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Showing content with the highest reputation on 2016-11-25 in all areas

  1. These would make wonderful addition for the Agema Pikes, while the Agema Cavs can have the pointy one with the plume (shown on earlier page), them too with a few color variant.
    3 points
  2. That still a pretty big and vague thing to say though, I mean it could mean anything from a special ability/tech for a civ, to something applied to one or more buildings, to something depending on territory, to something else I guess. I personally don't have much of an opinion for or against either of them, though I'd say I*d prefer something linked to e.g. houses or some specific building over something more general/tied to territory. That way you would have to spend something for each increase in income, and for that matter can be more strategic about e.g. where you build your houses. If it's just territory it feels as if players would be encouraged to spend a lot of time putting their buildings just the right distance from each other so they'd get the maximum territory. And that doesn't sound interesting at all, having a reason to careful with the houses, and value them more, could certainly be interesting though
    2 points
  3. 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!
    2 points
  4. Recently a commit make resources agnostic so that modding can add more resources. Can someone on the team show how to do this?
    1 point
  5. So are many embedded YouTube videos posted to our forums.
    1 point
  6. I'm starting to like this thread. When I'm not in the mood playing, I'll just grab one of these watch some replays. Either for learning, or just plain 'popcorn entertainment'. It might also be great if a youtuber picked a replay to commentate on it (thinking of Anavultus for example - he's on the verge of giving up on his 0 A.D. Series completely).
    1 point
  7. Those shields are Seleucids are successors shields.
    1 point
  8. He is actually she. Funny when she complain that her horseman starting wars too soon. lol. Units do need some work with control factors (aggressive is too aggressive, etc.).
    1 point
  9. One improvement I can wish is that the cheekpieces would show the rolled edges.
    1 point
  10. Pronouncing it like "ode" the first time he read it, commenting about the women's short skirts, saying that the Spartan shield looks like a bottlecap, etc. This guy makes me want to become a child again. BTW, @ValihrAnt, welcome to the group. I've been your subscriber even before you did your screencasting. Keep it up!
    1 point
  11. The non-linear campaign mode in BFME1 and BFME2 was awesome. It even supported multiplayer in BFME2. Really hope we get something like that someday. The resources in the campaign mode (and regular skirmish games) came from farms, which served the dual role of population and resource generation. Not sure how that portion would work in 0AD.
    1 point
  12. This game need to decide what it is.
    1 point
  13. The resource agnostic branch was merged in r18964. You might have noticed the new simulation data directory simulation/data/resources/ path and the setup_resources.xml file for the icon. In order to add a new resource, simply add a new JSON file to the path and an icon entry in the XML file. To remove an existing resource, do the same in reverse and remove all links to that resource from the templates. The situation with treasures isn't entirely satisfactory right now since there is still some hardcoding, it seems treasure can't become a regular resource subtype and sometimes even need a different logic (refs #4355).
    1 point
  14. He can just wave his sword around like his infantry fellows. Then horse can stamp.
    1 point
  15. Right, I think a mix of Eastern and Hellenic. Phrygian and Thracian types would be a good base, with a few Eastern details.
    1 point
  16. 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.
    1 point
  17. 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
  18. I think that the AI difficulty maybe should be saved like the persist match settings do
    1 point
  19. What about those officers helmets @Enrique officer_helmet.7z
    1 point
  20. You know the manpower we currently have and the priorities in the list. There are still animals unfinished that are more common than amazon animals, so those will come first.
    1 point
  21. Looks very nice, it could definitely be used in vanilla. However, I'm still testing around the correct helmet placement point in the new units. As you know, current helmets are bigger and I'm trying to find a sweet spot where the majority of the current helmets look decent, and fix only those which look really bad when we deploy the new units.
    1 point
  22. Map: Mainland Players: borg- (Ptolomies), palank (Romans) Summary: Conquist, Normal Resources, GameSpeed 1x. My first test game of ptolomeus, is strong compared to the old alpha. borg- vs palank on mailand.rar
    1 point
  23. 1 point
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