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Showing content with the highest reputation on 2017-07-05 in all areas

  1. I like this concept , even can be showed more realistic and improved. Even the website of AoE look like was inspired by Caesar 3 Heaven website.
    5 points
  2. Anglo Walls Gate with 4 doors animated. 4 banners added, animated. Each Wall has prop points for axe's and Spears stucked in the Wood. Screenshots
    3 points
  3. that game has a lot of good things for gameplay. but the optimization is terrible. i remember the first reléase i could play 2 mins until it crashes or consume my whole cpu. I would like to have the starways gameplay to the walls but first the walls needs to be able to walk over and not only garrison.
    3 points
  4. Adding props like weapons etc. and will adjust the pallisade for add battlements and less symmetrical
    3 points
  5. @Skhorn i'll try to make on later i propose something like the roman army camp for the anglo as the fortress, i use as reference something from the same book i used for the anglo walls. For the fortress i will add a lot of props, turf like the roman camp. maybe road paths from the tower to the center, house and main structure. maybe change the walls to something more like the real anglo walls with slopes inside the camp.
    3 points
  6. Hi, My plan is to Recreate the capital or the most representative city of each faction on the game including faction mods. I will try to be the most detailed as possible inspired in what Leroy30 was doing, even adding units so it does not seems like a ghost city, which reminds me, how can i turn off the units silhouettes on Atlas? Not meant to be playable. Unless someone take it and delete 90% of the props on the map. It will have every mod possible, each one adds more props! Whenever a map is finished i will create a new topic and linking it here, guess is better than overcrowd this topic. I expect to "ship it" with some history paragraphs. It will be the most accurate as possible even if i got to create unique/exotic buildings with a mix of buildings and terrain elevations. This is the plan i have for now: AngloSaxons Athenians Britons Carolingians Carthaginians Chinese Egyptians/Ptolemies Epirotes Gauls Iberians Indians/Mauryans Macedonians Norse Persians Romans Seleucids Spartans Thebans Zapotecs Kushites If anyone can help with references or suggesting me another city, i will be eternally grateful.
    2 points
  7. Como las que tienen los politicos latinoamericanos, asi. Pero mejor que haya variedad
    2 points
  8. ambos estarán, tal vez incluso un modelo C para ver variedad de fortalezas privadas y no el mismo edificio repetido por parte de la IA, algo asi como casas lujosas privadas con defensa.
    2 points
  9. Tower bigger, and made a variant so it looks more like a private fortification like the book's says and not like a military same structure everytime. i've made the variant because the IA like to build a lot of fortress so it will look better have different kind of fortress.
    2 points
  10. Agreed with what @tlauick_19 said about the size of the tower, a little bit more bigger would be nice!
    2 points
  11. I can suggest Gergovia for the gauls, which was i think the main city of the Arverni, the tribe that could unify a good part of the gaul tribes against Rome. It was also the place of a prestigious victory of that confederation against rome (so you could maybe find more references). But since i only know a few about history, what i say is potentially false and i wait for someone to suggest a better city or correct what i said.
    2 points
  12. Pallisade ready props ready cross could be better (Based on Ruthwell Cross will do adjustments)
    2 points
  13. I feel flattered. (16:59:48) chrstgtr: you were chrstgtr (16:59:55) ragnarlothbrok: yeah but first i was borg (16:59:41) ragnarlothbrok: that was me joining as borg lol (17:00:36) chrstgtr: borg and mapkoc got super worked up about it last night (17:00:43) chrstgtr: they somehow couldnt figure it out Culprits caught red-handed. Avoiding 1v1 rated games to end with point loss is super easy. Just don't be in the lobby when defeated. This can be achieved easily and is a traceless way, unlike some people quitting or using elaborate methods to reach the same goal.
    2 points
  14. It celebrated the 10th anniversary this year btw (released in February 2007): http://web.archive.org/web/20070303015915/http://wildfiregames.com:80/0ad/page.php?p=10779
    2 points
  15. That is pre alpha trailer.
    2 points
  16. Probably a good idea yeah Done
    2 points
  17. Another idea but this gameplay, with this thing of AoE DE , you can controlled ruins. and @Sundiata give a perfect model for them.
    1 point
  18. al contrario, ellos excavaban adelante de cada muralla, pero como eso consumiría mas espacio de la estructura, le coloque elevación.
    1 point
  19. Nice initiative! For the Kushites, it's easy, Meroe or Napata, your choice.. Napata was the old religious capital, Meroe was the new secular and economic capital. For the Gauls, check out Bibracte. Remember that the current building set for the Gauls doesn't represent the pinnacle of Celtic architecture, but rather countryside models. Plenty of people have already commented on this, and I might make a large visual reference post in future to illustrate this point. For now, take a look at Bibracte, the capital of the Aedui: For the Thebans… Thebes...
    1 point
  20. I remained silent using "main city" term because i don't really know if the term "capital" really has a meaning in that particular time with a confederation. About Alesia, yes it was the place of the decisive gaul defeat (my french mind may tend to remember gaul victories only after all ) but the city itself, from what i saw in quick wikipedia research ( https://fr.wikipedia.org/wiki/Mandubiens in french) seemed to be the capital of the mandubii, which didn't seem to be part of the most important gaulish tribes. Soldiers from different tribes gathered here under the command of Vercingetorix to fight, do we know more about the city ? Didn't it end up being important only for being the place of the decisive defeat which lead the confederation to lose the war ? (But i remind i only know history very approximately)
    1 point
  21. This for the roads because the pathfinder doesn't take into account movement speed ^ Fortress looks interesting!
    1 point
  22. Hola. Antes de nada, gracias por la ayuda y la aportación dada. Personalmente, la estructura del mod si la tengo clara, ya que he estado desde hace algún tiempo leyendo, releyendo y traduciendo todo lo posible para comprenderlo. Es algo que lleva tiempo pero al final satisface el lograr un poco más. Respecto a cómo evolucionar desde una "civilización base" a una más específica, en general si me queda claro, pero al no tener conocimientos claro para modificar los "templates" de las tecnologías, no sé cual sería la mejor opción y a su vez, qué códigos debería escoger. Por otra parte, aunque en el mismo sentido, Las civilizaciones tienen su propio logo. Mi pregunta es, si se consigue evolucionar la civilizacion base a la "mejorada" (ej: godos ==> visigodos), ¿ ese logotipo puede variar cuando evoluciona a la nueva civilización?. Si me podríais explicar el funcionamiento de las tecnologías para lograr avanzar la civilización estaría muy agradecido. un saludo, y de nuevo, gracias por la ayuda.
    1 point
  23. I like that tower a lot though.
    1 point
  24. Just to be clear - ships only unload onto shore if they are destroyed while at the shore. If the ship is well away from shore, all the units will die, and you can't manually ungarrison them before it sinks either, and both of those things are good. You do take a risk when loading your ship with units. Also, making the player click to unload instead of unloading automatically on destruction doesn't affect the theoretical risk of filling the ship with units. A good player would always be able to unload just before the ship sinks, assuming the ship is at the shore. So your proposed change would not really affect balance among skilled players. For buildings - I don't think there should be any damage to units when the building is destroyed. In ancient combat the enemy was never able to actually collapse a stone fortification like a demolition. They would at most punch a hole in the wall or collapse part of it. That's not going to kill many if any defenders by itself. It might be different for wooden buildings, that could be burned, but the most common case where you'd be worried about defenders dying is when the fortress or CC is destroyed, and both would presumably be stone fortifications. Ancient sieges were characterized by huge stone city walls. The core realism issue is that a ship that is fighting "near the shore" is also considered to be docked at the shore. A ship that's docked can certainly load and unload units, and if someone destroys a ship in dock it's reasonable that most of the people onboard could get to shore. But a ship that's docked should not be able to fight or move. In 0ad docked ships can move and fight - not realistic, but it explains why units can survive a sinking ship or why they can unload from the ship at the last moment.
    1 point
  25. Using the @wackyserious template for road i've made a buildable road and added an aura for 20% more walk speed when walking through the road its like building the walls.
    1 point
  26. My point is less about realism and more about gameplay. If you load up your ships with units, you gain a great advantage in firepower, but you should also be taking a great risk, that of losing your units in combat. That risk is mitigated greatly if all of your units just pop up on shore when the boat sinks. Same sentiment for me when talking about garrisoning arrow-shooting buildings. And if we want to talk about a realism thing: if a ship sinks, shouldn't some of the people on board die? The waters in the game usually represent the ocean, not some little pond. I'd imagine that most would drown, be killed by enemy ships when they tried to swim ashore, or be killed in the battle. Maybe @feneur could split this topic. My fault for derailing it.
    1 point
  27. Just an Idea: What if, seen as the Dacians were essentially a specific type of Thracians, who eventually founded their own Dacian Kingdom, Dacian references could be fair game. This way we can represent "archaic" Thracians and the younger, reinvigorated Dacians, in a Daco-Thracian faction. First Thracian capital at Seuthopolis, and the second Dacian capital at Sarmizegetusa. Seen as they were culturally closely related, politically and geographically overlapping, and featured the same "Greco-Barbarian" architectural mix, it is possible to depict them as a single Daco-Thracian faction, referencing both, making research easier. Sarmizegetusa:
    1 point
  28. Some quick image references for Seuthopolis, the Thracian capital under the Odrysian Kingdom. Although heavily influenced by Greece, it still had a recognizably Thracian culture and heritage. The ordinary people lived outside of the walls of this administrative center, full of official buildings.
    1 point
  29. So full gold with stone ring and full stone with gold ring ? Ill see if I can do it tonight.
    1 point
  30. Due to the space in the nickname the one from the screenshot most probably joined via IP. There was a borg(3000) account in the lobby recently registered by someone who won 4 rated games against the same account in 4 minutes, got banned, then registered two more accounts and played 4 more rated games in 2 minutes, then got banned again, then created a new account and asked me to unban him because he played against his friend. But that person likely doesn't speak spanish and the nr one in the leaderboard has many admirers. Since there is no data attached, we can only speculate, there were some speaking spanish in that game from the screenshot. Reminds me that I wanted to write that missile defense shield module.
    1 point
  31. I guess this is illegal and the culprit(s) should be given a warning that continuation of such behaviour might lead to unnecessary actions with unpleasant results.
    1 point
  32. Hell, make that a part of the current TAB feature. Replays AND while playing a match. It could show whatever the production queue is doing: training a unit or researching a tech, and include any upgrading happening. BTW -- I'm not suggesting anything that couldn't be done within the next, oh, 8 months between now and Alpha 23. So, it's less of a generic "suggestions" thread to me and more of a realistic features list for A23.
    1 point
  33. I've heard that it might be possible for anyone to host games on alpha 22, that solves one problem; But I hope the developers can ask the players to help create a conqueror's campaign. I highly recommend following a few historic epics; Particularly the conquests of... Cyrus and Alexander the Great. Starting with Persia and Macedonia, but perhaps remaining open to create a campaign for every faction, following the legend of one hero in particular; I'm not going to suggest any other heroes... I recommend the developers make a list of historic battles they want included in the campaign, under the heroes; With extra options for the map editor. Than they can rely on the players to create the campaign from scratch, afterwards; A battle map could look really cool. That battle map could be used for a territory campaign that includes every map and every faction, each battle could have a premade map for the area. Perhaps alternating different locations around each area in the territory. Than you could put campaign back on the task list, and just let the players do it for you; Possibility alternating the order to include only the very best in final product... By keeping an open mind to awesome scenarios some work on triggers for the map editor would help alot... But it's not even entirely necessary to make awesome 0 AD maps. So long as anyone can host and anyone can share a map; 0 AD could have one of the best campaigns ever. I expect that once decided any scenarios it will be difficult to change; But I also expect players to make Muuuuch better versions of each battle, and the developers to consider each battle as the history and requirements become more clear (or what they want in the game, following some version of a campaign).
    1 point
  34. Direct download links .exe/dmg & torrent are not working due to a server configuration, same behavior i have seen with Chrome/Firefox, how to reproduce : Open https://releases.wildfiregames.com/0ad-0.0.21-alpha-win32.exe.torrent You'll get an SSL error, accept the cert You'll be redirect https://wildfiregames.com/0ad-0.0.21-alpha-win32.exe.torrent (which return a 404 error) Running a wget with --no-check-certificate you will be get the same behavior : $ LC_ALL="en_EN" wget https://releases.wildfiregames.com/0ad-0.0.21-alpha-osx64.dmg --no-check-certificate --2017-07-01 18:48:44-- https://releases.wildfiregames.com/0ad-0.0.21-alpha-osx64.dmg Resolving releases.wildfiregames.com (releases.wildfiregames.com)... 136.243.15.233 Connecting to releases.wildfiregames.com (releases.wildfiregames.com)|136.243.15.233|:443... connected. WARNING: no certificate subject alternative name matches requested host name 'releases.wildfiregames.com'. HTTP request sent, awaiting response... 301 Moved Permanently Location: https://wildfiregames.com/0ad-0.0.21-alpha-osx64.dmg [following] --2017-07-01 18:48:44-- https://wildfiregames.com/0ad-0.0.21-alpha-osx64.dmg Resolving wildfiregames.com (wildfiregames.com)... 136.243.15.233 Connecting to wildfiregames.com (wildfiregames.com)|136.243.15.233|:443... connected. HTTP request sent, awaiting response... 404 Not Found 2017-07-01 18:48:45 ERROR 404: Not Found.
    1 point
  35. I have recently enabled HSTS headers for wildfiregames.com, but I didn't realize that that also includes subdomains automatically. I'll look into it.
    1 point
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