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Showing content with the highest reputation on 2017-09-05 in all areas

  1. I think it would be really nice for skirmish maps to allow fewer than the max number of players. You can currently unassign players, but that leaves a do-nothing player rather than an empty base. The BFME series allowed this on skirmish maps. BFME also made the starting bases visible on the map preview image and you could assign the starting point for each player if you didn't like the default starting positions. A player number was displayed on top of the starting position icon and directly clicking on those icons on the preview image cycled through the remaining player numbers. We can indirectly do this in 0 A.D. by rearranging the players, but it requires trial-and-error to see where everyone actually ends up.
    3 points
  2. Nubian Archer portrait with makeshift hair helmet and fake feather props. You can see how the earrings need fixed and the desired shape of the hair. I think the Advanced would take away the leather hemithorax, use a more plain animal hide for the skirt, have a less flashy necklace, and 2 feathers. I think the Basic would basically wear just a player color loincloth, no necklace, or plain necklace, and 1 feather. For the heck of it, here are the Nuba merc portraits. Clubdude will get a new portrait when we get new shields in. I'm guessing the nuba would just have wicker shields. @Sundiata, you should make a post where you assign shield shapes and patterns to the different unit types. Lastly, a couple of cool body texture variations, one covered completely in ash, the other covered in clay mud.
    3 points
  3. 2 points
  4. How you presented your idea is just difficult to understand. But if I got it right this is what you mean: A unit that has low-health has 3 options: 1. Run to a Healing Post 2. Keep fighting 3. Surrenders (Be captured) Your idea system seems close to a "morale" system, although you made it sound like the player can't control units given the circumstances.
    2 points
  5. Corral Will have around 4 horses, with different idle animations, one of the 4 will be small
    2 points
  6. Vox Populi - An Introduction This mod tries to address the main "weaknesses" of the current release: it aims to balance "op/up" units, it adjusts technologies and introduces some variety along the way As the name implies (Vox Populi = Voice of the People) , this mod is open to all suggestions of the 0 A.D. community and there is a high chance that if several "known" players agree on a suggestion, it could be added in here. Supported by a moderator and developer, the features of this mod - if found good - stand a great chance at entering the next release, perhaps even more so than some other balance mods. Anyway, I'm sure you all wouldn't like to read 349 paragraphs about why, what, where etc.. so I'll list the changes this mod brings (hopefully to 0 A.D. Alpha 23) NEW - Kushite civilization! (Differences from 22.1_KD) Replaced unfitting heroes with Nastasen and Arakamani Added Ptolemaic Trireme to be trainable - requires Nastasen hero Reduced Village Phase unit selection Righted the mix up of temples, now can separately build both Amun and Apedemak temples. - Amun temple is more expensive but offers unique technologies and a greater garrison number - at a cost. Mercenaries are promotable: made rank 2 and 3 actors for Clubmen -- placeholder, waiting for better others just keep actor but promote Vision Citizen-solider infantry base vision 50. (Maximum: 70) Citizen-Soldier cavalry base vision 55. (Maximum: 75) Champion infantry vision 75. Champion cavalry & Infantry heroes' vision 85. War elephants' vision & Cavalry heroes' vision 90. Elephant heroes' vision 95. All siege 90 vision except the Siege Tower's 100. Healers & Women base vision 25. (Maximum:45) Traders & Worker Elephants base vision 30. (Maximum: 50) Fishing ships base vision 10. (Maximum: 30) Merchant ships base vision 40. (Maximum: 50) Fire ships base vision 40. (Maximum: 50) Biremes and Triremes base vision 80. (Maximum: 90) Quinqueremes vision 100. Run speed adjusted to be reduced by same amount as Walk Speed. Players have long complained that such high vision is unrealistic and that it should be lowered. Attack Ranges & Movement Speed Archer units maximum attack range reduced by 4. Archer units gain +10 attack range per phase, slinger units +6. All units start with only 80% of original movement speed. Town Phase gives +10%, City Phase +14% Citizen Soldiers Cavalry rework Sword, spear and skirmisher cavalry have all been reworked. Based on tests so far: Sword Cavalry > Spear Cavalry > Skirmisher Cavalry > Sword Cavalry Ptolemaic camel units now inflict a 20% attack penalty on all cavalry (including allied) within a 40m range. Spear Cavalry 2s attack rate, attack reworked to suit the new values. Citizen-soldier archers' maximum movement speed increased to 10. NEW - Elite Seleucid Bronze Shield Pikemen now need 250XP to promote to Champion Silver Shield Pikemen Unit loot increases with rank. Elite units' stats improved slightly. Citizen-soldier cavalry capture rate decreased to 1, increase of only 10% hp per rank (instead of 20%). Logically, cavalry should have a lower capture rate than infantry. Champions All cavalry champions' capture attack reduced to 4. Archer champions' attack range decreased by 4. Skirmisher Chariot Champions now have 320HP and +2 pierce attack but require 2 population. Spear Cavalry Champions retain the 1.25x counter vs. other cavalry, likewise the 3 second attack rate. Gauls - Naked Fanatic pierce attack increased by 2. Heroes Carthaginians Hamilcar's 2nd aura: As you all probably have figured by now, Hamilcar is not a "useful" hero (giving only +15% speed compared to the attack bonuses of Marhabal & Hannibal) Thus, a new aura has been created (based on historical facts) which decreases enemy mercenary attack values by 20%. Persians Darius I's movement speed bonus aura increased from 10% to 15%. Romans Scipio's aura range increased from 10 meters to 30. Technologies NEW - Unique technologies for each civilization. (current goal is 1/civilization - incomplete, feel free to suggest) 2 new technologies at the Civic Centre, affecting both movement speed and health respectively. Artillery Instructors: Siege weapons cost 20% less wood This technology now costs: 500 food, 250 stone, 250 metal instead of the original 500 metal. Unlock Spies: All support units may now be bribed, not only traders. Mounts: Unlock village phase cavalry, researchable for 100F 100W 50M at the Corral. Mounts icon changed, now uses a portrait imported from Delenda Est. 2nd redundant tech replaced with an autoresearched one - at the cost of a warning message when using the Structure Tree Domestic animals base train time doubled, added new technology "Husbandry" for -15% train time and moved Stockbreeding to the Town Phase with maintained -25%. Blacksmith features new Specialization technologies Hero armor tech split up into mounted and infantry ones, now supersedes infantry and cavalry armor upgrades respectively. Stoa technology added as fitting the Royal Stoa's functions - Price Control: +15% market barter values. Wall Tower technologies added, first may shoot arrows then bolts. Carthage Colonisation technology (500W 500M) now affects Civic Structures (Civil Centre, Temples, Houses) by reducing their cost instead of -25% build time. Structures NEW - Stables Stables now available for all civs like for the persians currently. Unlock champion units technology moved to fortress as a consequence. All civilizations have received a new animal trainable from the Corral, this new addition is the Chicken, for all civilisations. Ships The Ptolemaic Juggernaut now costs only 5 population instead of the original 8. Siege Siege Towers' maximum arrow limit increased to 15. Some changes by @Grugnas were incorporated. Support Healers now cost 200 food. Trade Trade income was re-balanced based on suggestions by @Nescio Incorporated several features of the Pro Balance Mod (by @user1) https://wildfiregames.com/forum/index.php?/topic/22798-pro-balance-modconcept-please-test/ GUI Changes Panels now showing Vox Populi mod name with version. Lobby title says "Multiplayer Lobby (Using Vox Populi) - to avoid players forgetting they are using the mod and joining a vanilla game. Download Here!!! vox_populi_22.1.3.zip lightweight edition (for balance and testing purposes) vox_populi_22.1.2_lightweight.zip Installation Instructions: Extract this zip file into the mods folder. The correct folder depends on your operating system. Windows replace USERNAME with your windows login name. Vista or newer C:\Users\USERNAME\Documents\My Games\0ad\mods\ XP / 2000 C:\Documents and Settings\USERNAME\My Documents\My Games\0ad\mods\ OS X ~/Library/Application\ Support/0ad/mods/ Note: "~" is a shorthand for the current user directory. Linux ~/.local/share/0ad/mods/ Note: "~" is a shorthand for the current user directory. -------------------- Changelog 22.0.1 - base version 22.0.2 - Rabbits fixed, infantry archer champion speed increased to 13 to stay constant with citizen-soldier infantry archers. 22.0.3 - Trade nerf fix, vision rework based on suggestions by @elexis and @Grugnas 22.0.4 - Rabbits removed, cavalry rework, attack range and movement speed rework +++ 22.0.5 - Trade fix (based on suggestions by @Nescio), Skirmisher Champion Chariots rebalanced. 22.0.6 - 2 new CC techs, 2nd cavalry tech fix, new icons, new corral tech, increased training time for domestic animals, ++ 22.0.7 - Specialization technologies, hero armor technology rework, new stoa technology 22.0.8 - Wall Turret rework, new technologies first to unlock arrows then bolts. 22.0.9 - Unit loot increases with rank, cavalry only +10% hp/rank, some minor adjustments to elite bonus and spear champion cavalry. 22.1- Kushites added, seleucid pikemen can promote to champions 22.1.1 - Kushite hero rework, error fixes, reduced Village Phase unit selection 22.1.2 - Kushites: Temple rework and differentiation, mercenary fix 22.1.3 - Unique civ-specific technologies, hero abilities, stables added
    1 point
  7. In the meantime AI supports diplomacy. But there is a strange behavior: If you are allied with an AI player directly at game start, the AI player will establish a trading route with you. So far so good. But when the AI player uses diplomacy and gets allied with you while the game is already in an advanced state then there will be no tradings routes with human player. The AI player will only trade between his own markets/docks. Curious, too: If you save the game and reload it, the AI player will begin to trade with you... This is not consistent. Thus I think that there must be a bug.
    1 point
  8. Good questions. As for walls, there is a simple reason that Sparta lacks walls in 0 A.D. They didn't have walls. Granted, later on the city had city walls, but much of what 0 A.D. strives to do is depict civilisations at their prime, and during Sparta's prime, they had none; rather, men were their walls. As for other effects of the reforms, I haven't developed my vision of Sparta much beyond what you see there, but I could see room for other aspects. In the case of @#$% ( not born in wedlock) sons being legitimised (which was a consideration), that could have profound effects on Sparta's economy. During this time of Sparta, the city was experiencing many problems, for although all Spartans had equal rights, gradually some wealthier families acquired land, depriving others. At the cost of potentially weakening your Spartans, there could be technology that makes Sparta a better booming civilisation.
    1 point
  9. was fixed in https://code.wildfiregames.com/D858
    1 point
  10. Hi! Thanks for the game! Playing it is a great pleasure for me! ... well, at least after watching a couple of videos how to survive first 15 min ... (Thanks Alekusu, sphyrth ... !!!) My questions/comments: 1) "cupturing" wild animals (e.g. gaia elephants) is not implemente yet, right? But it is written in the factions webpage, Mauryans civ profile ... !? 2) I would like to diskuss the might of siege rams. Is this already diskussed somewhere or is this here the right place? 3) I enjoy the game only at low speed ... 0.25-0.5x in the beginning, during game 0.75x ... maybe this is an importent suggestion for newbies? ( ... otherwise I end up in chaos, which might be characteristically for war scenarios, but I dont like it ...)
    1 point
  11. Many people said that their players active right now are 9000. That's info i take from AOE forums and many fan base returned to SC1.
    1 point
  12. If you want, you have Wesnoth and The 9 Age as open source lores of fantasy.
    1 point
  13. The hope for a Warcraft 4 release is one of the reasons that keeps me alive ( ).
    1 point
  14. I'd honestly like to see an attempt at some other property, like Conan the Barbarian or Game of Thrones or a more savage version of Age of Mythology.
    1 point
  15. if their hp is so low, I bet that they won't survive anyway
    1 point
  16. You must have a really low resolution, but I'll size the image down. Sadly there isn't an option for % width.
    1 point
  17. I like how the Faction Page turned out. Only that it needs images for each unit/structure just like what you did on the Gathering Resources Page. I don't know about other devices, but the Main Page feels off because of the image overlap. I assume that it's only a bug on my square screen.
    1 point
  18. This is the appropiate place for the rider? and should it have 2 props for 2 riders? The shield is a prop point The shield is a prop point i saw a lot in nomad's cavalry or even catafraact's
    1 point
  19. I've investigated the stacktrace further and now know less than before. Looking at the revision log of apic.cpp, Janwas was probably the only one who knew what this code does exactly (and N/A). The line calling from the windows code into the unix code was added by r8951 with the commit message " Add some more stuff to hwdetect, because there can never be too much". Maybe we have found an exception to the rule So you could try to delete this one line from the stacktrace that induces the crash (i.e source/ps/GameSetup/HWDetect.cpp 313) and compile the game with a free edition of Visual Studio 2013, see BuildInstructions. scriptInterface.SetProperty(settings, "numa_numnodes", (u32)numa_NumNodes()); I don't see anything using that numa_numnodes property (perhaps the hardware database server won't like that property being missing, but that'd be unrelated). Alternatively, the entire hardware detection code could be cut off by adding a "return;" as the first statement in RunHardwareDetection(). As far as I know, disabling the hardware detection code won't reduce your ability to play (you might have to test which graphics settings work with your graphics card and driver at worst).
    1 point
  20. I can't resist the pleasure to share this, produced with yamg in Atlas: Now, I have another question. I think I see two use cases of random maps in OAD. - Map designers can use them as a starter for their work (I think painting by hand something like this picture above, would cost a lot of time) - Random maps designers try to write scripts creating playable maps out of the box, of any dimension and random seed. Which is the most important one ? Friendly,
    1 point
  21. yes, that's a bug! that smells like some missing updates when diplomacy changes. Thanks for noticing. If you feel like it, you could post the bug in our bug-tracker, see https://trac.wildfiregames.com/wiki/ReportingErrors (preferred method)
    1 point
  22. It seems there is some fallback to athen in maps/random/rmgen/wall_builder.js You might look at adding your civ to the abobe block in the previous file. var wallScaleByType = { "athen": 1.5, "brit": 1.5, "cart": 1.8, "gaul": 1.5, "iber": 1.5, "mace": 1.5, "maur": 1.5, "pers": 1.5, "ptol": 1.5, "rome": 1.5, "sele": 1.5, "spart": 1.5, "rome_siege": 1.5 };
    1 point
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