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Showing content with the highest reputation on 2014-08-16 in all areas

  1. I recreated some well-known figures from the Lord of the Rings series by using only actor files to recombine existing models and textures. Just thought I'd post for fun. Here's some screenshots:
    2 points
  2. Here's the guideline I went off of (though the final stats of what I committed may be a bit "off"). These stats assume that charging will be implemented. Highlights: Skirmish Cav (Javelin Cavalry) are countered quite well by Javelin Infantry (almost every civ has these) and Sword Cavalry (the one civ that doesn't have JavInf has SwordCav). If you've done "2 quick tests" and JavCav seem overpowered, it's because your opponent is unaware of the counter.Both types of Melee Cav are now better counters against ranged units.Spearmen and Pikemen are differentiated by their armor, speed, severity of their CavBonus and attack damage. Spearmen have a heavier base attack and charge, but less armor and smaller bonus against Cav in comparison to Pikemen. Because of their low attack and high bonus vs. Cavalry, Pikemen at first seem like a one-trick pony cav-counter, but because of their high armor functionally they also act as a good meatshield unit. Melee Cavalry are differentiated by their base attack and charge bonuses. SwordCav = higher base attack, but smaller charge bonus. SpearCav are the opposite.Like Melee Cavalry, Spear Infantry and Sword Infantry are differentiated by flip flopping their base attack and charge bonuses.If you don't have a meat shield for your ranged units, you're gonna have a bad time.I didn't do much in regards to Fortress, Civic Center, Defense Tower, Siege Weapon balancing.You can mix and match your balancing ideas with this or discard it altogether. However, I think the counters I have set up make a lot of sense, definitely more sense than the old counters and I didn't do weird things like give Slingers crush attack. In my commit I also fixed some special techs not working (Nisean War Horses, Hellenistic Metropolis, et al.) that no one has seemed to bother fixing.Things could be balanced further by removing ranged cav from Phase 1 and giving every civ a Phase 1 melee cav instead. Or look at ways and unit combos in Phase 1 that keep a simple rock/paper/scissors dynamic (that does not mean give every civ the same starting units, but look at different combos that can work; some civs have historical considerations too, they are important). Sorry about the "surprise" commit, but there needs to be discussion about multiple ways to balance, not just one "balance branch" with 3 or 4 guys playing it intermittently. Also, this game is still in alpha. There are good gameplay items still not implemented. Balancing will become even more fun and challenging for you (and rewarding) once everything that affects combat is in (charging, formations).
    2 points
  3. I noticed there were no willows in the game so here are three variations. Credits : - Enrique for the lights - Wikicommons for the leaves (http://commons.wikimedia.org/wiki/File:Bloedel_Reserve_Willow_Tree.jpg) - The game for the trunk.
    2 points
  4. You seems to forget about the other heroes and champion unit, for champion unit you may use Qi Men Guards and later Yu Ling Guards, plus they could be the champion cavalry units for Han army.
    2 points
  5. For this to work in a generic way, we need to resolve inventory weapons when fighting, tools when gathering. Each weapon/tool would have a simulation template that defines its stats (of course techs can modify those stats). We experiment with that in the Bronze Age mod that has gone completely experimental and will be used as base for the 0AD Extended project. For a start we will use garrisoning for the inventory, that means we check the GarrisonHolder component for garrisoned items. Those items' boni have to be considered by the attack / defence components. For example attack then has to be calculated from base_attack (e.g. fists or hooves) + weapon attack value (e.g. sword damage) + armor value (e.g. shield protection). This also allows to have weight influence your units' UnitMotion speed. All that may later be put in a InventoryHolder component which is a specilization of GarrisonHolder (just like TurretHolder). Having those garrisoned weapons in other entities using the visible garrisoning by Sander is not possible yet if the weapons don't have to move with bones (i.e. the animations). Though there might be a way to synchronize prop-point position with a weapon/tool entity but static garrison points are enough for now (and still allows you to attach lances at the sides of your chariot or horse).
    2 points
  6. Idea pitched by Argantonius a while back to make the Iberian wonder the Tartessian sanctuary of Cancho Roano. Looking at the current temple I see that some inspiration had already been taken from it. anyway, there's not a lot of opportunity for detail on those outer walls in particular but I did what I could.
    1 point
  7. My friends, I found the following collection, published in 1894 and now available digitized online: http://digitalgallery.nypl.org/nypldigital/dgkeysearchresult.cfm?s=3&sType=Rel&r=14f14570&rCol=The%2520Picture%2520Collection%2520of%2520the%2520New%2520York%2520P...&rDiv=Picture%2520Collection&rOper=2 It contains a plethora of drawings of people of various eras and cultures, detailing what they wore; there are also many drawings of objects used by various peoples. Although many of the drawings fall out of 0 A.D.'s period, many others do not, such as this one, which details the evolution of clothing wore by Italians from 1 to 700 AD: http://digitalgallery.nypl.org/nypldigital/dgkeysearchdetail.cfm?trg=1&strucID=717596&imageID=810222&total=186&num=0&r=14f14570&word=&rOper=2&stype=Rel&rSource=&rDiv=Picture%20Collection&rCol=The%2520Picture%2520Collection%2520of%2520the%2520New%2520York%2520P...&s=3&notword=&d=&c=&f=&k=1&imgs=20&pos=13&e=w I also suggest taking a look at this other (smaller) selection, which includes some drawings of Gauls: http://digitalgallery.nypl.org/nypldigital/dgkeysearchresult.cfm?parent_id=585384 Hopefully this can be of use as a reference for developing graphics for the game
    1 point
  8. Here is the current state of things : - Storehouse : Rada. (He will finish it and bring a wonderful tool) - GVT Center : I planned to do it, and since I'm the only artist here I'll probably have to. What it should do : "Structures": [ { "Name": "Zhi Hui Zhong Xin", "Class": "", "Emblem": "", "History": "'Government Center' As a genuinely sophisticated educational society, China revered government very highly. This structure will provide tech upgrades for economic factors, specifically trade.", "Requirements": "", "Phase": "", "Special": "" } ],- Heroes. I'll need to make them. - Wonder, I'll maybe use the image you posted, but this has the lowest priority. - Techs, Niektb is asking some experts about casted iron as a special tech. There are the ones from the gvt center above and those : "CivBonuses": [ { "Name": "Defensive Walls", "History": "The Chinese may have been best known for their immeasurably fortified defenses that kept enemy forces at bay long enough to obliterate them.", "Description": "All walls and outposts are significantly cheaper and available earlier." }, { "Name": "Naval Prowess", "History": "The Han Chinese developed some of the most underrated and innovative naval tactics of the era, including unmanned Fire Ships set adrift to destroy warring nations' sea vessels and shoreline structures.", "Description": "A diverse navy will grant the Chinese a generously favorable position at sea." } ], "TeamBonuses": [ { "Name": "Taoism", "History": "The Three Jewels of Taoism: compassion, moderation and humility. These pinnacles will dictate the nature of relations between allies of the Chinese.", "Description": "Trade for all allies is 30% cheaper." } ],After all of this faction will be complete. Really optionnal replace palisades by bamboo walls, though that doesn't seem accurate to me at all.
    1 point
  9. I think he meant on how to convert from playing AoK to 0AD, not unit conversion.
    1 point
  10. There isn't a need per se for battalions or formations in order to form a meat shield (though battalions and formations are cool and add depth if done right). Games like Age of Mythology use the meat shield tactic just fine without them. The changes aren't "radical" because they are based on how soldiers in those times were logically used and how a player would expect them to be used, which was a problem with the old counter setup. The previous countering setup was designed way back in Summer 2003 and wasn't essentially updated until now (see: Game's Design Document, which is woefully out of date) and used some logic that was counterintuitive to most players accustomed to these types of games.
    1 point
  11. [edit] As for using melee infantry to protect ranged units, I think that would work much better if we implemented some form of battalions, otherwise it might be too much effort to manage effectively. Generally I don't see anything that radical in those changes. I thought that was how it was already supposed to work based on previous discussions (unless I'm missing something)?
    1 point
  12. We discontinued the "Official" Last Alliance game/mod because we felt it wouldn't be wise for us to make one as an organization. There are LOTR mods all over the internet. I don't think it would be too big of an issue for a community mod. It could cause issues if it got too large and attracted a lot of attention, but I don't think that is likely. Worst case scenario, is to change all the iconic figures and structures to not look exactly like the movies and give everything generic names. Even that would be fun to play though and individual map makers could always add the names back in.
    1 point
  13. We should not discuss svn here, this thread is about scythe branch
    1 point
  14. lol Stan. I made the same mistake some time ago. I think I might have the files in case you want them for the RotE mod:
    1 point
  15. If the mod contained those folders, wouldn't it mess things up for those who already had them? Even if the game would read multiple maps folders, it would be messy.
    1 point
  16. Worth trying? Its commited to svn, so its in the game right now. "Suprise" is Mythos' commit message. Indeed, a big suprise. After weeks of testing here in the balance branch, he (didn't he kinda leave the team?!) jumps in and changes the game "..after lengthy discussion with Enrique" and "suprises" the other devs with a complete rebalance. Sorry, but: LOL. Is this the way of constructive game design? If I were scythe I would be a little more than "suprised".
    1 point
  17. I wasn't planning on making them all, but just a few. Feel free to post units though. I'd never complain about that.
    1 point
  18. Yeah, minimum distance should be increased a little. A cata nearly cannot be taken down if positioned between 2 garrisoned fortresses. Also the effective -but boring- fortress_forward _tactic would be a little nerfed then ..
    1 point
  19. Further distance between forts. I think would be better.
    1 point
  20. Yeah, those ones, thanks! I was especially looking for the AOM ones though. If such a thing is to be implemented in 0 AD, I can provide my wip list.
    1 point
  21. I have no idea of any strategies etc as I have only just started playing. Here is a quick 1v1 skirmish with a friend! Tips would be appreciated
    1 point
  22. ok thanks for the feedback. great to know that the performance has improved For playing, svn is definitely much better, and the more testers we have on svn, the better
    1 point
  23. Makes sense, there is no difference for ships and land unit are on he safe side. Might reduce area for docks and landing, but that needs more than one tile anyway.
    1 point
  24. Based on the awesome concept of Ayakashi. This was ultra fun to make Bixie statues closeup: From Ayakashi's concept:
    1 point
  25. Salute. It's good to know that everything works. Thanks, Enrique. Micket. Already started to work on another animal but when I complete it I'll take a look at Rhino. I'll try to upload what I made as soon as possible.
    1 point
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