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Showing content with the highest reputation on 2018-03-17 in all areas
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5 points
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Helmets continued to be made from bronze, not iron. Also, the Corinthian helmet is more characteristic of the Archaic period (800-500 B.C.). In 0 A.D's timeframe most Greek hoplites preferred more open helmets such as the Illyrian, Chalcidian, and later Attic types. And Spartans frequently used the simple, conical pilos instead.2 points
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There's no need imo, what if we randomized the crests as props?1 point
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@Lion.Kanzen i see, then most of the changes are just the crest and ornaments, btw that serpent looks great.1 point
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1 point
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That would be something for @s0600204. (That language seen on that screenshot is german). *cough* D8441 point
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> The clients might send any kind of garbage and we get JSON errors repeated. Usually we solve this problem by removing the broken game, but it's probably better to add conditions all over the place in the long run. Clients should never show such errors in case they receive garbage in my opinion, as that's a sign of insufficient input validation (input as in data received) which can also be an wide open door for vulnerabilities, especially as it's input received via network. And we already had such a problem at least once. So I'm definitely in favor of adding proper input validation.1 point
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The models look awesome m8. They're not necessarily "Spartan" helmets since any number of civs could use them. It would be great if you could remodel each of the about 10 variations in the game. Others are right that iron would probably be very rare until the 4th c BC and certainly not used on Corinthian helms. Also the bronze could be more yellowish to match the unit textures as my dude mentions above. Regardless these look great so far. +1.1 point
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For Spartans specifically it would be an appropriate type of helmet due to geography and Spartan conservatism.1 point
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balance still being discussed, but skirm cav definitely not op. Ai is just bad dealing with rushes, i can get kd 50/0 against it with any kind of rush.1 point
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darn, wraitii had a somehow working patch for that which was never committed! D211 point
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Is the mace workshop model still missing? (Just asking, cause it is currently the only workshop A23 would need ;))1 point
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I think for now it’s best to limit the number of rams that can be built, maybe maximum of 2. Aside from they should not attack organic units nor could be destroyed by organic units easily they should only move and attack when garrisoned at full specs using half the maximum allowable garrison. These days with no cavs game they are too OP and can’t imagine they just can destroy structures without accompaniment. Capturing of unmanned sieges should also be made easier.1 point
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Yes, the AI is more or less able to cope with them, although some final tweaks will be needed when these structures are really in. But more globally concerning this thread, we agreed in the team some time ago to wait until a23 is out before enabling these structures, and i don't see any good reason to change that decision and delay more the release. My motivations to support this decision were: - only enabling the existing structures is not enough, we should take this opportunity of new available structures to give more diversity (based on history) between civs, and not just adding what is available. And that will take time. - that will inevitably require some balance, which will also take time to have it right (even if some people here seems to think it is useless for an alpha, i don't see how it can help the fame of 0ad to release something unbalanced). - A23 is already quite late compared to what we wanted (we were aiming at beginning of february) and staying in a pre-release state for too long does not help development as it prevents the important changes that people don't dare to do before a release. - A23 has already a huge highlight, the kush, and most of the other changes may go unnoticed in comparison. I'd much prefer to have a short A24 in a few months highlighting these new structures with possible improved diversity between civs.1 point
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The AI is not the problem, mimo is constantly improving Petra, see e.g. rP20389 , rP20399 , and rP20457 Based on those, I also managed to get the AI using stables etc. in my A22 0abc mod.1 point