Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2014-08-25 in all areas

  1. 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 points
  2. 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
    2 points
  3. I agree with moving starting metal and stone away from the CC, that primary exploration was key to AOE, and it was much more of a delight when you found what you needed. That would be nice to have in 0 AD I love the walls, but I doubt their necessary enough to impede on map maker freedoms. This doesnt mean the walls need to go away, it just means they have to change in some manner to make them more compatible with their surroundings. I've often had trees and walls overlap and confuse workers, which is kinda annoying. The Iberian civ is already a strong defensive civilization. There are more ways to defend against early rushes than a wall
    2 points
  4. 1 point
  5. The point of tunneling isn't to move units underneath the wall, but to dig out under the foundations and collapse it. It would make a great cheaper ranged siege for a player dealing with fortification encroachment.
    1 point
  6. then we have a plethora of maps that serve the exact same purpose, and less wiggle room for mapmakers to actually be creative. As a modding community we need to give mapmakers more freedom through more versatile gameplay mechanics, not force them to adapt to the pitfalls of the game.
    1 point
  7. "Features" Misleading, stan. Anyway most of the things i suggested are do-able. Make Qarthage be able to train biremes (at least) at the commercial dock. That way it doesn't get bummed over in Island maps. I mean seriously, if you're even 10 seconds behind your enemy can have you very seriously surrounded with boats so you can't get a military dock up - let alone train any ships to be a "naval power".
    1 point
  8. IMO any units sight range should be greater than any units attack range (If a person can's see that far no one can attack that far... because he can't see the target).
    1 point
  9. necesito investigar primero I upload a Armory, (Weapondry) v1.0 needs texture and join some propos or pieces https://www.dropbox.com/s/rhb912tqd9rvcnh/Olmec%20Weapondry%20.blend
    1 point
×
×
  • Create New...