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Showing content with the highest reputation on 2016-02-09 in all areas

  1. In my mod the Spartans don't have the 25% hp bonus. Agoge enables higher champion ranks instead. So actually you have weaker champs at first and you need to level at least once to make them stronger than they are now. Of course the lvl 3 champs are very strong then with 280 hp, 12/12 armor and 8.4/7.0 attack just as base stats. I think I made the level upgrade at 200 xp from lvl1 to lvl2 and 400 xp from lvl2 to lvl3. CS need 100 xp for each upgrade. The only balancing factor was a bit less movement speed at higher ranks. Ok I'm far from being pro and only have used singleplayer mode yet. I believe Spartans are quite strong in some situations but I thought most pros use Britons and spam their champs earlier than every other civ so actually Spartans should get into a defensive rather than offensive position in most cases... IMO 0 A.D. is too much focused on pop production so early game is quite boring. Then you have one big rush and game is over in most cases... See my other post here.
    2 points
  2. (Given that cutting though the ground is possible, like how quarries are planned to look like, dug deep) Generic name: Ditch Specific name: Faction specific Phase: Town phase Construction Cost: Food (Labor) - high food cost Takes time to build one (Like walls) Infantry can walk though (like farms) but are slowed down Can only be destroyed (dug) by infantry Impassable to siege equipment (Because battering rams suck and I don't like them, haha) Common Iron age defensive construction, both Romans and Celts built them together with their walls (It might be nice to make siege warfare more interesting in 0AD)
    2 points
  3. I've been working on water rendering and mostly figured out how it works. It isn't yet screenshot worthy (and screenshots are terrible for conveying water effects) but I have made some definite progress already. Thus far: -I reduced the refraction displacement by half, which looks a lot better -I reduced the reflection distortions by more than half, which also looks a lot better (although it still needs some tuning for distance effects) --Currently I'm working on tuning the intensity of reflections and the fresnel factor used for intensity scaling. To Do: -Shore waves need more foam, and should produce foam trails when receding as well as when advancing. Also: shore waves seem to be recalculating the shoreline every frame, which may be contributing to the expensiveness. The shoreline really should only need recalculating if the terrain is modified or if you change maps entirely (ie in atlas), and should additionally be cheap to cache. It seems like someone was aware of that at one time but it just never got done.
    1 point
  4. And also, just because someone else might be getting away with something doesn't mean that it should/could be done The rights holders might not be aware of those projects for that matter, so taking them as examples is probably not a good idea anyway.
    1 point
  5. Add a hotkey to select all wounded units with their current hp under a certain threshold (relative to their max hp). This will reduce micro work e.g. to garrison wounded soldiers in the temple or command them to retreat during a battle. I can't find something similar here. Would be even nicer with combinations like: KEY+1: select all units below 10% hp KEY+2: ... 20% hp ... KEY+9: ... 90% hp KEY+0: ... 100% hp KEY+F1: select all units with 10% hp and above ... KEY+F9: ... 90% hp and above KEY+F10: ... 100% hp Another hotkey could modify the right click move order. All selected units carrying a resource will first drop it at the nearest possible building and then move to the location. Units carrying nothing will just directly go to the target location.
    1 point
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