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If you want to ear how it sounds in game here are the patches to include them in the game (only in svn). Add sanskrit.zip in binaries/data/mods/public/audio/voice and maur_templates.zip in /binaries/data/mods/public/simulation/templates/units If you don't know what to do and want to have the same files as for the Latin pack 2 male voices are missing. But their lack don't really impact the game negatively. - go out against (not used in game yet) - hello (brings more diversity when selecting units, there is already what_is_it) And of course, it's missing female voices I played a short game with Maurya just to see, and I find these very appealing. At first I thought it will sound wierd to have an European accent for Sanskrit voice but it is really not that bad. Thanks for your voice packs. maur_templates.zip sanskrit.zip3 points
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Maybe a bit off topic, but I don't want to spam mass topics in this forum. So I post here instead. What about ship warfare? I've read some cool stuff in your wiki about ramming and entering ships in naval combat. I REALLY love that idea - I also loved naval combat in Rome II, which has ramming and entering possibilities, too. If you look at age of empires, naval maps are pretty boring - just spam galleys all day long and hope you have more than your opponent. The idea of ships being real "tactical" weapons with flanking and ramming is just awesome. I'd love to see something like that. As for implementation, I'd love to see no transport ships at all. Instead, all regular ships are spawned with a garrison, but are rather expensive. For example you construct a Trireme, and it comes out armed with like ... idk 20 soldiers. When it's out the Trireme can be used to transport these troops to the shores to raid enemy villages. Additionally, you can later on build/upgrade them with ballistae, catapults and stuff like that (maybe even individually). Little fishing ships can be garrisoned with a few spear infantry units/archers to raid/capture/ram enemy fishing ships early on, creating a very unique dynamic on the sea. As a drawback, most ships would be VERY expensive, take long to train and be rather slow. That way, loosing ships/microing/repairing them becomes very important. That would be something entirely new and very awesome.2 points
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Look to AOE3 for herding innovation over AOM. I like 0 A.D.'s relic idea for herd animals. There should be more. I tried to make the sheep garrisoning work for corrals in my mod but the official build of game kept deprecating my changes. See this thread which was largely ignore by official team: http://wildfiregames.com/forum/index.php?showtopic=19387&hl=corral I found solutions to problems by copypasta some of mimo's code from a ticket. But then there were other problem like can't doubleclick the garrisone sheep and the sheeps still try to wander while in the corral (in fact the sheeps do wander, their selection circles start to move around the maps, lol). These should be simple things to have fixes. I think most civ should have 2 type of trainable animal. Sheep/Goat and some kind of historically accurate cattle. Maybe Mauryas Indians can train the animals but not slaughter them (cultural aspect). To balance they get some kind of boost or tech to animal relic trickle. These animals should also be peppered around map, maybe guarded by gaia peasants? Domestic animals should be very easy to convert/steal, just like in AOE-series. Very easy, or else too much micro for benefit. I also had idea of "Chicken Coop" upgrade that makes corral spawn free chicken every 30 seconds (up to maybe maximum of 5 free chickies alive at any time). And yes, in my mod I create "farmlands" on the skirmish maps that encourage players to build farms out in the "countryside" instead of nestle inside his base. Farm field and farmstead are able to build outside territory so player can try to grab these farmlands early. Player arent prevented from building a farm inside his base, it's just way more profitable to build on the remote farmlands.1 point
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Water maps could indeed be almost exclusively fish-reliant in food gathering if they are ment to be too punishing for losing water control, but I'm not sure about that. But both Darc and Roek you seem to have missed my other point, maybe because I didn't expand on it. Food is the most basic resource. Farms are most basic/stable way of getting it. Limiting them to pre-placed slots, and given the hard (and imo uninteresting) to totally balance random map generation, can lead to cases with severe imbalances to a resource you'll need throughout the game, not one you can do without for a while and plan ahead to get. Corrals are bit hard to decide on. I kinda like the way AOM handles herdables, having them fatten over time (starting from the time you capture them). You could slay them fast for a food boost or wait to get more later. Garrisoning them for income is also a viable idea, but it seems too similar to farms in the end. Autoproduction with a limit could work too. In my mod I haven't touched them yet, besides replacing the cavalry speed tech which went over to the stables with some "herd techs" reducing cavalry/camel/elephant food costs, that might stay in place of the planned mechanic to capture and garrison animals for cost reduction, as I generally prefer to represent minor things with something simple instead of extra micro. I'm also considering the possibility of removing the corrals and have herdables available only though scouting/as starting units.1 point
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The correct link is https://kiwiirc.com/client/irc.quakenet.org/0ad-dev1 point
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And what's best, it's a remake! That means that building and gathering resources + unlocking technologies will be a key part of the game. Another classic RTS coming out. Link: http://www.cossacks3.com/1 point
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Exactly, the fast gameplay pace (your build order is poor if you ever stop producing units) introduced since Alpha 17 is the key element I dislike in the current 0 A.D. (though the battle pace is much better in A18 compared to A17). (other more minor stuff are the huge LOS (which makes scouting close to useless) and firing range and walkspeed) I think that Delenda Est (gameplay mod) (haven't played Ancient Empires extensively) does the economic pace a lot better. Delenda Est also has a range around the Civ Center that debonuses the farming speed to (softly) 'force' you to put your farms further away. Combine that with the ability to build farms, houses, storehouses and farmsteads outside of your own territory and certain terrain (only in Skirmish maps yet) that gives you a farming bonus (which does DE both but the farmterrains/farmlands are a bit hacky implemented) and the base building part becomes much more interesting. Also (as a sidenote) in DE only female citizens and 1 basic citizen-soldier type is trainable from the Civ Center. With regards to farmlands in Random Map, I think that's doable (irregardless of the work that it takes to edit all those existing random maps) since the Random Map Script knows the layout of the map and should technically be able to put farmlands on a correct spot. P.S. in case you didn't know: the topic about Delenda Est can be found here: http://wildfiregames.com/forum/index.php?showtopic=193791 point
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Farms built only in farmland might be hard to balance, especially placing them in random maps and even more so, how would they work in maps with small islands? Have weird looking islets full of farmland, or have almost no farming for those maps? Overall almost any (relatively) flat ground should be farmable imo, and for balance reasons at the same rate. In my impression RTS games who have huge placement limitations to very basic resources didn't work that well. Some old discussions could be revisited though. Maybe the Civ Centre could have a small-ish radius around it where structures can't be constructed (or just farms) but units can pass through. This would make the econ more vulnerable to raiding, while being realistic, as you wouldn't farm in a City Centre. I'd prefer farming being available from the village phase, for realism and for preventing early defeat in cases where the opponent has map control and you can't venture far from your starting region for hunting. At the same time, starting mines and to a lesser degree forest masses would be nice to be a little more distanced from the CC as well, for similar reasons. Also limited starting exploration of the map to the Civ Centre's vision instead of the whole territory would make scouting more important, especially coupled with the ideas above, since you would have to locate your starting resources. I more or less agree with the OP in the resource and ranged unit dominance parts.1 point
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I don't really like capturing as a classic RTS mechanic, it feels to me more weird and messy than soldiers just attacking structures when you have to control basebuilding, combat and a rather detailed economy at the same time. That said it might turn out good in it's final form. Certainly though more expensive units (considering overall mass-ability through resource/time costs and how many structures can produce the unit - fortress only units could be considered slightly more expensive for example) should have more capture points/second else massing weak units will be a huge advantage. In addition to that, Swordsmen and especially champion ones can be extra bonused here as assault infantry, while units like Pikemen are more effective in open field battles.1 point
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