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Showing content with the highest reputation on 2016-10-08 in all areas

  1. I miss the enormous old ones already. None of them had so much as parallax either. Behold! Carthage's, uh, TRIPLE walls! I broke all of the gate animations as o exported them, somehow. Now I got to make them all over againnn
    3 points
  2. Let's try to organize these topics via tags for a start: I marked both topics with the 'replays' tag and added the corresponding game versions into the topic titles. Tag search allows to browse all the replay topics now: https://wildfiregames.com/forum/index.php?/tags/replays/ , new replays can be posted either into a corresponding common topic ("[a20 replays] Post your replay here!!!" for a20; for a21 we will create a new one) or into separate topics following the same convention ("[a## replays] <some title>" + "replay" tag).
    3 points
  3. Hello, First I would like to say that this game is the best RTS game I have ever played and I can assure you than I have been playing video games for so long. I have played AOE since 1999 and I am still enjoying RTS games. The game-play is fun and simple. Yet, after few games versus IA, I got bored and started playing versus real players in multiplayer. And everything went downhill, no matchmaking system, people leave the game when they want, someone must host the game and if he leaves the game will be lost, if anyone has lag everybody will suffer... So many factors made the multiplayer mode viable only versus trusted opponent which isn't easy to have. I am guessing that it is hard to solve these problems since the game is free to play and having a game server would probably be costly, but I really wanted to share this feedback. Anyways, thank you for this game, I know this is a free game and players shouldn't be asking for stuff like if they were ungrateful. I really wish to see 0AD with weekly updates and a viable ranked system. Thanks anyways sofianosss
    2 points
  4. A dedicated server for 0AD would require nearly no resources, so it won't be a cost issue if implemented imho.
    2 points
  5. I have a question about the Succesors. Why are their first things to create from the CC Militia Theurophoroi, and Phalangitai (Seleucids, Macedonians, and Ptolemaioi respectively)? Shouldn't it start out with Hoplite Militia with Macedonians, Machimoi for the Ptolemaioi, and the Pantodapoi spearman for the Seleucids? The barracks should be able to create phalagnites, and there should be upgrades that make you produce Theurophoroi and Thorakitai, as those are how Hellenic Civilizations progressed. Also the Successors should have heavy Hetairoi cavalry and should have heavy phalagnite infantry as their champs (or in Macedon's case: Hypaspitai which would be characterized as Hoplites). Also the next should be akonistai for all Hellenic Civs and Agranian javelin men should be an upgrade.
    2 points
  6. I didn't find a ticket for the corresponding match setup settings, but we have one for map-specific/Atlas configuration: http://trac.wildfiregames.com/ticket/1404. It's not completely implemented yet, but it's already possible to set starting/disabled technologies (including phases) in the map files, see example here: http://trac.wildfiregames.com/changeset/16444#file2 , so you at least can make a map (or a variation of existing one) to playtest this idea.
    2 points
  7. with 3 phases I dont see this useful yet.
    2 points
  8. Easiest way to do that now is to have the technology unlock when you have a certain amount of sheep
    2 points
  9. Hello, I am Zophim, the leader and chief researcher of Aristeia, a mod project of 0 AD that centers in the ancient Near East and Aegean region during the 1500 years prior to 500 BC (so roughly 2000-500 BC). The project has been rethought and redesigned, but will retain the standard features of the main game. I wish to extend my sincerest thanks to all those, past and present, who contributed to the development of this mod. The following features may be subject to change. The new expanded name for the mod will be “Aristeia Bronziron” (in order to more accurately reflect the often simultaneous use of bronze and iron during the periods traditionally separated into the Bronze Age and Iron Age), and it will be divided into three parts. Each of these three parts will, in the spirit of the original game, cover timeframes of around 500 years each: 2000-1500 BC, 1500-1000 BC, and 1000-500 BC. The periods will be released in reverse order (Part III, Part II, Part I) in order to maintain a sense of continuity with the main game, moving back through history, even as Millenium AD moves forward through history. Any design documents I publish will supersede any previous ones. More detailed civ information will be made available in brand new topics in the Council of Modders: Aristeia forum, using the following format example: [Part III] Faction: The Late Period Egyptians. Inside these topics, users can post relevant links, suggestions, images, text, etc. Four main civilizations/groupings/factions will be featured through all three periods in various forms, in an attempt to demonstrate the continuity and relationships among the nations and cultural groups of the time. The four basic groups are the Egyptians, the Hebrews, the Assyrians, and the Greeks. Part I: Fathers of Nations will span from 2000 BC – 1445 BC (the approximate date of the Hebrew exodus from Egypt). During this period, the Egyptian, Sumerian, and Minoan civilizations begin their ascent, and the Hebrew patriarchs multiply to become a mighty people. Featured Civs: Old Kingdom Egyptians, Hebrews, Sumerians, Minoans. Part II: Rise of Nations will span from 1445 BC – 930 BC (the approximate date of the division of the Israelite kingdom into Ephraim and Judah). During this period, Egypt and Israel together end the domination of the Hyksos rulers, and usher in a golden age of prosperity for the entire region. Featured Civs: New Kingdom Egyptians, United Monarchy Israelites, Syrians, Mycenaeans. Part III: Peril of Nations will span from 930 BC – 539 BC (the date of Babylon’s fall to Cyrus the Great of Persia). During this period, the ancient Near East, with help from Greece, defends itself from the encroachments of the Assyrian Empire, which is itself absorbed by the Babylonians. Featured Civs: Late Period Egyptians, Divided Kingdom Judahites, New Empire Assyrians, Archaic Greeks. The official process pipeline is as follows: Civ Research → Design Documentation → 2D art/3D art/programming. The main drawback of this mod’s timeframe is that there aren’t a great deal of readily accessible online illustrations of structures and units for some of these civs, even though I have many resources at home, both written and visual, that I could convert into working structure/unit concepts. Ideally, if I had mountains of free time, I would painstakingly give you guys personally-created concept art scans of every single unit and structure that is required in Aristeia (including basic/advanced/elite citizen soldier variations), because, through all my research, I have pretty definite mental images of what these guys should look like. I might do some of this in the future, but for now, I might have to use the main game’s units/buildings as a point of reference for the artists/programmers. With that being said, my immediate goal for a future release is to get at least one placeholding faction up and running, even if we have to use entities from the main game’s scenario editor atlas. Therefore, until new, historically-accurate models and art are made available, I plan for now to make heavy use of placeholder units and structures from the main game as well as from the available units in the latest downloadable version of Aristeia. Some of the main game’s entities can actually be used as is (for example, the Nubian archer for Egypt, the Persian siege ram for Assyria, etc.). We are focusing on Part III first (other parts will follow at a later stage). AristeiaPartIIICivs.pdf
    1 point
  10. Alright, so as it stands Carthaginian walls are big bulky annoying and expensive. I say, instead of this we actually have 3 different wall tiers? The current ones could be the Byrsa walls, then we could have good ol city walls, and replace their ability to build palisades with small walls? "but LordGood, that needs new models" lets just say I really like messing with the Carthaginian texture pack but this would be a gameplay change, so I'm wondering what everybody thinks first
    1 point
  11. 1 point
  12. The problem are not the costs. The problem is there is no dedicated server atm. (we are working on it: #3556)
    1 point
  13. I am wondering if the team have investigate hosting all games on a server or allowing personal dedicated server with mods. How much would cost?
    1 point
  14. You can have a look at http://trac.wildfiregames.com/wiki/Alpha21 You will notice that all that has been adressed. We hope you'll enjoy the next alpha.
    1 point
  15. Can't work much during the hurricane lol. That sounds like fun though. Its nice to hop between Civs again. This upgradeable entity fervor is going to last me a while haha
    1 point
  16. It is not about progression though. These guys are basically at their peak. Only the Seleucids have a progression, but that is in the late game to give the player interesting choice of champions. And if you do all these upgrades for the Successors, then you have to do it for everyone else too. What are the upgrade chains for the Persians and Celts and Carthaginans?
    1 point
  17. Hmm if I understand correctly, now you could make auras stack with the same entity, so temples could overlap if desired. But yes, I didn't understood this way, thanks for clarifying.
    1 point
  18. Lol maybe this topic is misunderstood; I mean a setting in the game menu that locks a single player or mp game's max phase.
    1 point
  19. Day of suggestions, today? Here, mine, is the aim that in all game all strategies should be viable (rush, turtle, boom). In phase/tier 1, I thought about a RPS system: -Spearman could be the only unit available until phase 1.5, that in numbers are enough tankier to take CC and towers. -Cavalry skirmishers are good against them, but lose to structures. So spear infantry>towers/cc>skirmisher cav>spear infantry. Blacksmith allows tier 1.5 could be a strategic decision buildable in phase 1: to build them or make another barrack. -Unlocks infantry skirmishers, with good dps against infantry in general and against ranged cav. Shorter range than towers so they are good for raiding and defend, but not against defensive buildings. -Unlocks also cavalry swordsman, good against ranged infantry, slightly better than spear infantry against buildings. Could be soft-countered with skirmisher cavalry with hit&tactics. -Allows military techs in phase II *Swordman, slingers, and the other cav available in phase II or in tier 1.5? Romans and Iberians could be subvert this: Romans could train swordsman (Good against infantry and also better against buildings. Countered by well guarded or hit&run ranged infantry, and ranged infantry.) and Iberians skirmishers instead of spearman in phase I. You then you can try to rush with spears/cav skirmishers, turtle up with towers. At mid phase I you get 2 units that counter each other, being skirmisher a good defense unit but also support unit to rush. Or you can skip and go to phase II for better eco tech and better soldiers. The problem by design is that booming allows a good mass of soldiers that can defence. Making skirmishers less common in phase I would solve this without dropping c/s concept. Also barracks soldiers could start in advanced rank so choices between training them in CC or barracks have actual consequences. And also targeting them when raiding. CC could train only women and spear infantry and one limited explorer unit (cav skirmisher skin without javelins). Spearman trained there could go with milita status (can't rank and military upgrades doesn't affect them) Let's hope that some ideas help someone (either the base game or some mod)
    1 point
  20. Here's a crazy idea, what if the walls had auras that would boost each other's hitpoints? That would encourage building them together for a stronger defense/stone ratio
    1 point
  21. As a healing ability, I think it is folly. As a attack boost make more sense. Think about a pre-battle sacrifice! It would most likely boost an earmy morale than heal them (if the omens are favorable, of course, lol, but I think a player ability would always be favorable; or else! we make it mildly random that it could be favorable 90% of the time but give slight 10% probably that it could be unfavorable, is interesting!).
    1 point
  22. I think I know what you mean under "certain amount of sheep"
    1 point
  23. Welcome to the forum and thank you for your offer People with 1 post are never made moderators on forums. The way this usually works is that when the team feels a need to recruit new moderators because they need help with the workload, they will send a private message to some forum members who they know well and that they feel might be up to the task. So, start contributing valuable posts, and you might eventually get there.
    1 point
  24. Making a 3rd tier of wall for Carthage is too much. The game already have this kind of thing with "wooden" towers and "stone" towers being 2 different towers (when the stone should just be an upgrade for the wooden, not 2 different ones). Buildings should not duplicate their uses (in fact, I contemplate just getting rid of palisades as buildable structures in DE). Just my opinion. It would be much cooler to make a new model for the city walls, okay, that is the footprint of the Greek, Egyptian, etc. walls (standard size), and then make another set of new models (same footprint) for the uopgraded "Triple Walls" tech. This would be cool. Game needs more visual upgrading. The current Carthage walls are comically big and ugly right now anyway. I do like the "low" stone walls you make in that other thread (though they would not be useful for what I propose here).
    1 point
  25. I think making them an upgrade makes more sense. That way, the player can build walls earlier without having to wait until they can research because they can upgrade when ready. The fortified wall upgrade in AoK is a good example. If we want the three types of walls to exist concurrently (not have the best type replace the middle wall type), then perhaps we could have an upgrade button on a wall segment. To avoid having to upgrade each piece individually (and avoid mixing graphics that might not look good together), we could make the upgrade button upgrade all linked or connected wall segments and towers.
    1 point
  26. It would be cool to have a "last stand" tech which either lets women contribute to building attack and cp regen, or gives houses a small, slow attack. It would encourage the destroying of buildings block by block, which would hold some truth to the actual siege of Carthage. Maybe with such a strong defensive bonus have a unit train time penalty to shift the balance away from offense
    1 point
  27. One or more Germanic civilizations are likely to be included in part two, as their role was greater in the 1 A.D. - 500 A.D. time period than the 500 B.C. - 1 B.C. time period.
    1 point
  28. sacrifice is a great idea...as technology not an ability.
    1 point
  29. It does seem like something that would rarely be used. I mean you would have to first see that a unit needs to be healed (and since it would cost a sheep/cattle it would only really be relevant for heroes and possibly elephants), then find a priest that is not busy, then find a sheep/cattle, then find the unit again. If the unit would still survive that is since going back and forth would take a fair amount of time. To make the most of it you would also only use it when the unit is just about to die (otherwise you would have spent the animal just to get back a few hitpoints), so you would have to spend time waiting. All-in-all, nice idea in theory, but I doubt it's going to be useful in practice.
    1 point
  30. Hello historians and Celt-lovers. I have make a new merc unit for the Celtic civs, the Celtic Archer. He has lighter armor than other archers, but is faster (like the Naked Fanatic - Gaesatae). They add a much needed archery arm for the Celts, but only in limite numbers (can train 30 mercs for the first merc camp, and +10 to the limit for each new merc camp you capture). I need a SpecificName for them if you guy have any idea!
    1 point
  31. Well, I had planned to include the Mycenaeans with the other Greek spheres of influence. As far as splitting things up: same as the vanilla game and Millenium AD are doing (500-year divisions, when you could make the argument that we should combine the Republican and Imperial Romans into simply The Romans). It's partly _because_ I want to do this long and complex 1500-year period justice that I've broken it up into 3 parts. And I think there are enough empire/kingdom heights in 1000-500 BC to satisfy the requirements of a good duke-out. You've got Ashurbanipal of Assyria, Necho II of Egypt, Gyges of Lydia, and Jehoshaphat of Judah. What I did was try to group the Mycenaeans, Archaic Greeks, and Lydians under a broad category. Strictly speaking, you are correct. I should use a different term. All: In order to eliminate some misunderstanding, I'm going to rename the Part III Greeks a more generic term: "Aegean Greeks," since I seem to have misapplied the term "Archaic" in a general sense to cover both the Mycenaean and Archaic periods of Part III. How about we move the Mycenaeans back to Part II, leaving the Archaic Greeks and Lydian kingdom in Part III? As it is, the Mycenaean period is sort of straddling the Part II/Part III divide anyway (and it's unclear just when the Trojan War(s) occurred, it could have been anywhere from 1100-800 BC, depending on how long the Greek "Dark Age" lasted and how widespread it was; my personal conclusion is that what we know as Archaic Greece picked up not too long after the Mycenaean period.)
    1 point
  32. Ha, nice so no Mycenaeans? Fracturing a mod like this with such a small team doesn't sound like it would do it justice. Tbh the age of empires approach of all empires at their respective heights duking it out sounds like it would garner the most attention. From what I've seen in the main game people are hungry for straight up Egyptians. Splitting them by kingdom might make your audience wary.
    1 point
  33. Some weak players have 1500+ by doing this
    1 point
  34. Let's reconsider the subforum idea. This original topic definetely gained some interest, but then it was seemingly forgotten. Thanks to @elexis, @borg- and @bb the idea was resurrected here: https://wildfiregames.com/forum/index.php?/topic/21143-post-your-replay-here/ , and we have at least two topics to gather into a subforum now! Myabe a subforum with a pinned FAQ (how to find/share your own replays and how to play other people ones) will be more visible/sustainable and convenient to link to (possibly even from the game itself). @feneur, what do you think? (other people opinions are welcome too, of course :))
    1 point
  35. Hence the second sentence about banning, that works very nicely
    1 point
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