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Showing content with the highest reputation on 2013-08-19 in all areas

  1. Hi, This is just a quick test version, probably has bugs and is hugely imbalanced (convert your enemy's civ center in 2sec) ... BUT it does have converting healers, which is enormous amounts of fun! Here is the mediafire link Changelog: -Converting Healers -Wololo cheat fix (able to choose target player) -Skeleton props -Superunit (cheat) -Some egypt civ fixes (compatibility with 0ad svn build) We've got some questions to ask you: -How do you think converting should be? Well, I'm off to play some 0ad :-) Here is the link again: Alpha 0.1.1 test Download
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  2. Well the issue still appears on Acropolis 1 map when enabling Shadow Filtering.
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  3. on the Trac ticket about converrsion and capturing, I also included a patch for timer based conversion. But it's no good yet. Btw, you really want to work with Trac, as forum posts get lost in the stream. And Trac is clever enough to show all changes on top of the current code, so we see immediately what you do.
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  4. here's some slightly organized ideas Apollo: god of prophecy (would benefit the healing abilities of priests; alternatively, he could be replaced by Asclepius, a deity more dedicated to healing) Ares: god of war (would benefit the abilities of soldiers) Artemis: goddess of the hunt (would benefit hunting abilities, and perhaps archers as well) Asclepius: god of healing (would benefit the healing abilities of priests) Athena: goddess of wisdom (would benefit the build and repair rates of structures) Cernunnos: horned god (would benefit druids in some way) Demeter: goddess of agriculture (would benefit farms) Dionysus: god of wine (no ideas as to exactly how he would benefit the player) Poseidon: god of the sea (would benefit either ships or horse cavalry) and here's some very much UNorganized ideas, mostly pertaining to the various Celts and to the Ptolemaics: Osiris Ra Set Bastet Ma’at Sobek Hathor Khepri Khnum Anubis Isis Ptah Horus Sekhmet Thoth Toutatis Brigantia Beira Macha Sulis Gobannus Mogons Nantosuelta Belenus Epona Lugh Manannan Maponos Nodens
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  5. I suggest 3 levels of technological research for each resource in the game, in this case 4 resources and three levels each, and there are stone and metal, but not food and wood, and food must be 3 or 2 per collection type, one for hunting, one for fishing, one for farming and one for collecting fruit bushes.
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  6. I'd forgotten how much fun it is to have priests converting units :-p (yep, just implemented it! The AI is not using it though :-( ) This is how I did it: I added a new attack type called convert that does no damage and changes the unit ownership (all in Attack.js), when a unit has the attack type 'convert' this unit will be able to use a convert attack on enemy units. I got no clue how to give the user a button to control this though ... EDIT: The enemy is not using it because healers are passive, aggressive units with the attack will be used by the AI without problem. EDIT2: If you want to test it or fiddle with it: http://www.mediafire.com/download/7tfb3d4bdg6fze4/bronze_(0.1.1_-_converting_healers).7z
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  7. One early "Lord of the Rings" game was like that the map weighted in at 4 by 6 Feet while a fullgame could last several hours Enjoy the Choice
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  8. i'd actually been thinking recently that a toggle button on temples could let the player worship a particular god, perhaps similar to the idea that Wonders have toggle abilities that will affect the territorial influence of the player, their allies, or their enemies. for example, the various Hellenes could choose to worship Athena for a while, which improves the rate at which buildings are constructed and repaired (though best known as the goddess of wisdom, she was also the goddess of architecture), and then after a while they switch over to worship Ares to give their soldiers a boost in combat. in the case of factions with a shared religion (like the Hellenes), it would probably be best to pick two or three gods which are given to all of them and then another which is more unique to their culture or embodies what they did historically. for example, only the Athenians would be able to worship Athena. i would also recommend this only in the sense of how that god can accurately apply to a game without any other mythological influences. for example, while Zeus immediately jumps to mind as a Greek god, i would actually suggest that he not be one of the Olympians that can be worshipped, because he embodies much more nature-oriented aspects than some of the others, as opposed to aspects of humanity like Athena does, for instance. in contrast, Poseidon would work well because, as both the god of the sea and the lord of horses, he has a wider applicable range to us mortals: he could improve the rate at which cavalry are trained and make it so that ships move faster, giving them safer passage across the sea i'll try to write up something about which gods could be applicable to all this; one of the benefits of working on a mythology RTS project as well is that i already have alot of ideas
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  9. Of course there should be I think Michael's point is that it would take a lot of time to implement that properly, but we might want to have something simpler in the mean time (If you want to tweak things for now you can use the cfg files )
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  10. I strongly dislike units that have the ability to convert an opponent's troops. Its a little too sketchy when attempting to compare the ability to real life. You can't really convert an actual person unless they are willing to be converted, or been engaged in a conflict where they could lose something or somebody important.
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