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  1. Disclaimer : It is important that existing balance changes are not only rated by reading, but by testing. Means: Install and play the balance branch and install and play SVN/A17. The aim of this thread is creating a place where all ideas are merged together so we don't forget any. Also this is the place to vote for those ideas. I'll update this thread as thing goes, and moderate it. What we need for now is the list of all players, so we have a numeric idea on how many people play the balance branch. Please comment below to give me your names. Also we are thinking of launching a tournament so that we can gather interesting feedback. I proposed something similar (but it was only for the devs here : http://www.wildfiregames.com/forum/index.php?showtopic=19034 and here : http://www.wildfiregames.com/forum/index.php?showtopic=18484). If you want to say something in this aim that doesn't fit in this thread, just ask me by PM and /or ask me to come on IRC. At the end I plan to have an excel file, becoming bigger with all the ideas then shorter when everything has been voted. Of course I realise that may mean 'A : I want cav to be OP' 'B: Cav should be less OP'. But that will work for other things such as increasing the strength of the ram when units are garisonned in. Or maybe make it a mobile garison like walls. Regards Stan. I don't have access to excel for now so here is the list. I'm basing the popularity of the idea of the proposition on the number of likes of the post -Units garrisoned in batterings ram, should give a bonus: mov speed, damage and atk speed. 1 -Bonus for units in walls. Deals better than unit without protection. (Already In) -Slavery at market by each percentage of units killed. 2 -Make Qarthage be able to train biremes (at least) at the commercial dock. That way it doesn't get bummed over in Island maps. 2 -Make formations more of a Select a bunch of units then "form up" (maybe for flavor one of them get's "promoted" and a bubble appears over his head every time you issue an order. Formations should also disable gathering - to make moving through heavily resourced areas less of a pain.2 -Make ships not take population - but instead make them mobile walls. When in range of a dock (Qarthage's military dock would have a greater range) they can train "marine"(Civilised) or "boarder"(Barbarian) units for the ships. Boarders would be better at melee, where marines would have a ranged attack and melee attack. -Make units like Hastatus Have slowly rechargeable one-time ranged attack when not in melee. Iberians would have it on all their melee units, and have two - instead of one javelin. -Make persian immortals be trained as a toggle. EG: Persian palaces give a slow toggle of resources, yes? make the toggle trade that for immortals instead. -A new special for iberians (that isn't dependant on map makers and isn't ALWAYS deleted immediately at the start of the game) -slavery at market by each percentage of units killed. AoE3 had a building that could train cannons as a trickle so that the only cost was time (it was slow enough to be fair). I don't see why we couldn't do that in our game for some unit. 3 Votes Authorized Members (To get in this list just play) (15 players in total) - AceWild - alpha123 - Altamura - angelogenius - auron2401 - djjunde - Infoman - Itms - Jagster3r21 - LordIgorIIIofKiev - santa - Sanguivorant - Shaken_Vesper - tau - Tux - z
    2 points
  2. Make ships not take population - but instead make them mobile walls. When in range of a dock (Qarthage's military dock would have a greater range) they can train "marine"(Civilised) or "boarder"(Barbarian) units for the ships. Boarders would be better at melee, where marines would have a ranged attack and melee attack. Make units like Hastatus Have slowly rechargeable one-time ranged attack when not in melee. Iberians would have it on all their melee units, and have two - instead of one javelin. Make persian immortals be trained as a toggle. EG: Persian palaces give a slow toggle of resources, yes? make the toggle trade that for immortals instead. A new special for iberians (that isn't dependant on map makers and isn't ALWAYS deleted immediately at the start of the game) Edit: Change Formations. Currently formations happen when you select 2 units (or more) and move them. I find this to be silly, and occasionally painful. EG i don't want to have a formation dribbling backwards and forwards when i'm trying to move them through a heavily forested area. (i've tried, i've died) Suggestion: Make formations more of a Select a bunch of units then "form up" (maybe for flavor one of them get's "promoted" and a bubble appears over his head every time you issue an order. Formations should also disable gathering - to make moving through heavily resourced areas less of a pain. Thoughts?
    2 points
  3. Bonus for units in walls. Deals better than unit without protection. ------- -slavery at market by each percentage of units killed.
    2 points
  4. This topic is started to discuss the civilization of the Norse and how it is going to be implemented in the game. Here will also be the final proposal. Description: The Norse of old were a north Germanic people who hailed from Scandinavia. During the early Middle Ages their regions expanded to Russia, England, Iceland and Greenland. They traveled to as far as Asia to the New World nearly 500 years before Columbus. Though feared for their fighting skills, they were also skilled traders and sailors. By the end of the Viking Age, which lasted from 793-1066 AD, their raids on the mainland faded, nonetheless they have left their mark on European culture and history. Gameplay: Norse don't have strong defences. Instead they (should) rely on keeping the initiative, expand fast and get hold of crucial resource spots (which is possible because they can build houses anywhere on the map). The house has a small ranged attack and can be built anywhere on the map, however they're a lot more expensive than normal houses. The citizen soldiers have a small speedbonus but are slow gatherers. Also the Norse lack cavalry. They have a couple of hybrid buildings (farmstead is merged with corral and Civic Center is merged with the fortress) and their navy is very versatile (see the line-up below for the bonuses they have) Unit Roster: Warrior (swordsman/axeman): http://wildfiregames.com/forum/index.php?showtopic=17918&page=4#entry280934 Spearman: http://wildfiregames.com/forum/index.php?showtopic=17918&p=281348 Hunter (Bowman): http://wildfiregames.com/forum/index.php?showtopic=17918&p=282347 Huskarl: http://wildfiregames.com/forum/index.php?showtopic=17918&p=282683 Berserker: http://wildfiregames.com/forum/index.php?showtopic=17918&p=282863 Navy: http://wildfiregames.com/forum/index.php?showtopic=18521&p=289163 Fishing ship. Knarr: Merchant, Mobile dropsite Karvi: combination but weaker warship / less trading income. Snekkja: Warship. Loot bonusing aura Drekar: Elite warship, Loot bonusing aura, Mobile dropsite, trains units Buildings: Longhouse (improved version of the house): http://wildfiregames.com/forum/index.php?showtopic=17918&p=283022 http://wildfiregames.com/forum/index.php?showtopic=17918&p=303012 Jarl's Hold (combination of CC and Fortress): http://wildfiregames.com/forum/index.php?showtopic=17918&p=288683 Farmstead (merged with corral): http://wildfiregames.com/forum/index.php?showtopic=17918&p=295275 Tavern (Barrack merged with Tavern, where you also can train Berserkers): http://wildfiregames.com/forum/index.php?showtopic=17918&p=291431 (left building in the concept) Dock: http://wildfiregames.com/forum/index.php?showtopic=17918&p=291806 Farmfield Palisades (Improved, stronger versions of the standard palisade) (since Vikings don't have stone walls) Outpost Wooden Tower Storehouse: http://wildfiregames.com/forum/index.php?showtopic=17918&p=309077 Market Temple: http://wildfiregames.com/forum/index.php?showtopic=17918&p=298492 Unique technologies: Clinker construction (Improves naval speed)
    1 point
  5. Here are the variations for the scaffoldings. Erik thought the crane should be only for special buildings. Scaffold.7z
    1 point
  6. Dear comrades, Niektb, shieldwolf and my minor self have assembled a trigger and campaign map. We had to modify almost everything, from taking out the AI to not interfere with the triggers and our very own storyline machine. Have fun with heaps of Romans. Keep an eye out for your best units, else all of Gaul will soon be in the hands of the Roman Emperor Julius Caesar. Download: https://github.com/0ADMods/map__gallic_wars Change your working directory to the /path/to/0ad/binaries/data/mods/ and execute: git clone https://github.com/0ADMods/map__gallic_wars.git(for other than SVN/Git players, according to GameDataPaths to figure out your mods/ path) Then launch 0AD as follows: ~/0ad/binaries/system/pyrogenesis -mod=map__gallic_wars
    1 point
  7. Some suggestions from me. Snapping on building placement: Sometimes I have to precisely find a perfect space for my field only to later realized that one of my houses is too close a little to my civic center that I couldn't possibly place a field between them. I prefer the hard snapping like in AoEII or in Empire Earth. The snapping in AoEIII is a bit more complex (smooth in large field but snap when you want to place a building next to existing buildings), but the old snapping will do.Detailed Formations tooltip: Why and when should I use phalanx or syntagma? What is battle line formation supposed to be? I can't find it anywhere.Civilization profiles in game session: Sometimes I play random or trying new unfamiliar civilization and I forgot what's their special powers. The history page could be accessed in Main Menu but there's no way to access it while playing. The emblem on middle-top is just a decoration with a tooltip of the civilization's name. How about making it clickable and when clicked it will show the history page?
    1 point
  8. Isn't this topic about discussion of features of the different branches?
    1 point
  9. Excuse me as I revive this from the dead. The Iberian Circuit wall is silly. Seriously. Not only does it make iberians unplayable on smaller, more compact maps but nearly everyone i know just deletes the walls. They only serve to block your early game expansion and don't help you so much as impede you. They also are dependant on the map. If a map is designed without iberian walls in mind (or just forgotten about al-together) Iberians are one bonus down, where everyone else has 2 - iberians have only 1. This NEEDS to be rethought. Edit: No I don't have a better idea. I'm just reviving the conversation so that anyone who DOES have a better idea can say it.
    1 point
  10. Units garrisoned in batterings ram, should give a bonus: mov speed, damage and atk speed.
    1 point
  11. I did the math somewhere, making 5 vills at a time is actually better in the long run. You should pretty much always make batches of 5, don't sweat it.
    1 point
  12. Final. http://i.imgur.com/hEOWUXQ.jpg Officer2.7z
    1 point
  13. I'll hold off animating engineers until we have new unit meshes, but here are the hellenistic lithobolos catapults and their firing animation pew pew
    1 point
  14. I just want to let everybody know that thanks to Stanislas69 and Hephaestion we finally have a working armature in blender compatible with the current unit meshes. Thank you guys! I'll be posting soon a blend file with a basic IK rig for everyone who wants to make new animations.
    1 point
  15. Thanks for the ref. And yea, I typically paint totally from a blank page, though I can and have painted over blender renders. Anyways, here's a hannibal final with background.
    1 point
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