Leaderboard
Popular Content
Showing content with the highest reputation on 2017-10-24 in all areas
-
6 points
-
Well if it rains you want stuff to be above ground else water is gonna drain mud all over the place.6 points
-
5 points
-
yeah having to drop 1000 stone as a down payment on your siege weapons is probably the reason fortifications needed to be so heavily nerfed. I like the attack or defense choice. Not that I made siege workshops very expensive. Now perhaps the sprawling classical fortress can return to its former glory lol siege weapons themselves are going to need a huge nerf after this anyhow, nice work! Think you could make the thatch a bit thicker, especially at the eaves? Right now it doesn't leave much to the imagination in regards to supporting structure underneath. It'll help the little wooden shed in front poking out on top too. I usually try to make the stick and stones sit over the support structure's major beams, so the rocks are sitting on the thatch lattice's support beams rather than sitting on the thatch itself. It doesn't really matter too much in the grand scope of things, but it'll help quell that 'why' factor as to why they're there if they shadow imaginary supports. or real supports, feel free to stick little support beams everywhere, idc have fun lol I'll play with it myself if you think I'm rambling like a nut, or don't feel like working on it anymore4 points
-
3 points
-
3 points
-
3 points
-
IMHO, elephants shouldn't be siege weapons, especially since almost every civ knows how to use a covered log to bash down a gate. Elephants were definitely used against gates [see: Pyrrhus vs. Argos] and to bash through simple barriers and perhaps through huts and whatnot. But their primary military use was on the battlefield against masses of enemy infantry and cavalry.3 points
-
@LordGood we need our assistance. we can add this to main game?3 points
-
3D Artist I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.3 points
-
Maybe some visuals might help what I'm trying to go for. The Goron "Civil Center" basically spawns pre-set entities around itself: You order a worker to build and the buildings can only be built on the entities that spawn around the Civil Center. They snap to the center and rotate accordingly, ignoring collision with each other so it looks like one large expanding building:3 points
-
3 points
-
2 points
-
Of course I've heard about it, but I couldn't find a reliable source backing that up ;P2 points
-
Polybolos is magazine fed, so projectiles were probably not too much bigger than a javelin to fit. That also means the loader here is liable to get his fingers thwacked off since it shoots automatically when wound back lol2 points
-
2 points
-
2 points
-
2 points
-
I have thoughts, that we shouldn't just rewrite the engine, I think, we need to make an interface, and then implement it for different renderers (OpenGL 2, OpenGL 4+, Vulkan).2 points
-
Warzone 2100 is being ported to Vulkan: http://forums.wz2100.net/viewtopic.php?f=32&t=13651&sid=2998caa2d6e6c972aa8431d6c0d0674e https://www.phoronix.com/scan.php?page=news_item&px=Warzone-2100-Vulkan2 points
-
2 points
-
Please, do animated crew for the vanilla siege units! Also there's some units left to do for seleucids and ptolomies. Stan did some work, but never comited. i don't know why.2 points
-
2 points
-
Sweet Jesus... I think from a gameplay point of view, unit recruitment gets assigned to specific and much more logical structures that become pre-requisites for training those units. This forces the player to make more thought-through decisions about how they're going to spend resources, and build-times, and for which units at what time. It also allows enemies to target specific unit production infrastructure, crippling specific area's of the enemies military ability. They also help delay unnatural rushing in the opening 5min of a game. New strategies and tactics open up, leading the way to more logical and diverse ways of playing the game. + there's so much eye-candy in the form of new buildings I can barely contain my excitement2 points
-
Nice elephant stables, LordGood! What's the role of towers? They don't train units either, but they can shoot arrows and are garrisonable; likewise I think fortresses are still worth having even if they do not train anything at all. (Just because castles train units in AoK doesn't mean 0 A.D. has to slavishly copy that). However, it was not decided that all champions are to be removed from fortresses, at least not as far as I know.2 points
-
1 point
-
No. I wasn't talking about Elephants being the main Siege Weapons. I meant that Elephants will chase down and trample rams very easily. Hence it's logical to make Indian Rams lighter and faster. And I think this is also the main reason they were not used that much.1 point
-
He has a 4:3 screen like me. And the Extra Resources problem I had with DE is showing up on his UI.1 point
-
@stanislas69 of course it's been committed, it's in the game since a22 (old one on the left, new one on the right) lol you should play the game sometimes1 point
-
I suppose you've never heard of the famous playercolor glazed bricks of Persia? It's a wondrous tale of BS should be an easy fix, but we'll see1 point
-
I remember in age of mythology, the Egyptian siege tower had a ram, and that was its primary attack against buildings, but it also shot arrows when tasked to fight troops, did the same amount of damage and had the same repeat cycle, just different animation and range. Also that ram was committed, just cycles a bit fast, so it looks like hercules himself is in there and he's really mad at whatever's in front of his broom bus1 point
-
1 point
-
A bit of trivia: The farmstead in 0 A.D. was originally intended to work in a similar way. You would have placed the farmstead and it would generate plots around it where you would be able to place farms or orchards etc. That was never implemented though, so sadly can't be used for ideas1 point
-
So ends the ghost machines; I love it awwwh full file paths too, I love it even more1 point
-
I love this! It does so much to bring the siege-engines alive... With the new siege-workshops and other new structures the next alpha will be amazing, if everything is implemented of course.1 point
-
there's an inconsistency with file naming. Should all be Stables or Stable? Think it should be Stables, with an 's'.1 point
-
1 point
-
1 point
-
Things aren't committed as placeholders anymore. It's either the full product or nothing.1 point
-
(Performance) Also those new API have some features built in that could make the game look prettier.1 point
-
1 point
-
1 point
-
Well they also peaked in the (second phase) Napatan period and the Meroitic Period, which is actually the time-frame I'm researching, when they were expanding more towards the South and simultaneously often maintaining a presence in South Egypt. Unless there were direct parallels to later Napatan and Meroitic periods, no 25th dynasty sources have been used for any of the models. My research focuses entirely on Sudanese sources, and I've been purposefully filtering out anything that might be Egyptian unless I specifically specified that it was Egyptian. The conclusion is abundantly clear: The Kingdom of Kush was a major power to be reckoned with, for a thousand years after their "loss" of Egypt. Even after their ejection from Egypt, they continued to shape and reshape the South-Egyptian political and religious scene. They actually continued ruling as Pharaohs of the two lands, although their effective control wouldn't have passed the Thebaid again after the 25th dynasty. I very seriously wouldn't play 0AD if it only had 3 factions. I straight up wouldn't even give it a chance... It's not 1995 anymore. 12 factions really aren't a lot according to today's conventions. Less civs really isn't better. Just a lot more boring... Balance wise, there is no reason two civs can't be very similar to each other, and it's especially not a problem when you have many civs. So you could have 20 civs, but balance wise, it feels more like 5 civs, with smaller historical differences between them. Best of both worlds...1 point
-
can't go cutting clauses out of sentences and expect them to retain their original meaning, silly I don't like how quickly cities fall once the administrative center (which is generally hard to fortify without planning for it at the start of the game) falls. "rush the CC" is mindless and effective in that it cripples the whole city. Better to make an attacking army fight the strongest points in the city before it falls1 point
-
i take the opportunity of this thread showing those new visual fancy additions to ask: what's gonna be fortress role after those new adds, supposed that specific units will be trained from dedicated buildings?1 point
-
Well all the Goron buildings are done and everything: Their defensive buildings such as the fortress, walls, and towers will be able to customize themselves with various upgrades such as reinforced stone (more HP), Lava Moats (melee attackers take consistent damage), and giant bunkers (can garrison with twice as many defenders) Unfortunately I can't get the BFME style base building to work for this faction. My scripting knowledge is just not good enough. I'd very much love to give this faction a very distinct build style different from the other races with large interconnected mountain bases: Unfortunately I just can't script well enough, so for now I guess their bases are all built normally.1 point
-
1 point
-
1 point
-
Spartan, Iberian, and Persian ranges. This is going to be the dump thread for the new building artwork.1 point
-
1 point