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Showing content with the highest reputation on 2016-04-23 in all areas

  1. I couldn't stream today since it would have been a very fragmented session, but I managed to refine the horse animations, now with 100% more unit.
    3 points
  2. You can define as many rectangular obstructions as you want. It doesn't have to be named left, right or center, that's only a requirement for gates (where the center one is enabled and disabled to open and close the gate). So in theory, you can make quite complex obstructions (f.e. on a market, give every stall its own obstruction, and let units walk through it). But in practice, this may be a lot of work. Note that a more complex obstruction will also give a bit more work to the pathfinder. But if these are only used on buildings that don't appear so often (and not f.e. on trees), this shouldn't make a big difference. A few days ago, I also wanted to make circular obstructions possible (f.e. usable on the Briton CC or for Stonehenge). It worked great for building placement, and for the long range pathfinder, but the short range pathfinder doesn't seem to like that yet.
    2 points
  3. Hi !!! I dont remember if i share this idea before but anyway .. basicaly its to input a campaign mode in multiplayer IDEA : Imagine, 2 players want to recreate an historical war , i.e the punic wars, this game - a campaign - comes with 12 linked scenario games/mission inside (with its starting ressources, cities , and units) .. a bit like single campaign on AoE .. but even more .. In the lobby : 2 good players start a campaign, they open a room . At that point, the campaign start with 2 "emperors" . Each emperor opens some slots to enrole "generals" (not too bad players) , which enrole for their own "commanders" (better not ultra noobs) .. so 3 levels of power. So the campaign can start like a 11 vs 14 players (or even 5 vs 3 vs 12 players if there is 3 empires .. whatever .. if the campaign is " Corsica vs Sardine" it would probably start with 1vs1 and both "emperors" are nothing more than the boss of 2 rival villages ) .. the campaign starts.. - A map : the 2 Emperors see the same map , i.e Europe + north Africa, and its split in many territories (like the board game RISK or the video game DUNE 2000 ) with their respective terrirtory colored. So the 2 Emperors each make a STRATEGIC decision to invade a territory or another one .. or even .. more .. its just a question of investing ressources in a game/mission .. so the emperor can even split all its campaign ressources to invade all the neigbour territory in same time .. but may be silly and useless. On the map , the forces on field will be represented by little figurines like every Emperor like to play with ! - A mission : each mission/battle is a game (like those one know now) with a target (kill all , capture city ...) . The "emperor" will receive the benefit of the mission if won (extra ressources gathered, slaves (captured units) & city captured and survived units .. so he can re-invest this into the next missions and take the right decisions. - After mission : the generals can transmit information to the Emperor by typing it the Roman room (hosted in lobby) and evaluate forces in presence. If the enemy retreat, General say how much units go out of the map and indicate direction. Each General can put figurines on the map so the Emperor has an Idea of the forces in the region or nearby territories. Ennemy Emperor and his Generals are represented by figurines.. like for other informations .. only the players will evaluate the situation. So a evil Emperor will make his ennemy think that he lost all but, he just reatreat all his forces only in a purpose to massive counter-attack in poorely protected territory. So players may collect most information they can to put this information on the Emperor's map after a game in order to give the Emperor best idea of the real situation. - The timing : for emperors, its not real-time playing when its on MAP mode, the results will be displayed only when a game/battle is finished with its results. Each emperor has the power to "PAUSE" the campaign (but not a game !) and resume it later or even 1 week later .. time to discuss with his generals in the lobby-hosted "Rome forum" or "Carthagian Hall" . On the map, the Emperor can see (thx to information given my generals ) if ennemy decided to attack on sides (like Hannibal did) or rather decide to send all his forces towards Capital (like Romans did). So a player can have the duty to build extra walls the more he can (after defeat a nearby gaia civ full of Stone) if the Emperor see on the map huge naval forces naving directly to Carthage. - The players : for sure, AS ITS possible to "pause" a campaign" (so it will be nothing more a saved file on lobby or on HD of the 2 emperors) , any player can let his SLOT and position to another player if he can't play anymore or if he's not in the lobby anymore. A emperor can allow or refuse a new "General" as a "General" can refuse a new "Commander". Exactly like does a HOSTER now - A territory : the whole map are splitted in piece, as said, its a territory for a game . The gaia , will be nothing more than the local civ , so for exemple, Hannibal should know that he will have to fight or ally iberians if he wants to avoid NAVAL with Rome. Rather than having to build whole city from scratch .. An invader will find a couple of cities on the territory , i.e Syracuse (typical greek with some historical monuments ) , and will capture it for its own benefit and ressources. So a typical mission will not start with that 10 mins building phase .. players will find beautifull cities already builded (basically, some typical munuments with some generic stuff around with roads) to capture. But in germany campaings, maybe building new city can occurs .. depends the mission. - Gameplay : the Emperor can move his presence from 1 territory to another NEIGBHOUR territory between each turn of game , so he can take command of a battle if he wants. So the Emperor can swith from MAP mode to MISSION mode (= the battle = the game one play now in 0ad20) . Generals, will be related to a game/battle as the chief of the Commanders on the field. Each Commanders will be a typical player with its own units (exactly like a player in the actual games one have now) and CC's .. The General ( a super player) of the mission can take control of Commanders units , as Emperor can do so if he's on the territory of the running game. AI's PETRA can play a Commander role. - Incarnation : A commander will be a Champion , A general will be a Hero , the Emperor will be God so not incarnated .. but will die (ALL Campaign over !) if he lose a game/ battle while he was on that territory .. so the Emperor will take HUGE risk to take control of a game and losing it rather letting a General do the stuff. If a General dies in a game/mission, the best Commander becomes the General. A General or the Emperor can retreat from a mission/game .. not a Commander . When all Commanders of a territory (those of the loser team of course) die , the mission is over. And the survival General has to recruit new players into the lobby to play next missions. Beside this, seing - Aura : each players can take control of units if its in RANGE aura. A commander (a champion in the game) will put him self into CC to control all units on his CC aura . While go attack , he will have to GO in expedition with units to command them in a limited range. A General ( Hero on in the game) will work the same way but his AURA will be far wider and if all CC of his Commanders are connected ... he can control all the ally CC territory. Each Commander will have his units with its own COLOR, but a General can , at any moment, set units on his own COLOR to take control them . If the Emperor comes into a mission, he will bring his own Imperial Guard to give a hand but can also, as do the General, overtake control on units. - How-to : basically, it will be nothing more than "glueing" traditional games together with long term ressources management through a board map with figurine on it. The game will be micro (like now) and with a new macro aspect (the emperor map) and just let some players over-taking control units on other ally players during the micro. - Contribution : modders can create maps and scenarios. If possible, also short animation between each mission or after the final one . Ie : the fall of Baal statue from a wall , or the incineration of Roman Emperor in the mouth of Baal Statue. - Furter : Recreate the whole 500BC to 0AD period and thus titan campaign with 12 civs and some gaias tribes/civs. Civs will ally each together like a big FFA in order to be ultimate civ but still , like in chess, if emperor dies, the team-civ lose.
    1 point
  4. It would be very nice and add to the immersion of the game if units had individual names. Has this been discussed before?
    1 point
  5. There are some nice ideas here, but also some that need improvement. At a start of a campaign, an emperor should get some time to arrange his army, before the attacks can start. When an attacker picks a target, the attacker and defender at that target should be fixed until the game is played. You can't require people to be online always. So there should be some rule that both players at least have to be f.e. 1 hour online per 2 days. And that a game can only be refused a few times. If one of the players doesn't come online, or refuses too much, the game should be against an AI. It would need some server to keep track of all this. So it's not that easy to implement. Maybe it's easier to start with a singleplayer campaign, and then extend the maps to multiplayer.
    1 point
  6. I also want this, even if it is just a mod, something that appears alongside the generic and specific names. The names will be chosen randomly, like how AI names are chosen. It will be hard to research ancient names though..
    1 point
  7. The art developemnt/ team don't work like programmer one. this topic is like the task or equivalent to the ticket. And there are a lot of place holder art, many civs even are finish because that.
    1 point
  8. Hi LordGood. I think the gate structure can use some redesign. War Elephant need to walk through it (the gate is not high enough). Door should be wider too, for passage of multiple unit. (Roman gate has similar problwems). Compare with other gate houses.
    1 point
  9. Paradise of Daphne would be perfect wonder, I think. That temple is a good start I think Paradise of Daphne had a large temple to Apollo, fountains, springs, gardens, etc. Having fountains and pools and gardens around a large Greek temple would be perfect. It could easily have footprint of Hangiing Gardens.
    1 point
  10. The mod was featured in the headlines section of the ModDB homepage for this week They even posted the mod on their Facebook page Hoping that the recent Viking pop culture craze can bring more people closer to 0AD
    1 point
  11. About this great garden-park. Antioch was even more renowned for lovely gardens than Alexandria. The town had a wonderful site. The main street was a long continuous portico, with houses on one side, and on the other side gardens that extended right to the foot of the mountain : they contained all manner of summer-houses, baths and fountains, which, however, did not appear on the hill, “so as not to destroy the impression of regularity.” A second street reaches to the Orontes. In front of the West Gate the road passes through a wonderful suburb called Heraclea; farther on one gets to the famous park called Daphne after 7.5 kilometres of vines and roses on the south of Antioch. From this park the whole great estate took the extra name of Epidaphne. This too was originally a sacred grove which enclosed the Τερτνος the asylum with the temple of Apollo and Artemis. The great shady park had a circumference of eighty stadia. The springs here were more abundant than the earth had ever beheld, and the wonderful cypresses, three hundred in number, were, according to tradition, planted by the Seleucids. Later generations could not say enough of the beauty of the baths, the portico, the places of amusement. The crowds found excellent hostels where vines grew even in the rooms, while in the gardens were wafted to them the aromatic odours of the flower-beds. Daphne is praised as the fairest spot on earth. http://www.gardenvisit.com/history_theory/library_online_ebooks/ml_gothein_history_garden_art_design/greek_contact_eastern_gardens the Paradise will representation the mix of eastern culture with Hellenism.
    1 point
  12. Technically when we don't have a 3D model , we use a "place holder" building... so the answer is not. The Macedonian blacksmith isn't finish.
    1 point
  13. Yeah, that is... We need show how powrful is 0AD for modding. Congratulations guys.
    1 point
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