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Showing content with the highest reputation on 2016-12-25 in all areas

  1. While I like the idea of bridges working like walls I think they should be of a standard size the players should't be able to place it wherever they want.
    2 points
  2. I have made a hack that doesn't make weird animation behavior. I set the resource capacity of glory for the units to 1, so the instant they reach 1 glory it is immediately deposit at the statue they are praise. So, it is pretty much a constant generation like I wanted it to be.
    2 points
  3. You ask for a lot of things without giving much reasoning. Yes, the things you suggest would add a lot of colour to the game but do they add any depth? How would your proposed additions impact on the game? Think about these things when making suggestions, and be careful not to just ask for bigger and better versions of what already exists without explaining exactly what it is you want to change and your reasons why you think this is important. Two ideas I will focus on because they stood out to me: permanent/replenishing resources, and animating garrisoned buildings. Animated buildings I think is a great idea, a very nice, intuitive visual indicator that a building is garrisoned. Permanent/Replenishing Resources, you argue that fish stocks and forests regenerate in real life so why not in game? What purpose does it serve to try to emulate real life? Does this serve the game? This is not a good reason to promote an idea, be careful asking for realism or you might get what you wish for and will have to organise the disposal of all your 2000 citizens poop! Instead ask how it affects the game to have finite resources versus infinite resources, and try to determine which option makes for the best game. One problem is that with infinite resources the game could potentially never end. With infinite resources the issue of supply would change from quantities of resources to rates of harvesting, how would this be imposed upon the player? For example, perhaps the more you fish a certain fish stock the slower it regenerates. What about maturity? Maybe it takes time for new trees to grow and replace the ones you cut down, perhaps aggressively cutting down a forest of mature trees would even help younger trees to grow faster in the open space? So forests could have the opposite replenishment behaviour to fish, the more depleted they become the faster they replenish. You see how I am thinking about how the game works first, then drifting off into ideas that echo the real world, then pulling back to try and adjust these ideas to fit into the game and see how we could, in a simple way, get some of the feeling of those real world ideas without needed to simulate them completely? I hope you do not think I am being patronising. I give this advice because I see you are full of ideas but I think your ideas could use a little direction.
    2 points
  4. Useful site Lion and works for Linux and OSX as well Enjoy the Choice
    1 point
  5. Here are my thoughts on bridges, Bridges should be plotted like walls, yes, but with small differences that are important not to overlook. When placing the beginning and end points for a bridge these points are not arbitrary, unlike with walls, instead they should mark the bridge footing*, with the length in between the two footings being the bridge deck**. Placing the footings further apart builds bigger arches, perhaps to allow large ships to pass underneath (allowing smaller boats to pass under smaller arches could be a nice trick), but bigger arches cost cost more materials. There's a limit to how far apart you can place the footings but you can build them in series to create bridges with multiple arches that span a greater distance. Wooden bridges are a good idea too. Wooden bridges cannot have footings placed in water (they would rot), so wooden bridges must span a body of water in one length. I do not see the need to add towers to bridges. If you want to defend your bridge with a tower, build a tower next to it. However, it would be worth making sure that bridges and walls can tesselate nicely together, so you could protect your bridge by walling it off and installing a gate. I do not support the idea to have weight limits and damage the bridges by crossing them. Think how much chaos this would cause trying to stop your units wandering over the bridge all at once and breaking it! Drawbridges, I am unsure about. I could probably be convinced they are a great idea and a terrible idea! * Bridge Footing - The parts in contact with the ground that bear the weight of the bridge. I think I'm using the correct terms but bridge terminology is new to me. ** Bridge Deck - The part that you travel across.
    1 point
  6. a good tool To Check your foward ports http://www.yougetsignal.com/tools/open-ports/
    1 point
  7. Nope, it should be Library/Application Support/0AD/Mods. that subfolder 'mod' is allocated to the modloader
    1 point
  8. Lion, ltms, thank you so much! Glad to hear you plan to use a more original Celtic language. From Lion.Kanzen's link I see "Celts – Cyrmic – Basically Welsh, this is one of the only remaining Celtic tongues on the planet." and "Civilisations that do not need guides * Celts - kor.". If the issue is identifying the correct/most authentic language, I can talk to some academics about verifying authentic ancient Celtic. The native Irish speakers could possibly voice it then with direction. I could have several people do it to give you options. My sister worked with translators for some time so I will ask if she knows a few people that could give answers. As for Greek, the plan is to visit there some time in mid-to-late 2017 and I can bring my microphone. I'll update the thread when I know the date No pressure though, if you have a plan already then great. Keep up the great work!
    1 point
  9. Hello and welcome to the forums. I apologize in advance for not answering the whole post. While I touch a lot of things as a modder i'll leave balancing and some other matters for the others. I'm quite surprised you manage to play with 2000 pop. Just curious what are your specs ? About citizen soldiers. While for romans I agree with you for gauls it makes total sense to me that the ones building villages are the ones who fight. Gauls weren't even a faction they were just random tribes just like celts represent all the barbarians of europe at once (source british museum) About the fact of adding more buildings and especially eyecandy I'd suggest you'd turn yourself toward mods such as delenda est. About the inclusion of ROTE the main issue is this one of the more complete mods which makes it a good example. I am however inclined for it to be included as another faction as I along with niektb and ayakashi made most of it. About the Kush faction by looking at some internet sources I can't really see how it differs from ptolemies architecturally speaking. Were it to become a mod someday i'd say youd need a pretty strong design document on the art side at least to make it interesting.
    1 point
  10. Can someone ever finish learning c++ ? WoodenBridge.7z
    1 point
  11. A mysterious civilization inhabits the jungles of 0 AD...
    1 point
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