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Showing content with the highest reputation on 2016-09-05 in all areas

  1. There should be a victory condition, somethink like 'Conquest Civic Centers', where if player loses all Civic Centers then they lose (maybe have a 5 minute countdown after losing the last Civic Center -- they need to build a new one or die!). Their units and buildings go Gaia (and become capturable?). And then there can be a victority condition called 'Conquest Any' which you can win/lose by either Conquest Civic Centers, Conquest Structures, or Conquest Units. But yeah, the AI should have a more personality and play like a human, but there's a long way until 1.0 release and there's still a lot of time to make the AI really cool. I have faith in the guy that do it. Maybe a thread where we talk about simple ways the AI can seem more human? You give a condition, then say what the AI can do to seem human.
    2 points
  2. Hi all, Im making a new map, the siege of Halicarnassus. This is the very first preview, it is still in progress, but i would like to receive some feedback. Yes, it has a lot of props, i like detail, i'm just trying to make it more "vivid". This is the reference im using, i didn't make it exactly as is shown there, i forgot to add some things while making it, but now that is that advanced it may be a pain! http://www.discusmedia.com/maps/turkish_city_maps/5594/ v1.1 v1.2 1.3v This is what it seems to be the end of the map. Perhaps i could release as a 4 player maps (3v1), but, believe me, you cant play it (It lags without unit around, imagine it with units) Anyways, I had to improvise the Mausoleom, with walls and ground elevation. It has some greeks buildings, as i understood while i was reading, they had some multicultural life. I tried to make it, the most accurate possible, obviously, for many reasons there a lot things that cant be made, but in the other hand, i forgot many others . Hope you enjoy it! 1.4v
    1 point
  3. 1 point
  4. Hi! There is nothing that prevents us from supporting Windows XP (performance or "older" APIs) so we are not going to drop it soon. However, if at some point it holds us back, we are aware that the market share of the OS is in free fall and we will not hesitate in dropping the support Dropping the Windows 7 vanilla support is probably not a big deal either but I don't think there is a difference between W7 and W7 with SPs when it comes to 0 A.D.
    1 point
  5. Two more improvement suggestions: 1. When constructing towers, fortresses, military colonies, or civic centres, could circles be shown around the existing ones to indicate where you can not build the new ones? 2. When having buildings, ships, or siege weapons selected, could circles be shown around those to indicate their current range?
    1 point
  6. I also hate how you can't really target anything with your tower. It shoots at whatever it wants to shoot at. I think at least one of the arrow should go to target,
    1 point
  7. This mod is inspired by my idea to provide multiple techs to upgrade war elephants. So far I didn't receive negative feedback for this idea, but please leave any comments because I hope some or all content can be included in the game. The icons are placeholders and we would need proper ones made by the art department. related ticket: #4116 IRC discussion: 26/07/16 from 14:00 onwards mod-folder: download link will follow soon diff-file: download link will follow soon (doesn't take the mod.json into account) SVN version: r18565 Known bugs in my current version: Capture component for Indian melee war elephants, but not North African ones. Both shouldn't be able to capture. Pig and elephant fear auras don't work. For some civs/buildings the GUI panel is too small to display all available techs. Units The Melee War Elephant template has been split into two templates for the Indian and North African species. Historically, Indian elephants were significantly bigger and stronger than North African elephants. Additionally, they could be tamed more easily and were less susceptible to run amok during battles. The crush damage component has been reduced as elephants usually weren't used for siege. Defenders would easily pick of the mounted soldiers and throw hot pitch on the elephant as soon as it hit the wall. Hack damage has been increased for compensation. Additionally, cavalry got a 50% attack reduction against melee war elephants because horses were turned off by the smell of elephants. Indian Melee War Elephant 800 HP, 5 hack armour, 10 pierce armour, 20 crush armour 40 Hack damage, 120 Crush damage 400 food, 400 metal, 40 s train time, 6 population trained by: Mauryans, Persians, Seleucids North African Melee War Elephant 600 HP, 5 hack armour, 10 pierce armour, 20 crush armour 30 Hack damage, 90 Crush damage 250 food, 250 metal, 40 s train time, 4 population trained by: Carthaginians, Ptolemies Cavalry 50% damage reduction against enemy melee war elephants. Auras Pig aura effect: 80% damage reduction for enemy war elephants within 30 m range. explanation: The pig's sqeaking extremely frightened elephants. It is reported that pigs were covered with oil, set in flames and then driven towards enemy elephants to even increase the effect. Elephant aura effect: 10% damage reduction for enemy citizen soldiers within 30 m range. explanation: The main purpose of war elephants was to disrupt formations and to frighten enemies solely by their size. Especially people which hadn't seen elephants before often fled by the sight of the animal even before the battle began. Technologies Tusk spikes description: It is reported that in the Battle of Jhelum King Porus fitted brass plates to the tusks of his war elephants which were covered with sharp iron spikes. Therefore the animals could easily impale their enemies and helped Porus to inflict one of the greatest losses to the army of Alexander the Great. effect: +50% hack damage, +20% metal cost cost: 1000 metal, 40 s research time civ: Mauryans phase: City Caparison description: Caparisons were cloth coverings providing a simple protection for the skin of war elephants. effect: +1 hack and pierce armour cost: 500 food, 40 s research time civ: Carthaginians, Mauryans, Persians, Ptolemies, Seleucids phase: City Plate Armour description: Some war elephants were armoured with chain mails and metal plates so they were much less vulnerable to ranged attacks. However, the lower parts of the trunk and the legs typically remained unconvered. effect: +3 pierce armour, +1 hack armour, -10% speed cost: 500 wood, 1000 metal, 60 s research time civ: Carthaginians, Mauryans, Persians, Ptolemies, Seleucids phase: City required tech: Caparison Mahout description: From a young age and throughout their lives, mahouts were bonded to an assigned elephant which they trained and rode. They had special tools available to control their animal and could even kill it quickly if it panicked in battle. effect: +10% speed, +50% trample damage, +10% train time cost: 500 food, 40 s research time civ: Carthaginians, Mauryans, Persians, Ptolemies, Seleucids phase: City Howdah description: Indian and big North African war elephants were strong enough to carry a tower on their back from which archers, slingers and javelin throwers could fight enemies from a distance. effect: +30 pierce damage, -10% speed cost: 1000 wood, 500 metal, 60 s research time civ: Carthaginians, Mauryans, Persians, Ptolemies, Seleucids phase: City required tech: Mahout
    1 point
  8. Look who's back! Did I already tell you that your cities look gorgeous? Unfortunately, probably more gorgeous than my computer likes
    1 point
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