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Showing content with the highest reputation on 2015-10-11 in all areas
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Ah sorry, forgot to flip the faces, should be fixed here. rome_imp_g_crest_feathers.7z2 points
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The 'Easy to Learn, Hard to Master' sentence is commonly used for simple (mobile) games, the gameplay mechanics are very simple but by means of (extensive) practicing the player can (maybe) really master the game in the end. And often that's the point where players are going to seek another game to have a new challenge. 0 A.D. is obviously not going to that way. It is a game with a relatively complex gameplay mechanics that needs teaching. Of course all these gameplay mechanics should be gently introduced through a tutorial, but the game changes so often that this is nearly impossible.2 points
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Mercenary Camps Hi. This feature in the mod already and working well. Each civ have between 2 and 5 different mercenaries they can train from a captured Mercenary Camp. On each skirmish map there is a Mercenary Camp near each player's starting base (but outside the player's territories), and then at least 1 more Mercenary Camp somewhere else on the map. Mercenary Camps do not take long to capture with a handfull of troops, but that means it is also lost to the enemy easily. What to do to make the feature complete: A way to make templates un-deletable (so players, especially AI Player cannot delete it). A way to make templates un-attackable (so UnitAI doesn't force attack or AI Player doesn't attack it or human player can't force-attack it with ctrl-). A way to make templates invulnerable (so splash damage or friendly fire does not affect it). Any combo of the above.Mercenaries Mercenaries are not like ordinary citizen-soldiers. They can gather and build buoldings like citizen-soldiers, but because they start out at Advanced rank, they do not do these things very well. They are much better for fighting. Another way they are different is they do not cost food. Their normal food cost is converted to metal cost. For example, a Mercenary Spearman is not 6050, he is 6050. So they are expensive and can only have 30 of them alive at a time. But a big benefit is that they cost 0, meaning they are a good way to make armies bigger than the population cap, especially since in Delenda Est regular citizen-infantry and champion infantry cost 2 and citizen cavalry and champion cavalry cost 3. Mercenaries are a way for many civ to gain access to unit type they would not normally get access in their Barracks. List below is the current Merceanry plan for all civs. {civ}_merc_infantry_1 Achaemenids: Greek Mercenary HopliteAthenians: Greek Mercenary HopliteBritons: Caledonian RaiderCarthaginians: Mauritanian ArcherEpirotes: Italiote HopliteGauls: Naked FanaticIberians: Naked FanaticMacedonians: Greek Mercenary HopliteMauryans: Newari ClansmanPtolemies: Galatian Heavy Swordsman*Romans (Republicans): Italian Allied SpearmanRomans (Principates): Auxiliary Spearman**Seleucids: Thracian SwordsmanSpartans: Peloponnesian HopliteThebans: Greek Mercenary Hoplite {civ}_merc_infantry_2 Achaemenids: Cardaces HopliteAthenians: Thracian PeltastBritons: Celtic ArcherCarthaginians: XEpirotes: Galatian SwordsmanGauls: Celtic ArcherIberians: Balearic SlingerMacedonians: Thracian Black CloakMauryans: Ptolemies: Thureos Skirmisher*Romans (Republicans): Aetolian Thureos SkirmisherRomans (Principates): Syrian Auxiliary Archer**Seleucids: Arab JavelineerSpartans: Cretan ArcherThebans: Cretan Archer {civ}_merc_infantry_3 Achaemenids: Cardaces Heavy SkirmisherAthenians: Cretan ArcherBritons: Carthaginians: XEpirotes: Cretan ArcherGauls: Iberians: Macedonians: Cretan ArcherMauryans: Ptolemies: Nubian Archer*Romans (Republicans): Romans (Principates): Seleucids: Spartans: Thebans: Rhodian Slinger {civ}_merc_cavalry_1 Achaemenids: Scythian Horse ArcherAthenians: Greek Allied CavalryBritons: Carthaginians: XEpirotes: Greek Allied CavalryGauls: War ChariotIberians: Macedonians: Greek Allied CavalryMauryans: Ptolemies: Macedonian Cavalry*Romans (Republicans): Gallic Allied CavalryRomans (Principates): Batavian Heavy Cavalry**Seleucids: Dahae Horse ArcherSpartans: Greek Allied CavalryThebans: Greek Allied Cavalry {civ}_merc_cavalry_2 Achaemenids: Athenians: Britons: Carthaginians: XEpirotes: Gauls: Iberians: Macedonians: Odrysian Skirmish CavalryMauryans: Ptolemies: Tarentine Cavalry*Romans (Republicans): Numidian CavalryRomans (Principates): Auxiliary Light Cavalry**Seleucids: Galatian CavalrySpartans: Thebans: * = The Ptolemy Dynasty hired many mercenaries. Their mercenaries can be trained instantly.** = The Principate Romans use Auxiliaries, or Auxilia. They can train their "mercenaries" also from a Auxiliary Barracks. Their Auxilia cost 1 instead of 0, but by capturing Merc Camps they increase max number of Auxilia by 10 each. I need help All civs need at least 2 mercenaries for the mercenaries camp. I need help filling in the chart. Ideal world has 5 for each civ, but I know realisticaly 3 would be good, as long as there is some historical justify. Also, I have not decided how to treat Carthaginians with Mercenary Camps, since Carthage has her embassies. I want to keep the embassies and do something unique for them for Merceanry Camps.1 point
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Roman Reference Extensive Glossary of Roman military terminolgy: http://members.tripod.com/~S_van_Dorst/glossary.html Roman Army Talk forums: http://www.romanarmytalk.com/rat/recent.html Greek Reference Extensive Glossary of Greek military terminolgy: http://members.tripod.com/~S_van_Dorst/Ancient_Warfare/Greece/greek_glossary.html1 point
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Sweet work stan Tho I think the feathers are only 1-side? They disappear when rotate.1 point
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Hi stan. Can you make variation of Imperial Gallic G helmet with a crest? Front to back, vertical, for Elite Legionarius. Would probably be easy to just use the Legion helmet model already in game and add the crest. Helmet texture alread in game rome_gallic_g_cent.dds has player color for crest. Like this guy on the left, maybe 1 variation with crest only and 1 with crest and feather.1 point
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I don't know. I think the current capture way works fine. But the game does need sheep capture like you propose (proximity, passive capture).1 point
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Great resource for technologies and units: http://members.tripod.com/~S_van_Dorst/glossary.html Warning: You may spend hour reading that link. I did.1 point
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Well you can find the manual online and AFAIK there is one in the game too. Beginners just deal with the stuff as they arrive. RTS old timers as the opposite basically reject anything that keeps them out of their comfort zone. While you consider them as oddities, we consider them as a challenge, and a new experience. Also with capturing territory fighting makes more sense. You might want to wait one or two alphas before making conclusions. The next one will have many features added. And hopefully A20 will have a redesigned way of playing and again more features. So if you don't mind waiting a little stay around, else sadly there isn't much we can do for you1 point
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First of all Hi, and welcome to the forums. About the new units meshes, no new textures are planned yet, but old look way better on the new topology of the meshes. About the grass textures, it's more or less a question of team artist activity. I plan to do something when the team member come back. 1. Serveurix answered it : with the new pathfinder even 4v4 are playable. 2. 3. 4. The aim is too be as realistic as possible, while keeping some RTS mechanics. Some units could use a texture upgrade for they are 10 years old. But then again no team artist are active lately. This is an open source project, and people have lives to. 5. The Aim of 0ad is not to be a AOE clone, nor an EE clone, not any other clone. 6. Hard counters have been removed in A17 IIRC. This now more a question of damage, though some units keeps having bonus against others. 7. While I totally understand your point I have to disagree as this is a unique feature that defines 0ad.1 point
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Personally I like having the soldiers be the same as workers. This distinguish 0ad from other RTS, so this makes 0ad more unique. Another thing: your point of the need to put soldiers back to work manually is untrue. There is a "back to work" button near the minimap (something like a wheel). I hope this would make your annoyance smaller. Agree with this, the counter schema is a bit vague. Some little notes like -spear horse--> ranged infantry --> Spear infantry --> sword horse --> spear horse- or -spear infantry --> horses --> ranged infantry --> mellee infantry- are often made in the forums. But a overall schema might be useful. Another thing related to this is the fact 0ad uses soft counters from which it is harder to make a proper counter schema, than with using hard counter. (Soft counters do have positive sides too!)1 point