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Showing content with the highest reputation on 2017-03-31 in all areas
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In the interest of transparency, the Wildfire Games team would like to report on the finances of the project as of 2017-03-31. Until 2016-12, 0 A.D. had funds in three places: Funds earmarked for the project and held in trust by US-based non-profit organization Software in the Public Interest, Inc. (hereafter "SPI"); A PayPal account under the name of former project leader, Jason Bishop (Wijitmaker). This account was a legacy of the time before we became affiliated with SPI; An account on Flattr, a Sweden-based microdonation provider. SPI Earmark for 0 A.D. As of 2017-01-01, the 0 A.D. earmark is USD 29,528.35 (Source: SPI Treasurer's Report). Other Accounts In our "legacy" PayPal account, we had USD 366.30 on 2016-11-30. This sum was consolidated with the SPI earmark in December 2016 and is probably reflected in the account balance mentioned above. We will not be using this account anymore and we have duly removed the references to it from the donation page. On Flattr, we have EUR 842.14 available, which are approximately USD 900. We have removed the references to Flattr account from the donation page and we intend to consolidate these funds with the SPI earmark in the near future. Total In total, we have approximately 30,428.35 USD. Concluding Remarks The 0 A.D. project finances are managed by the Treasury Committee: Erik (“feneur”), Adarash ("MishFTW") and Aviv (“Jeru”). We welcome your comments and suggestions.2 points
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Looks good, maybe should be posted in the announcements forum though if we want people to comment and suggest things2 points
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At least for my part, I want to have something released that not only has a bunch of bugfixes but is notably different from the predecessor and makes players happy when seeing the new features. There are still some proposals for this release which have to be polished and some critical bugfixes which might take also one or the other week to fixup. Agreeing with the others, it's done when it's done. Hoping it will be rather something in summer than in winter. Could post some screenshots, but that would just spoil. Last release was november and someone said on christmas evening that the 'game is the perfect christmas gift', which is exactly how I want our players to feel and therefore willing to let em wait to accomplish that.2 points
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Having played this game so much, I have these nagging thoughts in my head that I think that 0 A.D. should have as its primary features that the devs aren’t talking about. So to digress you no further, let’s just jump into them: Tech: Black Market – Allows you to Trade with enemy Markets. Your Trading Carts won’t be visible on your allies’ maps (You wouldn’t call it a Black Market if it’s very easy to see). Also, while this Tech is active, both opposing players can’t kill their opponents’ Trade Carts. They’re immune from it all. Of course, there should be an option for either player to break his Black Market Tech. It brings diplomacy to the next level. Roman Hero: Spartacus – I don’t know why he’s left out of the potential heroes. Please don’t argue that he was Thracian / Gaul / Barbarian or whatever. He was in Rome when he became a nightmare to his enemies and had the Romans make a terrifying display of crucifixion against anyone who would go against the nation right after the prime of his reign. As a fully trained combatant, he should be able to change weapons at will. I know that it would be a real challenge on the development side (both code and arts), but I believe that Rome is lacking this great hero. Attack Animation: Headbutt – I’m looking forward for Shield Bashing Animations but given the fact that some factions have soldiers equipped with spiked helmets, let’s not discount that headbutting might be employed as an ancient martial art on the battlefield. We’re not Total War, where everything is organized in disciplined formations. Sometimes we get into real 1-1 situations, so I think this suggestion is justified. Alpha 23 Name: Wololo – I know I’m getting ahead of myself, but I’m going to suggest this anyway. I want more people to know about this terrifying incantation that’s plagued history even before the Dark Ages. I believe that its conversion power is very symbolic to how many people who have been “converted” to 0 A.D. I respect the devs’ dedication, time, and effort that was put into this game. But I was just surprised that these features that could possibly make the game unique in its own right wasn’t even being planned. I hope you guys consider these suggestions.1 point
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I only tagged Niektb to get a look, when is Mod/ modding theme is the better guy, specially if is project where he have important role.1 point
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Someone else also reported this error but I haven't found the time to look into it hopefully tomorrow...1 point
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Indeed, a Stables/Barracks split could be possible. I might throw it in there. For your last point. I think maybe battalion formations could get more organized as the units promote to new ranks. Basic level troops their lines would be kind off messy, while Elite and Champion battalions would have laser-straight lines and files.1 point
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I support this. It really makes me strangely upset to see people put fields around their CC… I mean, C'mon!?!? Are you building a town or an elaborate plantation??? The area around the CC should indeed never be used for farming, but for city-building… Making people use drop sites to drop resources makes perfect sense to me… Perhaps making the farm a prerequisite for the field is a logical alternative that should solve the issue… Or for every farm, you can plant x-amount of fields.1 point
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Your fighting scheme in Delenda Est is more intuitive, you do counter and counters that counters (without take downs when you know you are in disadvantage)1 point
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The best answer would be "when it will be ready". (which can be read in different ways ;-))1 point
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Not bad ideas guys. 1. I think real logistics might be going too far, unless we metagame it a bit like Rise of Nations did. Or, there is attrition while in enemy territory, that can be alleviated by building Supply Depots that cost Food, which have an aura that prevents attrition. I don't officially propose this, just throwing the idea out there. 2. I like the idea that the village phase civic center looks really primitive. It should look primitive, since this is the very first founding of the city. 3. I am like your idea @Bazar about 2 different settlement or civic center types. This mirrors a lot what @DarcReaver has been saying and I was resisting, but you kind of put it in a way that made it click with me. Maybe it's possible for the player found different kinds of settlements, like trading posts and farming villages. They're essentially just like a city settlement, but can't advance beyond town phase and is prevented from building things like barracks and stone walls within their provinces, while a city settlement is a full settlement with all buildings available and phase advancement up to and including Capital Phase. What do other people think of this development? Is it too limiting? I could see unlocking these "econ settlements" in phase 1 or phase 2, then unlocking "city settlements" in phase 2 or 3. And capturing these different provinces inherently gives different outcomes or benefits, while losing them strikes different blows to your civilization. It hurts to lose them, but each in their own way, just like it's a boost to capture them, each in their own way. ----------------------------------- I'll sum up my proposal for units here, really quick. Slave - pure econ, very slowly dies when gathering, maybe heals when idle with a tech; perhaps has male and female versions with slightly different roles; see Delenda Est civ Principate Romans. Citizen - who can muster into militia when called via a town bell at Civic Center and at dropsites; has aura that boosts slave gathering, aka "Slave Masters"; who is the primary builder unit. Citizen-Solders - these are your cheap barracks military units that you use to mass for attacks or defense, who also boost slave gathering rates because they are citizens with the "Slave Masters" aura; who can build military buildings, but do not gather; who are trained as battalions. Champions - trained in battalions from fortress or special buildings; your professional soldiers; can upgrade each battalion individually with cool units to boost their battalion effectiveness or boost nearby citizen soldier battalions; limited training in some way, either hard limit or some sort of soft limit. Heroes - some, usually fighters like Leonidas or Scipio Africanus, are trained in battalions, while others, like Chanakya or Cleopatra, are trained as singles; number of auras is reduced and/or rebalanced.1 point
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No-one wants to give you even a definite estimation. Even if the devs decide to put out a release date, they often don't make it anyway. They're working only on their free-time after all. Not giving a due date for the next Alpha, I think, is a wise decision. They don't want not to give the impression of false promises.1 point
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I do not think removing the champions unit is so affordable, they represent a major source of the game, you will probably come across more enhanced samples, in this case, the enemy will have improved up its own unit by the fucina.Ma believe me 40 normal samples may not destroying 200 towns units, my strategy to put the enemy on his knees, is to improve my units, go to raid the enemy with the old, old, weak garrison, in order to buy time and distract the enemy from there attack samples and do the great massacres.XD1 point
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Wow, "weak countryside, strong core"this is the kind of mechanics I always wanted to see in age of empire or in any RTS actually. Nice to see im not the only one.In think it would be more coherent if all building that can be build in the neutral zone would cast at least a small territory. There would be a line for the national border, and another for the city-limits(that could appear only when you want to construct a building that as to be built within a city limits) So that way, you’ll have to build an Outpost or Dock that cast territory before you build a Storehouses and Farmsteads. Maybe you could also build wooden walls and wooden defences to protect those small outposts. it would go into the direction of = Outpost settlement - weak settlement for gathering ressources, conquer new shores or to take strategic point on the map City settlement - Strong settlement to expand dramatically territory, enable trading, build more buildings, armies and better defences SMALL DESIGN THOUGHT - I definitely think that civic center should look more like a camp at first and grows up as a real city center as the city changes phase. It would be the same for new City settlements. Something like that image (i like the idea around the well)1 point
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I like this proposal a lot. I think battalions make a lot of sense and I really like the emphasis on formations. Working formations are absolutely essential to a "finished" game IMHO. A few thoughts: Military buildings: I say have ground troops from barracks (ranged and melee) and cavalry from stables. No need for an archery range, IMO. If one feels ranged units need something else, what about adding the proposals like "ranged units are unlocked from the barracks after "fletching" or "missile building" techs are researched from the blacksmith." Military unit training: since citizen soldier battalions do not gather resources, is it possible that they could be "tasked" to train and gain experience without fighting? They could lose some stamina (if implemented) or HP in the process so that it isn't as if they level up for free. Capital Phase: is this automatic too? Seems like since it costs significant resources, it should be the one phase upgrade that the player must click. Trading: What about trading with the economic docks? So markets, CC, and docks for land based traders. Lastly, a concept that I think is sorely missing, but probably too hard to implement well, is logistics. Supplying armies in the field with food, water, and coin. All the primary sources I've read from the Hellenistic era constantly talk about the need to supply troops and how this would make or break a campaign. You think of Xerxes sending his advance troops to make supply depots along the coast of Greece, the Athenians gathering lumber and supplies in Italy for their expedition to Sicily, and the importance of Alexander taking Darius' royal tent, his family, and baggage train at Issus.1 point
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Well, my humble opinion is that melee cav should be anti ranged infantry. Sword cav could overall better while spear cav won't be so useful against buildings, other cav, trade, but better against ranged infantry. Maybe they need both better armour against pierce. Tomorrow I would make some test, but seems that aren't cost-effective against ranged infantry. Killing rams and trade seems a very little role to a unit that I think that should have more presence in the battlefield.1 point