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Showing content with the highest reputation on 2014-12-23 in all areas

  1. Changes made: Differentiation of skirmishers and archersCiv-specific unit\buildings perks and bonusesFormation Enabling/Disabling Toggle (see ticket #2936)Stronger champions and heroesNerfing of Persian Cavalry (so that they are consistent with those of other civs). This may turn out differently during civ differentiation stage, as Persians were noted for their strong cavalry.Disabling of cavalry "auto-micro"Making siege weapons considerably more effective than foot/cavalry soldiers against structures.Decreasing accuracy of bolt shooters.The current stage of balancing is Release Testing. This branch has been merged into SVN. XP and ranking up are currently disabled until relative templates are committed for ease of balancing.
    3 points
  2. Even faster shooting rate for archers? They already shoot as fast as machine guns!
    3 points
  3. Trying to put a texture pack together well this is my fourth go at a texture pack, so I'm still pretty new to this. They're all painted in. I need to figure out how to get texture variation without having anything feel disjointed. a few pointers would be welcome
    3 points
  4. This is similar to my Gaulish buildings topic, but this is more detailed. Hi, so once again I come with suggestions for the Gauls, as I still feel they are one of the less detailed civs. Units Currently, they have the cavalry skirmisher, spearman, slinger, foot skirmisher, cavalry swordsman, elite longswordsman and cavalry elite spearman. I was wondering if perhaps one more unit (although this may affect the balance negatively) could be added, swordsman (I think it was Bataroas in EB). Basically, he'd be the same as the spearman, but has a short Gallic sword (this may be unnecessary as there is already a cavalry swordsman). Another thing is for the spearman and cavalry swordsman. When leveling up, they go from clothing, colourful clothes, chainmail. The Gauls actually had a type of Linothorax and they had leather armour, which could both be used for stage 2. Gallic Linothorax. http://leuki.pagesperso-orange.fr/vaevictis.html These re-enactors use both Gallic linothorax and Leather armour. 4 types of Gallic Leather Cuirasses, this image is from the research from Total War Rome 2. Buildings In the other topic http://www.wildfiregames.com/forum/index.php?showtopic=19377 Gaulish Buildings, I already posted pictures on the types of buildings, but with less detail. Most of the following images are from animated reconstructions of the Celtic village near Bundenbach and animated reconstructions of the Hallstatt town Heuneburg. These are from more eastern Gaul, and a different era, but still Gaul nonetheless. Their buildings wouldn't become less advanced. An animated picture of Heuneburg, notice how most of the house have a similar pattern; long, single story but with a sharp, tall roof varying between wood shingles/thatch. Another animation of Heuneburg (this time a different animator) but still similar, the houses also follow that pattern I spoke about. The walls were exclusive to this area, they were made of mud bricks. So adding this type of wall wouldn't be that accurate. House and storehouse respectively in the village reconstruction near Bundenbach. Drawing of what Bibracte might've looked like. Besides that, currently the walls are fine (they look like the Kelheim type gallic wall) but it's a bit annoying that the fences on top look so crude, Celts were great carpenters and there's no reason they wouldn't be able to make a nice fence. The Civic center currently looks smaller than that of most of the other civs. The Barracks and blacksmith are fine. That's all I can think of now, I may add more.
    1 point
  5. Hello, I have quite a lot experience in porting C++ projects to Android (I'm the original author of Qt port to Android). What I can help with: - update the Android Activity and create new project files which will be used by a decent IDE. We'll need them for debugging the C++ part on Android. - compile the project + dependencies for Android, here I have an idea which will cut most of the dependencies. - game editor on Android? What I can't help with: - port GL part to GLES2. I have (almost) no experience on that area. Please let me know if I can help you on this matter.
    1 point
  6. Hey there everyone! I originally came to this forum with the idea of translating the game into Russian (which I know well) and Greek (which I know okay); but coming here I discovered that 98% of the Russian and I'm still working on the Greek. I've requested Pirate English to be added too because I have a lot of free time. I still took a look around and made a dozen or so translations and am working on finding reliable sources for translations of Plato quotes, etc. for Modern Greek; but for the most part I must fade out of that. I'm hoping also to do a bit of voice acting, but it looks like that will also probably fall through. Therefore I've decided to resort to the last possible thing I can think of, which is cleaning up the wiki in terms of grammar (I know, it's wierd that people like me actually enjoy that; but yeah...) and working on some sort of documentation. Having been trying to grasp this game myself (I can win on easy all the time, but only with a fast rush at the AI. I sometimes can win further in - town/city phases - as well, but I am in no way a good player). Ah well, I suppose I shouldn't expect too much out of a few days, though I generally get used to strategy games quicker... props to the devs on that. Anyway, I was looking at this thread when I realized there was no (easily accessible) guide to the game. I found that the wiki had a lot of information and that this explained the basics, but no where in any of that was strategy. I understand that only experience in the game can truly make a player good, but a full guide (explanations of mechanics, instructions on UI usage, strategies for different player skill levels, lots of bad puns - but only punny ones, etc.) would be helpful to new players and maybe even provide means to rope in some. In a worst case scenario you could at least print them out and sell them on an e-store to generate some revenue from the playerbase here. Therefore (and without further ado, I seem to be monologuing here and really need sleep) I would like to announce my intention of writing a strategy guide for this game if any of you oldtimers are interested in sharing strategies or pro tips. If you are, please message me; I'll be trying to figure out math for game mechanics from the code to explain it. As soon as I'm done with that the typing will begin and I will start asking those who claimed to be interested about n00b/interediate/pro strategies they have. Feel free to leave any ideas below! Cheers, ChristonianCoder
    1 point
  7. yeah wooden crenellations are a little weird, especially considering the tower is a bit too grand for it's purpose.
    1 point
  8. As stated above, I understand that there are already documents explaining how to play the game. What we're missing is one which explains how the game itself works and strategies for players. This game has quite the learning curve.
    1 point
  9. Hi Fabio, I've seen it ... but is quite hard to maintain or contribute, and no debugging (well, at least not easy and not from the first line). I prefer to spend more time now to prepare an easy to use development environment for Android, then to spend much longer time hunting bugs using the logs . They sound super-heavy, but they are not that heavy . I don't want you to spend any time to do changes, I can do them myself. I just want to make sure developers will be open to discuss and check the patches for Android, because the last thing on earth I want, is to maintain them by myself in a separate place . I don't want to replace or to change the existing things, the old stuff will work as it worked before (e.g. the people can still use premake, etc.). I just need to add a layer where the engine uses these dependencies directly. I'll try to keep these changes minimal. All these changes are needed because if you want Android to be a first class citizen platform for Pyrogenesis then we'll need and easy way to develop&debug Pyrogenesis on Android, and I'm afraid there is no other (easier) way to do it ...
    1 point
  10. Hi and welcome! There is already some form of Android support, you may want to have a look at these two resources: 0 A.D. Android port forum thread and 0 A.D. Android port wiki page.
    1 point
  11. Why should pierce dealing melee units do damage to a ram? You need hack dealing units. Guess the problem with op rams will solve itself when champions get buffed, so you can use hack_dealing_champions vs rams.
    1 point
  12. The application form is not needed for programmers anyways
    1 point
  13. Something should be done with the rams. They have a tank armor against pierce units, a fact that it's okay with ranged, but they are OP against spearman infantry and cavalry.
    1 point
  14. Misworded it. Their rate of attack is the same as before, but their rate of attack is now faster than that of other ranged units (other ranged unit rate of fire was decreased).
    1 point
  15. Wow, this would be amazing. If you need help, I have a recent Android device ( HTC one) that can be used for testing.
    1 point
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