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Showing content with the highest reputation on 2018-03-06 in all areas

  1. 3 points
  2. This is what it will look like, missing the saddle. (changed the texture of the right horse for comparisson)
    2 points
  3. I addressed the problem and posted a map update. There is now a shallpw seabed in the gulf of suez. This makes it easier for the persians to conquer the red sea territory and allows bypassing the mighty fort, which was created to block the north south route, and not the east west route anyway. I firther fixed some small problems and added some eyecandy to the vast date palm forests in the delta. Find the update in the first post. Greetings mimesot
    2 points
  4. Heavy warships/quinquiremes/Juggernauts are ships that deal 30 crush + 30 hack damage per shot, which increases if you garrison catapults. The problem is, they are useless. I was recently in a game that proved how weak the heavy warship is - at huge expense I produced a heavy warship with 6 catapults in it, which was able to destroy only a couple of docks before the enemy chariots arrived and forced it to retreat. It was not able to kill any towers or fortresses, which was my intended purpose of making the catapults and warship. Here are the stats for Seleucid trireme: 1400 HP, 35 pierce damage per 2 seconds per arrow, armor: 5 hack, 10 pierce, 5 crush, range 55 For a Seleucid heavy warship: 2000 HP, 30 hack + 30 crush per 5 seconds per shot, armor: 5/10/5, range 65 Without garrison, they are useless in ship-to-ship combat. If you garrison a trireme-class ship with 10 civilian soldiers - which you can do in age II, as soon as you make a trireme - it will destroy an empty heavy warship. Producing a garrisoned heavy warship is an incredibly expensive late game luxury. For Seleucids, 1 heavy warship with 5 catapults in it costs 1950 wood 1750 stone 200 metal. It is more expensive than two fortresses - approaching the cost of three fortresses - and occupies 18 population. Plus, catapults require fortresses to produce them. For ship-to-ship combat, a garrisoned heavy warship will not necessarily beat a garrisoned trireme, in addition to the crazy expense. The trireme with 10 citizen-soldiers deals 35/2*13 = 227 pierce damage per second, which is 80 damage per second after ship armor. The heavy warship with 5 catapults deals 30/5*6 = 36 hack plus 36 crush damage per second, which is 43 damage per second after ship armor. Even though the garrisoned heavy warship has more HP, it only deals about half as much damage. Against buildings, pierce damage is negligible due to armor. That 36 hack + 36 crush damage per second, reduced by a fortress's 15 hack armor and 2 crush armor, comes out to 36.5 damage per second. At this rate it would take about 2 minutes to take down a 4200 HP fortress with the heavy warship. This rate is comparable to two single catapults not on a ship. It is very slow, giving the opponent plenty of time to react, or simply to repair the fortress. At 4.2 HP/second/worker, nine repairing workers would be sufficient to prevent the fortress from losing HP. Now consider, as another form of naval siege, a Briton medium warship with 5 battering rams in it. They could unload on the shore and kill the same fortress in roughly 10 seconds (4200 damage / 500 damage per second), plus the time it takes the rams to maneuver into position, which doesn't take long if the fortress is on the shore. Cost: 1900 wood 1150 metal. So what change could balance the heavy warship? Let's operate under the premise that it ought to be at least good for naval siege. For this, have 100 crush damage per shot instead of 30, and have 10 pierce damage instead of 30 hack damage. The catapults do 100 crush and 10 pierce damage while not in the ship if they aren't upgraded, so shouldn't they do the same damage while in the ship? At this rate, it would take about 43 seconds to destroy the fortress. That's still slower than unloading rams, but it's maybe in the right area. I calculate that if the heavy warship has both armor upgrades (so 16 pierce armor) and the fortress is shooting 23 arrows, it would kill the heavy warship in about 48 seconds, which is good because it means the garrisoned heavy warship would kill the fortress before the fortress kills the garrisoned heavy warship.
    2 points
  5. Currently the kushites heroes have wrong icons it'd be nice to fix this before the release. @Lion.Kanzen Do you have some time ?
    1 point
  6. I think I figured out the problem. The Kush units are already in the production queue as {civ}_merc_camelry_1 etc. So by adding them again they're really just doubled up in the list and ignored. So all I really need to do is just have a bunch of separate units for the ethnic mercs, which isn't a bad idea anyway. I was just trying to be too clever by half by throwing in the already existing kush mercs.
    1 point
  7. If the axe and sword champions will be differentiated, imo it would be nice to see both Sure, both get the limit of 1 and the player may choose to "favour" one of the gods by means of a pair tech On one hand you get the normal costing temple with axe champions (whatever they will do, also there is a hero to bonus these), on the other you choose the expensive and bulky Amun temples with the traditional sword champion As for max 1 Amun temple I agree it would be nice to limit such a huge structure and also its champions since Kush already got enough (This discussion closed on this thread due to not being in the least related to the actual topic)
    1 point
  8. Because developers back in the day (I'm not looking at anyone) have often added descriptions for things that aren't coded and because the trample damage should only be applied while moving.
    1 point
  9. I might have to make a "merc" civ.json or something and then have a bunch of merc_ units for training at the various ethnically-themed merc camps. For cavalry mercs it's not really necessary, but for ethnic mercs to be able to build the player's buildings I might have to do something like that to make {native} work. Or make civ.jsons for each of the ethnicities, which might be overkill.
    1 point
  10. Although I haven't tried modding A23 yet, D1084 seems quite clear to me. Suppose a mace player captured a pers centre with the following production queue: units/{native}_female_citizen units/{civ}_infantry_spearman_b units/{civ}_infantry_archer_b units/{civ}_cavalry_javelinist_b Then the player (mace) can train there two units: a pers female (because structure {native} is pers) and a mace cavalry javelinist (because owner {civ} is mace). The other two do not exist, because mace has pikemen and javelinists instead of citizen archers and spearmen.
    1 point
  11. Hi, first: Too good I am bored. I love this mode so much. But I really need to ask (because me) you if you plan some updates as pegas wall, healers and traders? Maybe new faction or soldiers? Thanks
    1 point
  12. On another note, it would actually be quite appropriate to have a build limit of max 1 Amun temple. They were built with the frequency of about 1 every 100 years or so... Am I the only one who thinks "upgrading" someone's grave/tomb is really weird?
    1 point
  13. Here is an update What's new in 1.1: Support for double click on browsable fields. (Note that you might have to tick the line for the change to take effect, it's counterintuitive, haven't found a fix yet marking the lines as selected is tricky when fields are editable) Mod.json support (Dependencies still have to be added manually in the file) Menu to set the material's path. A popup will appear at the first launch to browse for the material folder and use that. The header will give some insights as to what the windows is for. Fixes: Path gathered are now converted to unit paths automatically Shouldn't be any error when cancellation dialog XML files generated have now a final whiteline for Unix users. Features to come: Particle Edition Support SoundGroup Edition Support Material Edition Support Release.zip
    1 point
  14. You are welcome have fun with the game.
    1 point
  15. You didn't read my post carefully: Well, for the Greek translation ... We should not change the source strings.
    1 point
  16. Wildfire Games, the international group of volunteers developing 0 A.D. : Empires Ascendant, is happy to present this monthly development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read. If you want to be part of this project, we urge you to post your application in our forums or just grab a task from our list of open tickets and get right to it. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Head to our forums and join our active community! FOSDEM @ Brussels 3-4 February Those who'd like to meet members of the development team and are available this weekend, can join us on FOSDEM: "a free event for software developers to meet, share ideas and collaborate. Every year, thousands of developers of free and open source software from all over the world gather at the event in Brussels". We'd love to see you there, and maybe grab a beer afterwards! The Team expands! We are proud to accept temple into the 0 A.D. programming team! May his commits be many and his whitespaces few (C++ joke)! Programming Itms, our project lead, has been working on a breakage in Jenkins, a tool that helps us ensure code quality by running tests in order to check the code for warnings, and has looked into goodies for FOSDEM (spoiler). mimo updated the AI to support the new combined victory conditions, among his ongoing improvements to the AI. He has improved the performance of GetEntityState by merging it with GetExtendedEntityState (performance improvement when selecting many units), reported some map errors and reviewed temple's formation patches. elexis "I like Vectors" has rewritten a lot of old random map generation code that will allow the player to select the biome on random maps. Other features: River maps are rotated arbitrarily, so that players get a truly unique map generation each time. The game now supports uncapturable Gaia fortifications. bb has committed the new game setup User Interface, providing sufficient space to add more game settings for the foreseeable future, and the combined victory patch. Vladislav reviewed a few patches and returned to working on post-game charts. Imarok committed a couple of minor GUI fixes. More importantly: he also worked on secure lobby authentication and a mod version test in the lobby (multiplayer). gallaecio has improved a couple of English strings. s0600204 worked on the template viewer patch. It is a new dialog that can be opened from the selection panel and structure tree and displays statistics and descriptions about the selected unit or building. temple worked on unit AI with dropsite distances (e.g. mill, storehouse) and visibility checks, fixed blinking territory and a couple of things with formations. He also fixed dock placement and updated some patches, which are waiting for a review by other programmers. Now he is turning his attention to the diplomacy color patch, together with Elexis, and balance changes for the next alpha release. Art & Sound LordGood has been working on the building sets. He committed a Ptolemies stable, archery range, workshop & elephant stable and a Roman stable & workshop. Stan has done some crash reporting and tried to reproduce call stacks, has worked on fixing the soundmanager bug that has been here since r9055 and has commmitted templates for new heroes. On the art side: he created many new helmets and caps. Alexandermb, a skillful new artist, has been very active. He has had his new models for horses and spears committed, aside other art improvements like giving siege weapons engineers. Omri Lahav, our composer, has not been idle in January. So much so that we'll dedicate a separate development blog to his work of late! Stay tuned! Community Contributions Dunedan and fpre's efforts to help with alpha 23 GUI and lobby patches, both coding and reviewing are greatly appreciated by the team! Lion.Kanzen recorded new sounds for the archery range. Hannibal_Barca has uploaded a beautiful winter river map. wowgetoffyourcellphone contributed new icons for dogs and for cavalry. Bigtiger created a beautiful skirmish map: Via Augusta. Leyto created a Muskox texture, that was committed to the game. Image: LordGood's Roman Workshop, front-side and back-side (centre). - by @plumo
    1 point
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