Leaderboard
Popular Content
Showing content with the highest reputation on 2018-02-12 in all areas
-
4 points
-
ok, if its only carry_meat_idle it will be fast to do. ------------------------------------------------------------------------------ This horse colours don't look bad, they look gorgeous from a gameplay view, and i guess i could get plain horse colours using blender nodes if its desired so i will try this after the re-animate process is finished and look to expand the fauna cavalry and maybe others could have variants of plain horses and make proper leather/metal etc.2 points
-
You don't realise how much space you clear when dealing with things like berries and trees till you have a faction(s) that don't. Space is often a concern. Zora Depository doesn't take food. I feel it should say so, if that's how it's meant to be. While the Zora can hunt and fish and take berries for food, they're functionally terrible at it over longer distances because it must be dropped at the main building. The Goron Rock Sirloin Mine is...confusing. Hear me out: You can farm it like a regular farm for Food. The building itself says it generates 1 food per 5 seconds. Your worker states he adds +1 food per second when garrisoned in a mine. And I'm not entirely certain whether half of this is working or not. And that's before the research that may or may not increase the trickle. Goron version of the Postman Network tech(Shared line of sight to allies) costs nothing, takes no time, and does nothing. The Gerudo version has a similar problem. Ruby Guard have no attack, only a capture attack. Thus, they cannot actually fight units and defend their territory. The 'no attack' thing also applies to Armos. It's kinda hard to work out what you actually need to build to get the Gorons to City. This is mainly because only the Hot Springs is marked 'Town'. Similar is true for the Zora. Sometimes I get error spam, sometimes I don't. I wish I could say why and how. Given half a chance, I'd let Lon Lon build houses and grow(But then I'm always weird like that). Can't work out how I'd do that. Goron AI doesn't play well with Peahats. It will ignore them entirely, and possibly have entire masses of workers doing other things chopped to pieces. The Tribal Monks say they naturally regen-thus the only Goron unit to recover health. I don't believe they do currently. They have no regen listed in their stats, and I've watched them and not seen a single point of health recovered. Zora River map; there are fish in the ground. South east of the standard start point. Neither of the +1 Gatherer techs for Zora Fisheries and Coralmold Beds seem to work.2 points
-
Update of map post alpha 23 (version 1.0.7 in the download section) --------------------------------------------------------------------------------------------------- Hi everyone! I wanted to share my first 0 A.D. map - well, rather a preliminary version - with you. I was inspired by the map of Assassins Creed Origins which just crammed everything Egypt into a single place, often disregarding realism in favor of aesthetics and gameplay, which I did as well. I did for example borrow the idea of moving Cyrene, which is around 700km to the west into Alexandrias vicinity in order to add some Mediterranean environment. A further reason for me to pick that setting was that it allows me to have a lot of different cultures on the map. The upper Nile area is dominated by ptolemaic retro-egypt buildings, whereas the city of Alexandria is dominated by hellenic influences. Cyrene gave me an excuse for adding the Romans with some greek buildings, while I put the Persians, who were admittedly not really present at that same time, in the east. For purely aesthetic reasons I let Carthage occupy the Siwa oasis, and the Red Sea became a tourist destination for Mauryan coral reef divers. Map variants First of all, please take note, that this is not a final product, not even close. The map already includes most of the geological features and special locations I intended to add, but there are many areas that severely lack in detail, which is quite ok for sand deserts, but looks odd in places like coasts, riverbanks and rocky deserts. Blocking the map is also an issue, mainly because it feels strange, when the AI builds farms in the middle of the desert. The greatest thing that needs to be taken care of is balancing. Basic properties Type: skirmish Map size: giant Players: 6 Game version: alpha 23 (re-release) Right now (8.2.2018) I will only publish a 1 vs. 1 map. This has the benefit of being at least a little easier to balance out. I will provide A regular day version And a full-moon night version, because it looks just darn beautiful. I really love what you can do with the lighting and ambient conditions ... Update march 2018: A 3 vs. 3 map variant is now available and several small fixes regarding terrain, blockings and balancing have been made. On the long term I will try to release two varieties of the map regarding gameplay An all-in map: This one is outfitted with full grown cities and you will start with huge amounts of resources and a sizable army. Don’t try to play this with 7 AI players, as it will probably lag horribly. A stripped down version: Everything, except for the most prominent points of interest (e.g. the library) will be deleted. The difficult thing about this is that I will need to create a mod in order to achieve what I desire: See, if I make these buildings actors, all units will just pass through it, and if I leave them as entities, they will be taken over by the players within a few seconds and this would severely unbalance the game. Thus, I need to create a mod, which has all these buildings in a special version. I will increase those buildings capture points by a huge amount and also make them invulnerable, such that capturing them remains the only option. In some cases I might also try to reduce their functionality. Thanks to all the guys who helped me with useful tips and insights regarding modding. Gameplay In this map I tried to elongate the distance between neighboring players and create straight routes between the distant ones. In order to achieve the first requirement, the rare shallow banks of river Nile, meandering mountain tracks and marauding packs of soldiers prohibit straightforward shifts of large armies. On the other hand far away players can often be reached via wide patches of desert, which act like highways on this map. One major problem was the city of Memphis, which is located almost in the center of the map. I order to provide this city with a slight chance for survival I shaped the eastern and western desert like a bypass circumventing Memphis and relocated the city to the eastern shore of the river Nile, which I made impassable from north to south, while only the western riverbanks remained open. The Mediterranean Sea and the river Nile are navigable, which serves as much better means of transportation than the walk along the river by foot. Every player has wood in close vicinity to the starting point. No player will run out of wood easily. The banks of river Nile are especially rich in palms for obvious reasons. Stone is predominantly located in mountainous regions. Limestone can be found close to the pyramids and there is a rather large granite quarry in the very south. As I wanted the player to travel through the sandy dunes a lot metal can be found on the borders of sandy deserts. If you play the map, please let me know where you found too much resources and where they are missing. Players & Matches (and faction recommendations, mostly for esthetic reasons) Currently (9.3.2018) only the six players are available. Player #1: Alexandria (with greek and ptolemeaic entities) in the center north as Seleucids Player #2: Thebes in the very south as Kush Player #3: Siwa/Charga Oasis in the west as Carthage Player #4: Sinai in the north east as Persia Player #5: Memphis in the center as Ptolemeis Player #6: Cyrene in the north west as Romans Player #7: Red Sea in the east as Mauryan (buildings might be reverted to random later) Player #8: Desert nomads from the south west (random) Note: The AI does not get along with that map too well. It will soon be very crowded and very laggy if you choose a game with too many players. Proper matches would be: 2 players: Lower Egypt (#1 Alexandria) vs. upper Egypt (#2 Thebes) Lower Egypt currently has the edge, due to access to the Nile delta. 3 players: Lower Egypt (#1 Alexandria) vs. upper Egypt (#2 Thebes) vs. Siwa (#3) 4 players: Egypt (#1 and #2) vs invaders (#3 Siwa and #4 Sinai) Slowly approaches being balanced (version 0.19.10) 6 players: Egypt (#1, #2, #5) vs invaders (#3, #4, #6) Slowly approaches being balanced (version 0.20.7) Points of interest (selection) Alexandria: library, harbor, lighthouse Memphis: necropolis, pyramids, Apis sanctuary Fayyum: Crocodile sanctuary, Bahr Yussef channel & dam Thebes: Temple district, valley of kings Western desert: Siwa oasis with fortress, Great sand sea, Quattara depression, guelta Eastern desert: Red Sea coral reefs, mount Sinai, "Suez channel", deep wadi I collapsed some more screenies for you here ... ToDo and Changelog My ToDo-List is growing and shrinking all the time. If you have suggestions, please let me know. Unfortunately I cannot promise you, when or if I will implement them. You know, real life can be unpredictable ;-) Download Download the files and put them into the specific folders for maps and preview images. The paths I will state below are default paths for typical Windows 10 installation but may vary depending on your system and installation path. In case subfolders do not exist yet on your system, simply create them. Map files: Download: Version 0.19.6 (1 vs. 1) Version 0.19.10 (currrent) Version 0.20.7 (for upcoming release alpha23, new route through the red sea for balancing) Version 1.0.7 (30.12.2018, based on published version of 0 A.D. version alpha 23, design enhancments: red sea riffs, more nile river bank vegetation, parapets for persian base, fire places for town centers, small secret garden, other small fixes like missing ground textures, etc.) Path: “C:\users\yourname\documents\my games\0ad\mods\user\maps\skirmishes” When is the good time for deleting older versions from a post? Can I make the XML files all use the same PMP file? I noticed a zipped xml is about 10 times smaller. is the community OK with zip files? Map preview images: Download: Path: “C:\users\yourname\appdata\local\0 A.D. alpha\binaries\data\mods\public\art\textures\ui\session\icons\mappreview” In case you are playing this map, please let me know about anything that can be optimized. Thanks a lot in advance. Greetings mimesot1 point
-
Fair enough. True but that's more programming related, and nobody is eager to fix UnitAI the 6 000 lines of code monster to do so.1 point
-
1 point
-
I'm afraid it will look weird, as since there is no transition animation the unit will just teleport from the horse to the ground. But maybe I'm wrong.1 point
-
1 point
-
1 point
-
man we need this!! >:D I love roma in all eras!! herculean era or Justinian comitases or skotoutai ether time we need this! might as well too the imperial era rome too. with segmentata maybe a late Sparta faction too. with pikes instead of hoplites. with plos and Knossos helmets.1 point
-
I didn't play the game, but by the videos that I have seen, at least they have improved the game, and they hadn't screwed like AoE 2 HD. Pathfinder and stability could be better, for sure.1 point
-
1 point
-
There is the problem that the night version is a duplicate of the daytime version. This means if there is one thing to fix in one map, the other one has to be kept in sync. So if the terrain is off and that requires manual brushing, that will be hard to keep in sync. The PMP file can be the same for both maps. But the XML file containing all entities would have to remain. I'm not sure what we can do there. Changing the environment settings from a JS trigger script would be great, but we don't have that code (yet). I guess we can just use both maps and if there is something to fix, trash the XML file, copy the original one and copy over the night-environment settings.1 point
-
I didn't manage to read the thread or test the map yet, but the screenshot looks amazing. Please tell us your realname if you want that mentioned in the credits, otherwise we will only add your nickname. Scheduled at #50321 point
-
1 point
-
One thing to be aware of is that the Persian army of 480 B.C., as described by Herodotus, was already very different from the Persian army of 400 B.C., as described by Xenophon. It's basically a modern redrawing of the Alexander mosaic:1 point
-
Looking good. Can't wait to have this committed. About the renaming it's in progress.1 point
-
@Alexandermb Great work ! With some luck we'll be able to commit those for A23.1 point
-
1 point
-
Actually, “gorytos” is the Greek word for the Indo-Iranian (Scythian, Median, Persian, etc.) bow-case, which was used to store the recurved bow, and, presumably, also the arrows. (A quiver does not contain a bow, only arrows.) E.g. https://upload.wikimedia.org/wikipedia/commons/2/2f/PazyrikHorseman.JPG has his bow stowed away in his gorytos. Furthermore: the “sagaris” is the Indo-Iranian battle-axe the “acinaces” is the Indo-Iranian short sword (or large dagger, as depicted), which possibly evolved into the Greek “xiphos” Persians used the Greek “kopis” (or “makhaira”) single-edged sword as well, which was similar in shape to the Iberian “falcata” (a 19th C name), in name to the Egyptian “khopesh”, and in function to both This man has both a kopis in his hand and an acinaces in the sabbard.1 point
-
We got a shortage of possible candidates Actually it's posting on forums and mentioning us. Because I don't think @elexis would be thrilled to look over replays in his tiny free time. But it might be useful to have a subforum we can check everyday.1 point
-
@Hannibal_Barca just got an idea and forgot to mention you.1 point
-
People need to contact us, either PM or mention us @Hannibal_Barca @user1 Thank you for reporting, the problem will be addressed.1 point
-
MatGress already has several offenses. Maybe @Hannibal_Barca would like to do something about that.1 point
-
What version are you playing ? Capture is by default, you ask units to "attack buildings" and their capture bar will slowly decrease. If you press ctrl + click it will attack instead1 point
-
nice program! Isn't it similar to the already existing python script in "~/0ad/source/tools/templatesanalyzer" in linux os? I am quite sure you can't apply modification to templates there though. About Civ Bonuses, I'm not sure if roman Ballista should really be better than other civs, nor persian rams. The most confusing thing is that the History page isn't updated and users often misread stuff. Perhaps civ bonuses may be at least highlight bonus related stuff with different color (e.i. green ) for easy comparison.1 point
-
What's sting/clangor? Hack and Crush damage? Cool program though! Would be very useful. As far as siege differentiation, you're right, things could be made to be more different between civs. Though, IMHO, mostly that should be done with Civ Bonuses [which are limited to only a few per civ] and Technologies [where the player can choose how they want to differentiate their units based on current battlefield conditions]. The Roman bonus in siege is basically one of their civ bonuses.1 point
-
I think. Maybe in 2 or 3 weeks I can present my first success.^^ But I create this topic to discuss new stats for different Units.1 point
-
Thanks for the explanation! I have a few Gaulish words noted down here, based on which I would suggest the following specific names: Temple: "Nemeton" (means "temple"). Source: H. Munro Chadwick, "The Oak and the Thunder-God", 1900, p. 34. Field: "Olca" (means "arable land"). Source: Guus Kroonen, "Etymological Dictionary of Proto-Germanic", 2013, p. 125. Woman: "Geneta" (means "girl"). Source: Guus Kroonen, "Etymological Dictionary of Proto-Germanic", 2013, p. 288. The current name for the Temple is "Addoldy", which is supposedly Welsh, as said in this topic: https://wildfiregames.com/forum/index.php?/topic/317-celtic-stuff/&tab=comments#comment-2916 The current names for the Field ("Varmo") and for the Woman ("Bodu") are not Welsh-sounding, but I could not find an explanation for them anywhere. Should I create a pull request?1 point
-
I guess the main reason is that Gauls and Brits were one civilisation at the beginning (Celts) as some of the folders still shows and therefore It probably made sense to have Gaelic and Welsh names as those languages are probably the closest ones we had. If you can suggest names for Gauls though I think nobody will complain I think @Itms is the one you want to talk to about this. @GunChleoc might have some insights too.1 point