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Showing content with the highest reputation on 2015-04-07 in all areas

  1. I don't know what to say about that. They are normal PNGs (unless I made some mistake just before uploading, but they all seem alright to me). I used them in the screenshot above. I made some improvements to the UV-mapping (and a very tiny amount of mesh tweaking) on the roman civil centre. rome_cc_2.blend and roman_cc.dae are both in google drive folder above. Left previous, right new * Adjusting UVs for tiling region * Layered rocks and avoiding black creases on outer corners (which doens't make much sense) * Continuous bricks around pillars
    4 points
  2. Some of you will remember me, some not, but if you do then I can finally announce that I have published my book! And here it is! For Kobo: https://store.kobobooks.com/en-US/ebook/exiled-20 And for Amazon: http://www.amazon.co.uk/Exiled-Endari-Chronicles-Book-One-ebook/dp/B00VQJU8Q0/ref=sr_1_1?s=books&ie=UTF8&qid=1428430570&sr=1-1&keywords=endari Any comments will be welcomed (but be nice, its the first book I've ever published!), including any thoughts on price, etc. Hope those of you who read it do enjoy it! And thanks for the great community here as I've worked on this book! J D Luke
    2 points
  3. Absolutely not. The topic is: Alpha 18 Balance Feedback ...not that a game needs a vision, not comparing similar games, not Lions google_translated blahblah the forum gets spammed with all day long. But sigh, welcome on my ignore list ..
    2 points
  4. I think that it would probably add too much micromanagement.
    1 point
  5. Hello zzzippy, always cheerful i find you (its dmc btw) yeah this game isnt too balanced i dont think. I mean i was used to 15 or 16. But i liked that the matches would end quicker. Now it takes really long to destroy cc's and the likes, and the problem is that some players dont enjoy spending 1 hour or so on every match...granted some matches are fun for an hour, but if all of the are like that then it can get very boring.. I've heard similar things from other players too who are at uni or career, where at this point we enjoy playing a quick round or two rather than not bring a game to conclusion within an hour.. most players cement themselves down with tons of forts and towers, making the gameplay unbearably long...perpetually long... also i completely agree with KingAJ
    1 point
  6. Yes, the manpower is represented by the populaton cost. It is abstracted because it is a game.
    1 point
  7. Well, currently, rams are auto-manned. That is, if you create a ram, the man-power you need for it is also included. Rams should indeed be very vulnerable to infantry attacks. When they can attack the ram directly, they should be able to destroy or capture it quickly. This could be done perfectly by making rams easily capturable.
    1 point
  8. It could be interesting if "garrisoned" units in siege weapons were grouped or propped to walk with the siege units. There is a risk of adding too much micromanagement though.
    1 point
  9. I think there are many possibilities. If I focus on Greek gods (which we know best, in particular the olimpians), we could see the following possibilities: Zeus: A bit too general to put in statsPoseidon: god of the seas: faster and stronger shipsHera: Empower women: give them better attack/defense statsDemeter: Gather grain a lot fasterApollo: perhaps the most supernatural of the gods. Could improve some stats for healers, temples or auto-healing.Artemis: Better hunting stats, and lower unit training time (goddess of hunt and fertility)Hephaestus: A blacksmith: units get stronger weapons and armourAthena: Goddess of strategy and wisdom, maybe stronger or faster-to-construct buildings, not sure if that relates. Maybe better tools (like siege engines) would be appropriate too.Ares: God of war, so I guess just upping a few battle statsAphrodite: Shorter training time for all unitsHermes: also a rather supernatural god. I can see some interesting things like bringing soldiers back from the death, but it's rather different from the current techs and auras we have now. Maybe we could also focus on his protection of travellers and trade.Dionysus: basically the god of the festivals and alcohol. Not sure how to put this into positive stats.So if we pick a few gods per civ, there are certainly enough possibilities for Greek and Roman civs. For other civs, it might be more difficult to find.
    1 point
  10. 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.zip
    1 point
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