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Showing content with the highest reputation on 2015-01-13 in all areas
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You probably already had seen me releasing this map in the Athens Triumphant a couple of weeks ago. It turned out to be the ultimate trigger sandbox for me so I continued its development and today it is finished! I hereby proudly present the first ever(!) storyline-driven scenario for 0 A.D.: A Silent Day In Gaul I don't want to spoil all the fun by giving a full overview of the map so I'll stick to sightseeing some of the nature that you can see in this map. Read this if you're having trouble with the scenario. SPOILER ALERT!!! Compatible with Alpha 18? Yes, it is! Just download the appropriate version. Changelog:v1.6: - Strengthen the bandit camp to prevent (too) early rushes. - Adapt to A18 balance changes. - Add some additional information for the player. - fix crash on SVN. (separate version for A18) v1.5: - implement Shieldwolf's suggestion about the more challenging endgame - update the visibility flag to svn's latest changes v1.4: - Remove a debug warning v1.3: - decreased the difficulty further by shortening the waiting time and giving additional resources v1.2: - Decreased the difficulty (I found it pretty hard even on easy difficulty) - Added details to the road - Repainted the river - Added support for repeating objectives v1.1: - Added player names - Fixed a warning v1.0: - Initial release map_A_Silent_Day_In_Gaulv1.6 - Alpha 18.zip map_A_Silent_Day_In_Gaulv1.6.zip2 points
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Hi Jos3BV, amazing work as usual. I'll drop my input: First some explanations on my list: -The difference between relaxed/ready: This is because we want the units to look more aware of their surroundings, so we want to have a relax pose when no enemies are nearby, and one "ready" when enemies are close. An example would be units with shield: if no enemies are nearby, they will have their shield down, at a side relaxed. And when they have enemies nearby, they should bring the shield up and get "ready" in a pose closer to the attack loop, but still "idle". For ranged units, relaxed would be the javelin or arch down, at a side and when they're "ready" with the javelin up ready to shoot, and their arch loaded too. This is an example I made about static poses to give an idea of what I had in mind: Same for walking and running, if they're walking/running towards the enemy it makes sense that the units raise their shield according to the incoming danger. Right now units walk around the battlefield like if they're walking in the park *(NOTE: units being aware of units nearby to change their idle/walk/running animation is not yet implemented, but will be. So we need these animations) This difference makes that females do not need a "ready" stance for idle/walking/running since they do not attack. Sorry I didn't make clear that before. -Female walking looks too manly, let's try to make it a little more feminine (more hips-heavy, less shoulder heavy). The flow of the loop is great though . We want walk/run/idle for females to be different from males. -Mining... I think the previous iteration was better. Something close to what we have now would be nice. Good reference: http://youtu.be/sPwXhtg94-M?t=2m33s You're doing an amazing job man! keep it up! And forget at the moment about horses and fishing animations, core unit's animations are high priority now2 points
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Sword cav>everything. chariots are not that overpowered, though why not putting some iron cost like selucid ones a liltle bit cheaper 20 mineral. Just played with athens and felt a litle bit in disvantage, when ptolemies are too easy, maybe for ptolemies low wood cost and fast building with low hp could work instead of free houses, athens need a cheap basic ranged unit, also athenians where more known by their strong city defenses and ship strenght. My athenian hoplites were beated by sword cav when they were 2 for every 1 sword cav, also sword cav both for gaul and british werent that strong nor that used, iberian civ had better use of horses, also Macedon in times of Alexander was one of the best cav In the other way gauls were more known by their infrantry, and british were known more for being skirmishers not great front to front combatients, while that cav gives them too much more power.2 points
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Is there an overall idea for the balance in a18? I really liked the idea of certain types of units countering others. Like: sword infantry >> spear infantry >> cavarly >> ranged infantry Things are little mosh pit like right now in a17. Players just spam whatever unit looks cool. 100 archers here. 100 sword cav here. 100 hoplites there. There’s a big blob of a battle in the middle, and whoever has the most units wins. I really liked how in a16, spear infantry could kill cav at like a 4-1 rate, sword infantry could cut through a wall of pikes at like a 2-1 rate, and a small group of lance cav could chase off larger groups of skirms and archers. You really had to pay attention to battles, and make sure you had the right units at the right time. It was always satisfying see horses get knocked down against a dense formation of pikes, and frustrating to then watch said pikemen get cut down by swordsmen. The battles were more challenging, and there were rewards for players who managed their armies well. I don’t think this process of tweaking HP, attacks, armor, and rate of fire to make everything "balanced" is working. Things seem to be changing, but not really getting more fun. The lack of a clear counter system makes battling powerful units difficult. I love the idea of powerful units. But what are you supposed to do against fully upgraded sword cav or chariots? The sword cav can cut right though pikes and forts. The only way to counter them right now is with more of the same. Even elite sword cav should have to run away from a dense formation of pikes or forts. On another note, the game is a little more frenetic and stressful than it used to be. Pops are too high, and its difficult to move and mange such large armies. With just 10 carrying capacity to start, gathering sites are a hot mess of collisions. There are guys hitting 330 pop at like 15 minutes. I know the focus is on unit balance right now, so ill type more on that later if your interested in player feedback on that. Thanks for all the work you guys do to keep the game running. I'm just trying to offer a bit of feedback that goes a bit deeper than just "x unit is too powerful" type stuff. I know you guys have your philosophy on what makes the game fun, so I thought I would offer mine.2 points
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Well, i'm starting to make new animations for every type of unit in the game. It's a slow work so i'll be uploading every progress on the animation proposal. if something doesn't look good or can be improved please tell me, that's why i made this topic. FEMALE CITIZEN1 point
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Mark as solved. me costo no me acordaba. no se te olvide que tengo una pagina fan en español pero si tenes dudas muy tecnicas aqui te podemos ayudar yas sea en español or you can solved with the team.1 point
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¡¡¡¡¡ BINGO !!!!! Diste con la solución amigo! Muchísimas gracias por tu aportación y por lo rápido que has sido al solucionarme el problema, da gusto utilizar el foro y da más gusto aún encontrarme con gente como tu, de nuevo muchas gracias.1 point
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tienen que llevarlos con los otros mapas una cosa que yo he hecho es desarchivar el .zip y meterlo o añadirlo tenes razon no me esta funcionan, tengo años de no hacer un mapa en la version de lanzamiento.. We need help I don't now how Work the latest version A17 with Atlas custom map making the game. the custom maps don't launch1 point
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Map is looking really good and fun. Here is some notes of minor issues while playing, already discussed with niektb on IRC (which already fixed a couple other suggestions, thanks ): fixed in 1.2: the current objective text should always be shown to avoid missing or forgetting it (IIRC the tutorial map does this);eventually there should be a visible sign for objective place (for example the trigger actor available in atlas on the terrain, as well as something on the minimap) that disappear when reached;ticket #3007: when defeated my unit starts attaching the farmstead, maybe it should be neutral (as explained by niektb this is currently not possible since Gaia has no diplomacy);fixed in 1.2: Player 2,3,4 should be changed and have a proper name. Nice work .1 point
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I really like your animations. I think the exaggeration helps with telling what is going on from far away. For the mining animation though they should probably be bringing the pick up higher. She looks like she hurt her back and can't move it.1 point
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I play with 150-200 units in map, its more balanced,With counter can be nice have soft counters and hard counter in some cases like Pikeman vs Cavalry. I feel the actual tactics is spam a huge bunch of soldiers and destroy all without micro or maneuvers1 point
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Have a look at the charts mod thread: http://www.wildfiregames.com/forum/index.php?showtopic=18763&hl=charts and the StatistiksTracker: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/StatisticsTracker.js Should give you an idea where to grab the data and may even help to connect your code to the game. There is quite a wealth of data available.1 point
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Agree on wow. Nowhere in history are rams effective against infantry. They are not tanks.1 point
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Have you considered balancing sword cavalry units? In my testing with Alpha 17, 20 sword cavalry units (with no micro) decisively defeat 30 of any combination of spearmen, skirmishers, and swordsmen (with ideal micro). They also defeat 20 spear cavalry with significant margin. They also defeat 20 of any combination of pikemen, archers, and slingers. They do not defeat 20 pikemen and 10 slingers, but they still have great map maneuverability. They do not properly engage ranged cavalry because of auto-micro but if that's disabled the result would be similar to infantry skirmishers. Sword cavalry units are very cheap: 80 food, 35 wood, and 20 metal. They overwhelmingly defeat swordsmen of similar cost. They have the highest DPS (24.6 hack/second) among non-champion cavalry and infantry units after Babylonian Scythed Chariots (31 pierce/second). It seems nothing in the entire infantry and cavalry roster can properly counter sword cavalry spam. Also a question: my machine doesn't seem capable of building the entire game. Is it possible to test it with only public.zip patched with the updated templates?1 point