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Showing content with the highest reputation on 2017-12-23 in all areas

  1. If you do that for the Romans, then wouldn't you have to do that for all the others? Phases are city growth, not jumps in time*. It's one of the things that separates the game from AOE. It depicts a civilization at a particular point in time, usually it's peak within a certain time frame. Punic Era for the Romans just makes a lot of sense when you look at Carthage and how huge that conflict was. *Having jumps in time would be an awesome campaign idea for the Romans, actually. You'd progress from one Roman faction to the next in a campaign. Having full-factions for the Roman eras allows you to delves deeper into those eras than if you just had 1 Roman faction with Ages. Some factions are longer-lived than others. The Roman Empire spanned 1000 years and went through massive changes many of the other civs did not. How much development can we depict with the Iberian faction? I seriously don't know. Amalgamating the "Gauls" into one faction may seem like the team's being boneheaded and Greco-Italo-centric, but what you can do with the Gauls civ is make it depict any number of a dozen tribes in a scenario or campaign; the same with Britons. With the Iberians you may have a point. I would split them into Iberians and Lusitanians. We're getting way off topic now.
    2 points
  2. I'm not sure about unsheathing weapons with the Testudo, but I don't think you can really attack with a formation that's specifically designed against missile fire. Their vulnerability against Shock Cavalry against the Parthians might be an evidence for that, and can't use the anti-Cav formation that Lion showed. Love the maturing development of the animations, BTW.
    2 points
  3. Yeah, for DE I'd like to add a Coin resource, which is the resource you trade with and buy resources with, and is what I was basically advocating for H:C but with Rupees. Coin would be used to hire mercenaries and stuff like that and represent money or currency. Yes, they had advanced coinage in the 0 A.D. time frame. Problem is maintaining component files that will constantly be deprecated. So, I refuse to add stuff like that until Beta is reached.
    1 point
  4. 1 point
  5. The Part 1 Republican Romans represent the 2nd Punic War era, give or take a few decades. Representing the Principate era Romans would be a whole other ball o' wax. I think the "0" a.d. cutoff is just a handy guideline, not a hard cutoff. Look at Boudicca and the Britons. They're more of a Part 2 faction, IMHO, but are included in Part 1 because they were part of the Celts faction originally. But as far as a long-lived faction as the Romans, you have to pick a timeframe by which you're depicting them. Segmentata Legions, Imperial Gallic G helmets, and standard Auxilia aren't really a Punic Wars era thing.
    1 point
  6. You use the rupees to buy more ore at the market. And this problem is a problem for every RTS with non-renewable resources. I can see a Market ability to "tax" for a resource trickle -- any number of ways around this limitation. Relics, etc.
    1 point
  7. Sure, but this guy isn't even a trainable unit. Lol. And rightly so, he's out of the time frame.
    1 point
  8. Are you saying that you are playing a match over the internet? It could be a slow internet or your friend overestimating his machine. Just to be sure... Uncheck and drag all-the-way left everything in the center area of the options menu. Leave VSync enabled and possibly Unit Silhouettes. That last one will make the game a bit easier to play. You might have to play around with the bottom two bars of the center-part of the menu. I don't know exactly what is best. If you are playing online. disable observers. To the left of show sky and set the one below it to 0.
    1 point
  9. Dear Undying Nephilim, I'm a big fan of your work, I bought Medieval 2 for the sole purpose of installing your mod. Sure you may have released your announcement for 0 AD conversion soon after, but I don't blame you. After all, Medieval 2 is still a pretty fun game and I was never able to install the mod due to technical issues. Although I don't have the demo for Hyrule Conquest, as I would like to play it without fear of bugs or of the installation of the mod causing crashes due to my unfamiliarity with modding, I would like to make any contributions to this project as I can. Have you heard of Shadiversity? He is a real world historical weapons and armor enthusiast and has made, for fun, several videos about fantasy creatures and what real world weapons and armor would they would most likely use due to their anatomy. Maybe you can use this info to enhance gameplay? Here's an example that you could use for the Zora: And fairies
    1 point
  10. Perhaps it were the new unit models, they have a higher polygon count. But it would be really important to do a fair test. For instance just starting Acropolis Bay and not doing anything on the same machine that you have right now.
    1 point
  11. That's the other missing rebase I was talking about, D900. I think the rmgen/wallbuilder file just has to be deleted and the TM civ needs some numbers in the templates.
    1 point
  12. Here is a link : http://releases.wildfiregames.com/0ad-0.0.21-alpha-win32.exe (Assuming windows) I'm really surprised of that performance drop because it doesn't make much sense to me. If you are using a Laptop are you sure it's using the correct gpu have you tried to play with glsl and postp settings
    1 point
  13. After read the links lion linked i saw one called oval formation, thats the one that could be made for attack and the anti cavalry, the testudo only have sense to protect and most likely work if its designed in the game to add more armor while in formation and reduce a lot the walk speed, and also says that while in the formation was very difficult to combat in testudo because of the litttle space. https://es.wikipedia.org/wiki/Tortuga_(formación) Su principal problema residía en el hecho de que era una formación muy apretada y lenta, lo que hacía que los soldados tuvieran una gran dificultad en los combates cuerpo a cuerpo.
    1 point
  14. That's difficult, lol... This is potentially huge, and will especially help inexperienced players easing in to the game, as well as having a more varied SP experience in general. Nice! I have a bunch of friends who've played the game before who'll definitely Loooove this! I salute the gods of coding!
    1 point
  15. Well besides the difficulty one can select a behavior (names are currently random, balanced, aggressive and defensive). It is only the first very basic prototype, so don't get too excited. It mostly influences the number of attacks and expansion. But the infrastructure is here and it could be extended each time the AI strategy is extended.
    1 point
  16. This isn't formation working, just changed the walk animation for test still need some adjustments Edit: I will have to wait for the formations to work for properly alling the shields
    1 point
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