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Showing content with the highest reputation on 2016-11-24 in all areas

  1. The latter is part of the VisibleClasses list of the Identity component, which is split by whitespace, so there is no way for the latter (without some code changes that seem to be worth it, unless someone is bored) to have a space. This limitation doesn't extend to translations so you can just translate it to be the same.
    3 points
  2. Now, hear me out. I am an avid fan of city-builders and tend to build houses past my population limit for the aesthetic alone. I would also like to build up areas of the map that are otherwise barren of natural resources, wall them up, make them look pretty. This is currently useless, except giving your population limit the ability to take some housing losses. It seems a shame for city builder civilizations to build 30 houses and be done with them, less with the peristyle tech. Then I thought, taxes! all these citizens sitting pretty in their homes while I micromanage trade routes for territory expansion, why don't they help out? This could have a number of benefits and implementations, Carthage, the colonial city building civ who relied so heavily on mercenaries, can actually put out a decent stream of mercenary units with taxed housing. Seleucids and Ptolemies could build cities to support its metal-heavy unit rosters. Grabbing land actually means something again, and the more territory controlled the more ferocious the battles will be when the wealth pours in, instead of locking into stalemate, waiting for the other player to falter. I dunno, thoughts?
    1 point
  3. Does anyone by chance has replayes with certain mods enabled? (I'm especially interested in replays from RotE or Millennium A.D. to see how the civs play and if they need rebalancing)
    1 point
  4. I think it would be better if there was a dedicated campaign mode where there was taxes, and all of that city management stuff, then on the actual RTS map there should be the regular RTS functions. In other words it would be like the BFME 1 and BFME 2 campaign maps. Also, if you don't like the idea then maybe there should be a happiness system like in Stronghold 2. More taxes means less happiness, which in turn makes soldiers fight worse (because we can't have peasants leaving the castle in this game). The happiness is the rate in which soldiers fight. More happiness means that soldiers get stat bonuses and buffs.
    1 point
  5. I would be interested in an economic mod that plays a little more like Anno. With the resource agnostic mod in, we could even add a little complexity.
    1 point
  6. Unit costing 3 resource is a unneeded complication that better games have avoid. Also, keep in mind "taxes" in these time are not only paid in coin. In fact I would imagine to say that most tax paid in something other than coin.
    1 point
  7. Nope. The Thracian and Galatian mercenaries at Daphne would have been of good use in campaigns in the rough, hilly terrain. For example, the arms and equipment of the Thracian troops allowed the individual soldier greater mobility and freer action in hand-to-hand combat than a phalangite could adopt.[29]
    1 point
  8. I tried out the new Regicide gamemode and it can sometimes get really scary! When you forget where you put your hero and are being attacked it gets kinda scary! The new maps and gamemodes are awesome and definetly a great addition!
    1 point
  9. Right now I need people to test the changes above, next Saturday 26th and Sunday 27th I will organize an ffa match (random civ), so I can see what's unbalanced and how much the battlefield changes with these version. I think the games will be 5-6 PM UTC (6-7 Spain,Germany,France) (USA no idea). Please reply to this post so I can see how many we will be. Since I can't host, I'll need someone to do that, I'll see. If you don't know how to install the mod, please ask here or go to the first post, where I explained it: Feel free to comment on the changes, feedback will be appreciated to make updates on the mod. Ideas, complaints, etc. will be welcome. Thx
    1 point
  10. I think that the AI difficulty maybe should be saved like the persist match settings do
    1 point
  11. What about those officers helmets @Enrique officer_helmet.7z
    1 point
  12. A trickle expense would be annoying imo. This could be an opportunity to open up low but prevalent metal costs through unit rosters though
    1 point
  13. Now how cool is it that the stream is available afterwards?
    1 point
  14. We could also add an additionnal expenditure to compensate that new income: for example, military structures would have a maintenance cost, while civilian ones would produce taxes. That would force the player to keep developing its economy, even in phase 3 when most of its income come from trade.
    1 point
  15. @Enrique here are the files. sele_agema_helmet_2.7z
    1 point
  16. It's strange, as it seems the cpu detection detects you have a CPU with Hyper-Threading, although your cpu doesn't.
    1 point
  17. Have 3 capture anim variations, like the ones in DE. They play these capture animations when capturing. Building player color flashes back and forth as being captured. Can flash from player color to white and back (say, fades back and forth rapidly over about 1 or 2 seconds), or flash from player color to capturing player color (the one capturing it the most). Also, play capturing sound FX. 1-5 soldier have individual cheers and yells, 6-15 have a "small crowd" sfx, 16-30 have a "medium crowd sfx, and 31+ have a "large crowd" sfx.
    1 point
  18. While territorial taxation does sound like it would get the job done, it kind of works around my original point regarding city building. A house trickle would work great though
    1 point
  19. Some time ago I wrote a patch that altered the ResourceTrickle component to allow the option of limiting the trickle rate by the percentage of territory controlled by the player. Essentially, the more territory lay within a player's territory borders, the faster the trickle rate. I'm not suggesting that a territory-limited-trickle should be added to houses, but perhaps on a CC, market or palace... It was never committed, but for those interested, it can be found on trac: http://trac.wildfiregames.com/ticket/3321 (it's the second attachment, and might need rebasing)
    1 point
  20. I made a tiny mod for testing: https://github.com/AlexanderOlkhovskiy/0ad-taxes-mod It adds ResourceTrickle component to houses (initially with zero resources) and a city-phase 'taxes' technology (researchable in CC) which increases houses resource trickle to 1 metal/minute.
    1 point
  21. Interesting way (Taxation of ancient Greece), we could use a slider for balance between war buildings and economic buildings. And like it was in Greece: when a war with someone was started, you move the slider to war and usual building and units costs more, but war units cost less and faster to be produced.
    1 point
  22. Hey guys! I've been really busy these past months, but I bring some juicy updates! I've been slowly but steady progressing on the animations developement whenever I could. Here's a teaser with what is currently in store, and the current state of the new animations roadmap. Here's the status of the new units animations roadmap. Blue: finished purple: WIP red: Planned orange: needs review !NOTE! Last updated: (11/22/2016) ATTACK IDLE: IDLE READY WALK RELAX: WALK READY: attack_2h_a Idle_relax....(generic) Idle_ready_2h walk_relax (generic) walk_ready (generic) attack_2h_b Idle_relax_generic Idle_ready_bow walk_relax_bow walk_ready_2h attack_2h_c Idle_relax_2h Idle_ready_hoplite walk_relax_healer walk_ready_bow attack_bow_back Idle_relax_bow Idle_ready_javelin walk_relax_javelin walk_ready_hoplite attack_bow_hip Idle_relax_female Idle_ready_pike walk_relax_shield_hoplite walk_ready_javelin attack_javelin Idle_relax_female_long Idle_ready_slinger walk_relax_shield_javelin walk_ready_pike_bigshield attack_shield_sword_a Idle_relax_female_short Idle_ready_swordshield walk_relax_shield_pike walk_ready_pike_smallshield attack_shield_sword_b Idle_relax_healer idle_ready_guerronshield walk_relax_shield_spear walk_ready_slinger attack_hoplite_a_b_c_d_e Idle_relax_hoplite walk_relax_shield_sword walk_ready_spear attack_spear Idle_relax_javelin walk_relax_female walk_ready_guerron_shield attack_pike Idle_relax_pike walk_sup_trader walk_ready_guerronshield attack_howdah Idle_relax_slinger attack_dualsword Idle_relax_spear attack_slinger Idle_relax_sup_trader JOG RELAX JOG READY RUN RUN READY SUPPORT / COMMON jog_relax_generic...(bow) jog_ready_hoplite run_generic run_ready_2h death_a jog_relax_healer jog_ready_javelin run_shield run_ready_bow death_b jog_relax_shield_bow jog_ready_pike run_relax_2h run_ready_shield_spear sup_build jog_relax_javelin jog_ready_slinger run_relax_javelin run_ready_shield_sword sup_gather_berries jog_relax_pike jog_ready_shield_spear run_relax_shield_generic run_ready_shieldarm_hoplite sup_gather_chop jog_relax_shield_javelin jog_ready_shield_sword run_relax_shield_javelin run_ready_shieldarm_spear sup_gather_chop_shieldcape jog_relax_shield_sword jog_ready_shield_javelin run_relax_shield_spear run_ready_shieldarm_sword sup_gather_mining jog_relax_shieldarm_hoplite run_relax_shield_sword sup_healing jog_relax_trader run_relax_shieldarm_hoplite promotion jog_female? chariot_rider sup_carry_berries sup_carry_meat CAVALRY CAVALRY HORSE IF TIME PERMITS/LOW PRIO. sup_carry_ore cav_gallop cav_horse_gallop attack_ballista sup_carry_wood cav_trot cav_horse_trot idle_ballista sup_gather_fruit cav_walk cav_horse_walk attack_oxybeles sup_gather_meat cav_idle cav_horse_idle idle_oxybeles sup_farming cav_attack_spear cav_horse_attack_spear idle_phishingboat sup_seeding cav_attack_sword cav_horse_attack_sword row_phisingboat sup_slaughter cav_attack_javelin cav_horse_attack_javelin push_ram sup_gather_treasure cav_attack_bow cav_horse_attack_bow attack_ram cav_death cav_horse_death idle_ram cav_carry_meat cav_horse_carry_meat idle_lithobolos cav_promotion cav_horse_promotion attack_lithobolos cav_slaughter idle_polibolos cav_elephant_attack_bow attack_polibolos cav_elephant_attack_javelin ptol_fishing_idle cav_elephant_walk ptol_fishing_row cav_elephant_idle ptol_fishing_fish scorpio_dile scorpio_attack
    1 point
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