player will then accumulate wins. These unbalanced games might be frustrating. Three things you can do meanwhile: Accept the balance and play. The fastest fix is more games with the automatic pairing. Adjust manually. Use /rate username 1600 to set a player's rating before the match starts. Useful when a rating is obviously off. Seed the database. Download games with known outcomes from replay-pallas and drop them in your replays folder, then rebuild. Pick a balanced selection - similar wins and losses for each player - so you don't accidentally bias the rating in either direction. A player can help to fix their rating by uploading a few decisive games to replay-palas for the hosts to download. Non-decisive games. Most 0 A.D. team games don't end with the entire losing side eliminated, and Glicko-2 / OpenSkill can only update on games where a winner can be determined. The LocalRatings Team Balancer ships with an Auto-Classifier that infers a winner from in-game data (surviving populations, final scores and defeated-count difference) for games that ended without a clean engine verdict. The quality of your ratings therefore depends partly on how well the Auto-Classifier performs on your replay set. Per-game rating changes under your current settings are visible in the replay section. Locked teams. The most sensible option usually would be only evaluate games with locked teams. The problem is when one switches the map e.g. from mainland to balanced-mainland the settings defaults to unlocked teams. In most cases this is harmless as the players just don't change their diplomacy states. Therefore the option Rate unlocked-team games exists. LocalRatings_Team_Balancer.zip
    4 points
  12. I have vibe-coded 3 mods that I have tested locally and that other players may find useful: Game Templates: Allows saving multiplayer game settings so it is easier to switch game types without missing a setting. https://github.com/jonnymccullagh/gametemplates Resignation Tribute: Allows you to send resources to allies when you resign. https://github.com/jonnymccullagh/resignation-tribute Quick Lobby: Adds a button to the main menu to get you to the lobby that little bit faster. https://github.com/jonnymccullagh/quicklobby I am also playing around with a player notes mod but I am still testing it.
    4 points
  13. Experiment. Character Sheet. Some of the text is a bit wonky. I might try to have it rendered again, but without the text so I can add it myself.
    4 points
  14. https://www.moddb.com/mods/derphammer
    4 points
  15. It’s pretty obvious the guy who designed them was a 300 fanatic, drank way too much coffee mixed with Red Bull and, while screaming “this is Sparta”, made these unit stats in a complete frenzy.
    4 points
  16. Added a new version to the main post; - Added several types of vassals that produce their own units. - Vassals now build structures, houses provide 1 pop to their owners, the vassal will produce a barracks in order to produce their own military units. - Improved villager ai, they should no longer sometimes move back and forth and will try to get a range of resources nearby. - Villagers can now hunt nearby animals. Right now there is no ai until you capture it, but i plan on making a basic defensive army patrol around the settlement before it is captured by anyone. Dont worry, it will be fairly easy to capture vassals I would also like to add a new civ that specializes in vassals and autonomous units.
    4 points
  17. Guys, I’m here to bring more updates about my mod World Rising! I’ve been working on this project for about a year now, and during all this time I’ve been heavily focused on improving the game’s performance, optimizing objects and making everything lighter and more efficient. With every new thing I learn, I go back and rework parts of the project to further improve the overall gameplay experience. My goal for this year is to fully complete the Jomon, Yayoi, and Kofun cultures, including their fauna and flora. I also plan to create at least 3 random maps inspired by Japan, and the first one is already about 90% finished. I’ve created many new trees, grasses, plants, bushes, rocks, resources, and several other environmental elements, making the world feel much more alive, immersive, and visually appealing. The Jomon culture is now basically complete, featuring all of its units, structures, and technologies. The only thing I’m still finishing is the building damage system, where structures visually break apart and get destroyed progressively while under attack. I’ll bring more updates soon. For now, enjoy these images from the game’s first era!
    4 points
  18. Right now the vassals produce units too fast for testing purposes, it's good they were able to do that though even if they are too powerful right now, it shows their basic combat AI is working. As for them having their own economy and Territory, that's interesting concepts that I will play round with, maybe have them send tribute in the form of a caravan to your town centre? I think the next step at the moment is having the vassals spawn as different civs with different bonuses, one could build more villagers, one could build siege equipment and so on. Having them spawn as mini unique civs as lopess said would be a very cool idea, and opens up more strategies down the line, it's definitely something I'll look into once I get a basis up for having different civs as vassals.
    4 points
  19. There are several ways to make Hamippoi work. I opted to make them all 1 actor and unit. Other ways could be: Cavalry can train cheap melee footmen called "Hamippos." Either as a default feature or unlocked with a tech. A tech called "Hamippoi" which boosts cavalry. A "Hamippos" infantry unit with a strong aura benefiting cavalry. Mix and match any of the above. I went with the one unit option for this release. Next release I could try something else.
    4 points
  20. I had issue fixing one problem to end with another, after replacing the monitor i bought an UPS to keep it safe but had an electromagnetic interference because of a cheap HDMI cable that comes with the monitor but i replaced the whole graphic drivers thinking it was GPU issue's so basically blender 4.0 died for new AMD drivers. Note for self: Normal bake output compositing nodes (Don't touch again): Mossy wall tower decal:
    4 points
  21. Hey Delenda Est team! First of all, thank you so much for this incredible mod. The gameplay mechanics, the tech tree, and the depth you’ve added to 0 A.D. make it an absolute blast to play and tinker with. I wanted to share a fun creative project I’ve been messing around with locally. I noticed there isn't much representation for ancient Southeast Asian maritime empires in the community, so I’ve been trying to put together an Empire of Srivijaya identity using Delenda Est as my baseline framework. Since I don't have the 3D modeling skills to build an entire civilization from scratch, I’ve been kitbashing and re-skinning existing assets from your mod to make a "proxy" faction. I am using the Mauryas as the mechanical backbone because Srivijaya itself was heavily inspired by india and its units are pretty much close in terms of appearance to those of the Srivijayan/Malayan (such as the infantry and elephants!). To dress the soldiers, I've had to get pretty creative with the props. I actually found that a few of your specific Hellenic helmets look surprisingly similar to ancient Southeast Asian bronze and brass helmets! By pairing those with the Mauryan armors, I've managed to piece together a really cool, convincing visual style for the frontline troops. Furthermore, I found the Xiongnu shields perfect for the regular infantries! (my main goal of reskinning the units is to differentiate them from looking too indianized, and more southeast asian!) In matters of the buildings however, I still have no idea on how to model 3d buildings with Melayu architectures or to implement it in the files, but I wish to learn more. But I did manage to change its names to Old Malay (as well as the units too!). Just to be completely clear: This is strictly a 100% private hobby project for personal use and to play LAN games with a few friends. I have absolutely no plans to publish this publicly, upload it to mod.io, or distribute it online anywhere. I just wanted to drop a message to say thank you for creating such an awesome, flexible modding framework that allows a history nerd like me to play around and bring a personal favorite empire to life on my own computer. Keep up the amazing work! I'll just drop some screenshots of the Melayu Swordsmen and Spearmen (Sorry if its real bad!) Short information on the Empire of Srivijaya: Flourishing from the 7th to the 13th century, the Srivijaya Empire was a powerful, Sumatra-based maritime kingdom that dominated Southeast Asian trade by controlling vital waterways like the Strait of Malacca. Operating as a flexible network of local rulers loyal to a central maharaja, the empire built a thriving commercial economy trading spices, gold, and timber with global powers like China and India. Beyond its economic might, Srivijaya served as a major international hub for Mahayana Buddhism, fostering deep cultural and religious ties across the region, including connections to Java’s Sailendra dynasty. Following a devastating invasion by the southern Indian Chola dynasty in 1025, the empire's political and economic grip steadily weakened, leading to its eventual decline and replacement by the Javanese Majapahit Empire by the 14th century.
    3 points
  22. tunic_short: tunic_long: player color:
    3 points
  23. A quick gameplay video showing some buildings being destroyed, suffering impact, and accompanied by sound effects. videogameplay.mp4
    3 points
  24. By the way, I had an idea for a unique bonus for you: Silphium Monopoly. Cyrene was the only region in the world to produce silphium, a medicinal plant that sold for a price equal to gold until it became extinct. This could generate a permanent income.
    3 points
  25. This is a freaking awesome video and got me thinking about how pathfinding could simulate crowd and individual behavior.
    3 points
  26. Hello, my name is Senaron and I played the original Total war mod and spoke with Undying a good few times on total war center, even helping with balance fixes for some of the factions (like Ikana and the Deku Kingdom) late in it's life. I was curious about this mod and the game it runs on in general and would also like to cheer on your efforts to keep it alive!
    3 points
  27. Ambiorix. Lucterios. Bituitos. Divico.
    3 points
  28. @Thalatta I think polls can certainly help foster discussion around certain proposals, but at the same time, 0 A.D. doesn’t really work as a democracy where changes are decided by majority opinion. It’s also very hard to get participation that is truly representative enough to justify implementing something simply because “most people voted for it”. Your intention to improve aspects of the game is genuinely valuable, and I think that kind of feedback will always be appreciated. That said, personally, I don’t think posting 20 suggestions at once is the most effective strategy if the goal is to eventually see some of them materialize as actual PRs in the repository. I think there’s also an important aspect of the development dynamics that’s easy to underestimate from the outside. All official developers and contributors are working on the game in their free time. There’s an enormous amount of work to do, many competing priorities, and far more ideas than available hands. I can’t really speak on behalf of the official developers since I’m still a relatively recent contributor myself, but in my own experience, the most effective path is usually either: working directly on a PR yourself, or getting the attention of another contributor/developer who becomes interested enough in the proposal to implement it. Always keep in mind that submitting a PR does not guarantee that it will be merged. For what it’s worth, I do think some of your suggestions are interesting, and I’d personally love to spend time on some of them eventually. For example, the last one you mentioned about being able to deselect specific units from the current selection sounds genuinely useful to me. And above all, don’t get frustrated. Some ideas will work out, become PRs, and eventually get merged and others won’t. That’s just part of how open-source development tends to work (at least here). What really matters is maintaining a constructive attitude and trying to filter, among all the things one would personally love to improve in this beautiful game, which ones are realistic and feasible enough to actually move forward and become reality.
    3 points
  29. I delete a hundred spam posts per month probably.
    3 points
  30. Cartimandua would make an excellent non-combat hero, and unique. As Queen of the Brigantes, she was allied to Rome. Her bonuses could actually be tied to being allied to non-Celtic factions. If possible, say, something like being able to recruit a foreign unit/units, depending on the ally/allies (maybe she can have a unique structure that does it? No clue), representing things like when Rome sent a cohort to defend her from her former husband, or just some kind of broader generic bonus, but something the Britons otherwise wouldn't have access to on their own.
    3 points
  31. We could probably update it for R28
    3 points
  32. What do you think of this: if I capture someone else's vassal settlement, the units it spawned when it was their's, become mine
    3 points
  33. Well, Spartans don't have good cavalry. That is one of their main weaknesses, the other being poor siege. Every civilization/faction has its strengths and weaknesses. The fact is, you don't choose a playstyle and go with any faction. You choose a faction because you like its playstyle, units and its quirks.
    3 points
  34. 3 points
  35. connect your territory to ally and delete your cc !
    3 points
  36. Dumping the latest update because i don't have time or motivation to work further on the mod currently and don't want it to go to waste before next game update. • update to A28 • Germans got the grapejuice balance overhaul • Fixed missing and wrong templates • Some animations were missing, fixed • Obstruction walls were selectable, they shouldn't be • Exclude slingers from the brazier buff • Rewrote the ammo system, should expect performance increase and less bugs • Rewrote the energy system, should expect performance increase and less bugs • rams don't get extra energy from garrisons anymore, they have their own standalone pool. Each garrisoned soldier adds to attack speed, damage and walkspeed as described in the "battering rams" aura tooltip. • new icons for: re-arm aura, brazier flaming projectiles aura • Units swap weapons much smoother now when out of ammo. Before, units would do the whole ranged attack animation until actually shooting to realise it's out of ammo, now they swap instantly after being out of ammo • civic center shoots no arrows by default, only when garrisoned, to motivate players to build actual defense structures like towers and fortresses • new tech at forge, upgrade stone towers and fortresses to shoot flaming arrows that apply burning • added 3x damage bonus to spearman cavalry against cavalry • Big promotion rework. Units get stronger buffs from promotion. Heroes and champions gain increased buffs from rankups. Some units can get to 10 ranks (just heroes for now), each rank gives a buff to certain stats like attack speed, melee attack damage, health increase, and more. Siege (including rams and siege towers) can also gain ranks now. In theory any "unit" can gain ranks now, including wildlife like crocodiles. After max rank a unit can still gain experience, and they will heal some health when the bar is full (and maybe different bonus in the future). • Improved tooltip for the rank icon (middle selection panel). Now reflects in realtime what current rank bonuses are. • Javelineers gain +1 max ammo per rank. Meaning Champions Rank Units will have 6 max ammo (was 3) and max rank Hero Javelineers 12 (e.g. Iber Hero Viriato). This is to give a little more motivation to create Javelineers as the complaint was they didnt have much ammo to roam with. • Iber Hero Variato has become a javelineer (again? pretty sure he already was at some point), and throws burning javs. He has 12 ammo at max rank. @Stan`@Itms can you sign the mod on mod.io when you have the time? Thanks. grapejuice_R13_A28.zipgrapejuice_R13_A28.pyromod
    3 points
  37. Ok, then the present Specific Name is not following the game's guidelines, which are based on ALA-LC Romanization, and Ναὸς Ἀθηνᾶς Νίκης should be then transliterated as Naos Athēnas Nikēs.
    3 points
  38. I tryed to make it a random map. This time I used Mercator projection with some adaptation. This is the result. I will upload soon on earth-maps 0.28.3. world.json world.js
    3 points
  39. New updates with help in finalizing art in Blender by @Alisson Fabrini . The mod is becoming increasingly complete and closer to an alpha version. Please note, if you see any civilization present in it but feel something is wrong, contact me and we can research improvements together! Thank you very much @Eilat! The Vietnamese are much better off now with your help.
    3 points
  40. The current vanilla way (one word preferred): Achaemenids Sasanians Mauryas Guptas Han Other possibilities: Achaemenid Persians Sasanian Persians Maurya Indians Gupta Indians Han Chinese Persians (Achaemenids) Persians (Sasanians) Indians (Mauryas) Indians (Guptas) Chinese (Han) Cimbrian Germans Germans (Cimbri)
    3 points
  41. Changing the name is a great idea; honestly, I would prefer something like "Achaemenids (Persia)" as an educational approach.However, this should be extended to other civilians who are currently appointed by dynasties. My personal opinion is that everything depends on the approach being taken and following it.For example, I see that the vanilla version of 0AD follows a more focused approach to Civs, more specific periods, and with dynasties and historical facts boxed into that period.
    3 points
  42. Joan Francesc Oliveras Pallerols https://www.artstation.com/artwork/lGJ46o
    3 points
  43. Lopess has many small civilizations in the Endovelico mod. Could two people somehow combine them? I find many civilizations in the original game too powerful to be vassals. Also, I think vassals should have territory, perhaps the same color as the empire but with a certain separation. They should also build houses and structures, and have a small economy. I've seen many vassal attacks that are simply overwhelming, not reflecting their true potential. I've observed vassal forces often finish off opponents in battles, not the empire. Besides that, a resource tribute mechanism would be very interesting. You could set a certain percentage and a tribute schedule, and vassals would periodically pay tribute to the empire that controls them. Those are my ideas. What do you think?
    3 points
  44. yes, I think that's the one I have some of these functionalities are really useful for a fast and clean uv-mapping
    3 points
  45. The next thing I will probably work on will be placement, making vassals spawn within random places around the map based on the number of players. I can fix the resource thing after they are placed by placing some extra resources around them if they don't already exist. It's going to be harder to detect where important strategic areas are in each map though. One thing I really want to do, Is make sure the base AI in the game can also use them so they are compatible for single player. I'm not sure if the enemy AI will capture neutral/enemy buildings on their own, if so, then they are already compatible, however if they do not, the other option I'm thinking of is having the vassal town centres switch sides to their attackers at low life instead of being destroyed. Edit: AI do seem to convert vassals and use them!
    3 points
  46. said the Macedonian officer after Gaugamela
    3 points
  47. 3 points
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