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Showing content with the highest reputation on 2016-05-17 in Posts

  1. Well, we need to draw the line somewhere, and while I personally think we might have been able to make a more enjoyable game with fewer civilizations than the ones we have I certainly don't think it's worth adding more. Could there have been different choices made? Sure, but at some point you have to stick to the decisions that have been made, even if you might have made a different decision at some other point. And we certainly can't make everyone happy, so changing something just because someone thinks we should is not really a good way forward. Then we'd most likely have a hundred factions or so Could we hypothetically add one more faction? Maybe, but how could we be fair about which one to add? You might argue for Thracians, but there are others who argue just as passionately for everything from splitting the Iberians, or adding a bunch of additional Hellenistic factions to adding Slavs or Numidians or others. The only way to be fair is to make a decision and stick to it.
    4 points
  2. Alrighty, I think the Assyrian broom bus needs some edits; the action of the ram is a bit odd, and I've been staring at this relief for a few hours and hypothesizing. Does it really move up and down, or does it's swing pivot on a high point, allowing it to hit at an upward angle? It would need to move less material, and more importantly, move it away from the ram itself. If anything it'd give the ram a more involved model and more dynamic animations than it already has. Also, perhaps we could explore tunneling and counter-tunneling in this thread, as the general siege tactic of most civilizations at the time was to clear the walls with archers or slingers, and then proceed to mine the walls.
    3 points
  3. That's common on YouTube, that the players will be average. It's usually because they play so many different games on the show that they don't have time to really get good at specific ones. I think what matters most is that they stay consistent. If the channel is based around high quality gameplay, they should take time to focus on a game and become better at it, and if the show is mostly about the personalities or showing off new games, being average at the games is just fine. What matters most is that people find new games through their channels.
    2 points
  4. Hey everyone, just as an update, I've been having awful internet issues recently and I've been troubleshooting them with Rogers, my ISP. Seems like the cables in the area may have gotten messed up after some high winds. It's delaying my job a bit since I can't stream like this. I still keep this window open every day to make sure I'm easy to context if you have any questions or want to throw ideas at me.
    2 points
  5. We're not going to be adding any more civilizations to 0 AD as far as I'm aware. We already have the nightmare of balancing 12 civilizations already, Thrace appearing to be a valuable and well populated area as well, rather than an independent state. Thracian peltasts are in the Athenian unit roster, and Odrysian skirmisher cavalry fight for Macedon. Very interesting to read about though, I had heard talk of mercenary factions a while back but I'm not sure where that's at with the team right now.
    2 points
  6. Thought It would be nice to have pureon's model textured so... Included in this package : Textures Improved Onager UVMap Simulation Actors For Packing Unpacking public.7z
    1 point
  7. Hi everyone! There are some issues with the current minimap color scheme as pointed out here: #763 I started working on this as part of Millennium A.D. (as some of you probably already noticed) and decided to split it off and hopefully get it merged into the game. This is the current state of the mod: I would like you guys to try it out and give your opinions on it (what do you think about it, where is it already better than SVN, where could/should it be improved and how should it be improved). v4: Changelog: Dark orange for bushes, pink for metal mines and limegreen for fauna. minimap_color_v4.zip minimap_color_a20_v4.zip Thanks in advance!
    1 point
  8. To clarify: If a unit is automatically replaced when low (meaning not dead) the strength against capture won't drop (or?). If a unit is automatically replaced when dead micromanagement becomes vitally important to keep the units alive (and, at least to me, that seams annoying). So why have units on top of garrisoned buildings when it will have bad gameplay impact (Edit: If not just for visuals)? (though this might of cause be a matter of taste)
    1 point
  9. I'm going to assume you're Bulgarian based on your e-mail address, and that you have personal stake in this. We aren't denying that we aren't adding them because of the amount of work that needs to be done. It's a ton of work, we haven't even finished up the Seleucids yet, and we need to also review what we already have. Seeing as you're so attached to this, I can see you're not going to take our word for it and just keep pushing the topic with your hands over your ears, as if that will somehow magically get models and balances made. I would love it if you could prove me wrong in this aspect. We're not denying the importance of Thrace when we deny it from the civilization roster.
    1 point
  10. Unfair to who? To the Numidians, Armenians and all other factions that are also not in the game? What makes Thracians so much better than all the other candidate civilizations?
    1 point
  11. Yeah that is the main thing about the game I wish was a big more segmented is the fact that drop sites (+ farmsteads) don't really hold their own values (that you could steal from and target). I haven't really thought this out as much but what would be great is if drops actually required certain individuals to move between drops and civic centers to account for the resource, ie https://en.wikipedia.org/wiki/Banker_(ancient)#Ancient_Greek (trapezites) ... I like the fact that these entities (spy,assassin,thief,banker) have an almost secondary play on watching enemy resources which affects military gameplay.
    1 point
  12. Its hard to see in all that fog there, but this time we got 2,835 sheep out. The game still didn't crash! Lagged out again though, I could tolerate it long enough to take these screenies too
    1 point
  13. In that case the thing I would want to vote for is not present: Let units on buildings only be a visual thing (maybe representing the ratio of garrisoned units to garrisoning space or don't show them at all). The main reason is that micro managing unit cycling of the units on top would be annoying (at least for me that is). And IMO defensive structures where there to protect units inside while still being able to return fire (relatively save). Unit cycling could be automated so that, if low, units on top are replaced with fresh units (Or just deal the damage to the highest health unit). However, that way targeting a unit would likely be very ineffecient and the unit AI will feel even more stupid than it allready does. What's wrong for you with the current concept?
    1 point
  14. @Orpheus Do you remember what map that was on so I can try to change that?
    1 point
  15. Actually, they are both Latin words. While "malus" is pretty uncommon, it is not unheard of: http://www.dictionary.com/browse/malus I just don't like "penalty", but I can't come up with anything better either at the moment.
    1 point
  16. According to that source, Brihent would be appropriate for a single unit, and Brihentin for cavalry in general (singular vs. plural/mass noun).
    1 point
  17. Why can't you ask that? There are plans to have mods downloadable in the mod manager, so it should become easier to install mods in the future. Then there should also be some support to see what mods the others have installed in multiplayer, so you can sync your mods with them.
    1 point
  18. I saw now the message of 18/4, the link was given a part of this site: http://www.melegnano.net/spie0006e0.htm I do not know if everything is correct, speak of a Celtic - cisalpino to Italian. I think it is a root of Insubria language which, in turn, has influenced Latin
    1 point
  19. Then bonus is also not a real English word... a penalty is something one gets after having done something wrong, so I don't think that it would be more appropriate than malus. deduction?
    1 point
  20. The problem with adding new factions, is balancing, research (after all we want to have the more historical background as possible) , art, we don't have much artists to tackle the work a new faction would cost. So you can turn yourself toward modding, see we already have a 500-1000AD mod period, one that goes through Ancient Egypt, and one that covers the Chinese Era during 0 A.d.
    1 point
  21. Rather than simply making spies or thieves invisible - wouldn't it be much cooler if the spies could disguise themselves as enemy civilian-soldiers? Maybe something like http://wiki.teamliquid.net/starcraft2/Changeling_(Legacy_of_the_Void) . It could work like this: the player produces the spy and sends him towards the enemy. When the spy sees an enemy civ-soldier, it automatically changes allegiance to the enemy and takes on the appearance of the enemy soldier, so it is actually an enemy unit now, able to blend in by e.g. gathering resources. The spy remembers its former allegiance however, so the player who produced the spy can also give it orders and see what it sees. As soon as the spy changes allegiance, its stamina starts to decrease, and when the stamina reaches 0 (after several minutes) the spy changes back to a spy and will be targeted by enemy units. The enemy player could also select the spy and delete it, if he notices. If the spy escapes, he has to wait until his stamina reaches full before he can go undercover again. Thieves could work the same way except that they have a tiny vision range while converted to the enemy (spies should have a large vision range), and when thieves return resources to an enemy dropsite, they actually decrease the amount of that resource for the enemy. Before a thief's stamina runs out, he should be able to steal several times his cost in resources if the enemy player doesn't notice. There could also be "assassins" which work like spies, except that after having been undercover for a while (stamina below a threshold), the player who produced the assassin can order it to attack an enemy unit with a melee attack. If the melee attack connects, the enemy unit instantly dies and the spy is unmasked (stamina set to 0). Assassins should be pretty expensive, like 200 metal 200 food, to counterbalance the fact that they can kill heroes.
    1 point
  22. Mimo: unfortunately Aegis was difficult too. I was trying to start with something more simplistic but I already struggled with basic tasks like training and building. Simply because I did not know where to look (and Aegis didn't help me much further with its fancy planning system)
    1 point
  23. I must say that the hurdle to develop a new AI has been proved too high for me in the past. I actually landed in this forum a while ago with the intention to develop a new AI (you know, I had created a AoK AI but wanted to have more freedom). With that in mind I encourage every attempt to ease the road for newcomers (although it is unlikely that I would eventually develop a fully fledged AI myself considering my other tasks around here and the amount of time I have available) so that they don't strand before having something that works.
    1 point
  24. Uhm..My names Aaron,i live in Estonia...Dont know anything about programming,only a little bit of 3d modeling,Downloaded 0 A.D 2 hours ago and well...ITS AWESOME!!!(i had to get that out,sorry) You guys are doing a fabulous job,keep doing it (sorry if theres bad english,not my native language)
    1 point
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