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Showing content with the highest reputation on 2015-10-18 in Posts

  1. Basically the Insula is the "house" for the Principate Romans. It cost 250 and 100 , and gives 25 . It covers 2x as much ground as a Republican Roman house, being 2 Republican Roman houses wide (but same depth, so the footprint is a rectangle). Here, show the footprint: The 2 story part of Market looks very mich like how a Insula can look. Here is great reference: Need at least 3 variation.
    1 point
  2. Seleucid can have these for mercenaries (as in Delenda Est): Thracian Swordman Arab Skirmisher (very very large contingent in Daphne Parade) Cretan Archer Dahae Horse Archer Galatian Cavalry Train them from capturable mercenary camps on map. Bactrians, Medians, and Persians, especially the Hellenized, made up a lot of the heavy cavalry, Companians and Cataphracts. Medians and Persians also provide light cavalry.
    1 point
  3. As of #3482, the temple aura only heals humans. The ship-onto-land bug is caused by both #3538 and #3532
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  4. Models, models, and more models lol Enrique i assume is chipping away at the texture pack when he can, Hopefully I can get some time to finish the building set, but senior year is kicking in and I need all the time i can get for thesis
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  5. About territory restriction, you may look for Sibyllae Vox in the mod section. You also have outside territory buildings in Delenda Est. There are a lot of things to say about territory and map covering not to hinder early gameplay but add something enjoyable and a be a relevant part of the strategy. But as for now there are little concrete things about it.
    1 point
  6. had to copypasta and edit from his work fixing the Roman rooftiles many months ago. It's sad official team ignore work like his and let languish on forum. Same goe for LordGood's farms. Why have they not been implement in public mod?
    1 point
  7. Hello all, Since version 14, I regularly check what 0ad has to offer as new features and I'm really impressed to notice the game becomes more and more enjoyable as versions are released. However, just like the author of this topic, I would like to emphasize a point that I think it limits the "fun" of playing 0ad. Precisely, this point pertains to the territory zone which clearly constraints players to a certain type of gameplay. Actually, I have decided to create an account mostly to respond to this "heartfelt" topic. First of all, I would like to thank the whole 0ad team, I really enjoy the result that you guys have achieved with textures, environment, units, etc. Honestly, I think this game excels in the atmosphere it brings when you take the time of building a realistic village with walls, multi oriented houses, etc. Unfortunately, due to limited area, you are not free to expand without town centers and therefore you end up with "disseminated circular spots", which I think it breaks with the wonderful atmosphere and realism. For instance, you cannot build small villages on isolated island, neither installing remote fortifications on top of hills, etc. It's understandable that such defined areas prevent opponents of being too intrusive but armies are not exclusively designed to attack, they should also insure defense (or gathering), and hence should be responsible for preventing the territory to be populated by enemies structures. Actually, I'm not completely repelled by territory, but I simply hate the fact that it can only growth around roomy town centers. What would be a nice trade off, is a feature that allows you to upgrade your town center on demand , perhaps similarly to what has been achieved in Empire Earth 1. So we may imagine that you start with a small town center, then if your city is becoming more important, you upgrade it, afterward if your city becomes even bigger, you upgrade it one more time, etc. Each evolution increasing the area's perimeter and altering the building model. Note that changing the town center model would logically imply to consume more space which may be tricky to implemented due to surrounding configuration (e.g. very close buildings). Concerning population limitation (less than 300), it should only be temporary otherwise I'm afraid it will divert developers from performance enhancements.
    1 point
  8. 1 point
  9. Have buildings be sectioned off into a sub-menu of the unit menu. Like in aoe. Building snap is good, but i would prefer it to be an option, it's not always what you want. maybe a hotkey to toggle it.
    1 point
  10. https://en.m.wikipedia.org/wiki/Imperial_helmet Here we have a explanation about the evolving of helmets ( the called Imperial) and how the Dacian Wars change the apareance.
    1 point
  11. Sergiu again Given a like if you enjoyed, is kind of free advertising( publicity) for the project
    1 point
  12. Snap building like in Age of Mithology, let player place exactly next to the building without waste time and avoid passages between buildings.
    1 point
  13. Fixed in r17116 (requires new build). Thanks to all who reported and investigated it
    1 point
  14. 1 point
  15. Indeed that is the nom. singular, I took the dat. Here some more greek words with almost the same meaning: sumballoo (and many forms of these verb) -- to unite summisgoo -- to combine sunakoloutheoo -- to go with sunaptoo -- to unite etc. I could fill a few pages with these words, but Syllepsis seems to be the nicest word.
    1 point
  16. Documentation page updated: http://trac.wildfiregames.com/wiki/Manual_Settings
    1 point
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