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Showing content with the highest reputation on 2016-01-31 in all areas

  1. A cavalry that can be upgraded a lot could be considered strong, even if it's initially weak... So 'strength'/ strong units can be achieved in more than one way.
    2 points
  2. @elexis: I agree. Belgian Uplands and Schwarzwald allready use them and the functionality is extracted in a library in my working copy. @wackyserious: I also argee with a recategorization of random maps. However, for the climate there should be a setting to chose the biome. Biome: There is no real biome system implemented yet. Historic bruno had some ideas about using it not only for random maps (I guess skirmish maps as well?). In that case we should make chosing the biome a map setting. Categorization: Since maps like this (realistic terrain demo) are not always very fair IMO we should categorize maps optimized for multiplayer games and fairness that also should have about the same starting resources and large space for each player to build a base (and to allow the Iberian civ bonus walls to be placed without problems). The other maps focussing more on realism or beauty should go into another category. For now this could just be "demo map" but in the long run I don't think that those maps likely more interesting in the long run should be categorized that way likely hidden for manny players and thus much less likely played. However, the map size should be a setting thus not going into categorization. Same with the biome. Library (some variables going to another library and the needed changes to the maps using this functionality allready): RealisticTerrainDemo2016-1-31.zip EDIT: Actually I would be glad if this would be added ASAP because it's interferring with the wall placement functionality in my working copy.
    2 points
  3. Just note that restarting the game is required for it to work. Although the relevant code could possibly be re-written in such a way that it instantly takes effect. Also the option should only be presented on OS X - not sure if the options menu supports platform-specific settings or not?
    2 points
  4. I really think unit should not cost mor than 2 different resource. I am baffle why so many unit cost 3 resource. A lot of tech cost are really very strange as well.
    2 points
  5. Everthing is in alpha state. I would add persians champs to barraks also (Just for now). BTW, I think that charging won't be included in next alpha.
    1 point
  6. Realkisticallly, a unit should cost dozens of resources. From gameplay perspective, Food for all organic unit make sense, and then 1 more non-food resource to give hint to their primary weapon and usage.
    1 point
  7. Availability, techs, and stats equal "strength."
    1 point
  8. People really shouldn't use this bug ingame, don't they have any honor...
    1 point
  9. Hi, I´m still quite new here. I only posted few times and it was always posted about Seleukids as I have a long time interest on them. So after quick read of this thread I wrote my view on how the Seleukid army in 0AD should look like, it focus mainly on armies of Antiochos III and Antiochos IV. It has a list of units with a little describtion and reference pictures. Due RL it was written quickly, so I apologize for possible mistakes. I hope it will be helpful for your great work. OAD_-_Seleukids.pdf
    1 point
  10. Not really a fan of the Roman Republic = Red, part of the mini realism actor files mod that I'm currently working with. No new texture files, I just tweaked the actor file texture materials. Dyed and undyed tunics, plus, painted and plain leather covered scutum (Sacrificing player_color, playing Republican Romans vs. Republican Romans would be a total mess ) Note: My Mordor faction mod won't be out for quite some time, I'm sorry, I haven't worked on any contents for the Mordor faction mod (Planned release date was last December but I wasn't able to allocate time to work on it.
    1 point
  11. Gallic and Brittonic small and large towns
    1 point
  12. Another few of suggestions... I don't like how soldiers go around cutting down my unarmed women, Perhaps females and citizen soldiers under certain conditions could be captured and made into slaves to work for the enemy's economy, which you could then liberate back. Also in some cultures the women fought alongside the men, such as the Lusitanian Iberians, could they also be armed to fight temporarily? (maybe ian emergency abbility to quickly arm a large supporting force to fight alongside their men, to defend their lands.) Roads, paths and causeways. That allow units to travel much faster. Good to link two markets together or two settlements which you want to move armies between (the best roads would be roman) If it's faster than cross country, your soldiers whilst in collumn will travel by the roads you've built and be much faster. Also if your citizens and caravans are taking a route regularly a path should start to form, which speeds up their movement a little My final suggestion is that when the alarm bell rings, that when the females retreat to their homes and defenses, the men stop what they're doing (farming etc) pick up their weapons and attack the nearest enemies in your territory enmasse, and the survivors return to their work when the alarm is ended.
    1 point
  13. Has anyone played Battle For Middle Earth? Or just a total war game. I'd love to see cavalry charges actually have impact, and send people flying, with a majority of damage being done through the charge, especially for lancers. Would make for good hammer and anvil tactics. Similarly artillery and elephants should chuck people around.
    1 point
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