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Showing content with the highest reputation on 2018-05-22 in all areas
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Hi, I've been playing 0ad for almost a year now. Overall, I'm impressed that the opensource community has created something of this quality. Keep the good work up! However, I feel that naval gameplay is kind of lacking at this point. As far as I'm aware, the winning strategy to use when at sea is to spam triremes along with your cheapest troops to fill them. This is not unique to 0ad: I've played AoE 2 and the strategy is pretty much the same. So, here's my 2 cents: Attacks: Ramming: This is already slated for implementation. I think that a successful ramming attack should deduct a lot of HP from the rammed ship, but if it survives, it keeps losing HP. This is to simulate the ship taking on water and sinking. This is also useful to get your precious soldiers off before it sinks completely. There should also be a tech in the city phase to eventually stop the sinking phase. This would simulate the technique of throwing an old sail under a hull to stop leaks. Boarding: From what I read, this was officially cut because of the complexity of showing soldiers fighting on ships. However, I have a way to implement boarding without all that complexity. Here are the stages of the attack: The attacking ship throws grappling lines to the attacked ship. Of course, this requires that the ships be side by side. Each ship has a loyalty bar in the same manner as siege weapons. and the total health of each soldier onboard is added. Citizen soldiers(incuding horsemen) have the same DPS, champs have slightly higher DPS, and heroes have the highest DPS of all. When the enemy soldier's health bar goes to zero, the ship loses loyalty and eventually becomes the property of the attacking state. Of course, if the attacker's bar is depleted first, it becomes property of the attacked state! Missile: Only archers garrisoned onboard ships can fire arrows. Ships: Fisherman class: can garrison 1 unit. It has boarding capability, but as you may imagine, it has no chance against even a trading ship. Bireme class: has boarding capability, but no ramming. Mainly useful to protect merchants and fishermen. Trireme class: The staple of the navy. Has both boarding and ramming capability. Quintrireme class: The siege weapons of the sea. Doesn't fire projectiles when empty, but fires long range projectiles when garrisoned with catapults. Can both ram and board, but is slightly slower than other classes to prevent the boarding attack being OP. Merchant class: For trading. Has boarding attack to give it a bit of defensibility. If you got through all of that, thanks! I put quite a bit of effort into this. Hope this was of use, Buckethead2 points
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@elexis I wrote a simple script: https://code.wildfiregames.com/P122 (it creates a test mod folder with the test page), it shows, that we have many errors in translations (including not included in the release).2 points
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well the Zapotecs have champion healers with a powerful aura, I'll have to make a note of the larger canoes for light warships.2 points
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What? Most games last 30 minutes to an hour, sometimes more. How much slower can you get? Offensive towers are a completely legitimate tactic, just like offensive fortresses which is pretty standard. The issue with lag is complicated, and is probably a result of bad design in terms of the network architecture the game uses. Lag should be fixed, rather than worked around, and it especially should not be a motivation for changing the gameplay. If some specific element of the gameplay were to blame for the lag then ditching it might be understandable, but as far as I can tell there's no good reason why the game should lag as bad as it does. What? Offensive towers are bad but making it so that capturing an enemy building allows you to build a tower in their base is good? That's insane. Ranged siege weapons already have an operator as part of their model set. Given that they also cost a significant amount of population that would just make the game more of a pain and more turtle friendly. Feeding the turtles isn't a good way to improve anything. There have been plans for implementing siege-equippable ships for a long time, but who knows when that will ever be implemented. I agree that sea is kind of crappy, but fixing it isn't really simple. You mean no suicide? Meh. Suicide is kind of awkward, but you still need some way to deal with buildings blocking your units if you happen to screw up. People would then need to be able to attack their own buildings, or maybe have an un-build command to reclaim some of the resources. Also that'd be a significant nerf to capturing. Why? Commerce is painfully slow already even if you spam traders (which in addition to eating up population are very expensive) and the resources you get are random, which means that mostly trade doesn't produce the resources you actually need, and upgrading it takes resources away from actual combat-related things. Heroes aren't that op, and they're also very expensive and slow to build. Promoting units isn't necessarily a bad idea but it'd be complicated to implement cleanly and would be just one more complicated game mechanic to give players more pain.2 points
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Hi there. Mayorcete here again. Glad you liked my last 0 A.D. video. I'm sure it will bring a lot of new players to the game and I do it totally on purpose. I love this project and I want people to know it and play it. Plus. This kind of videos grant me a lot of views and subs. Anything related to AOE that is not AOE makes for an awesome and trending video. About the Spanish community I can really back what you say. Spain has a good lot of AOE lovers. But we shouldn't see the situation on my channel as somth which has to do with the viewers, but the other way around. I've been in YT for quite long and I've been trying to promote strategy (and overall RTS) on a massive scale. So you can tell that the situation of the Spanish community is one of a kind. You could say that we are not as many as we seem, but we have a better stablished community thanks to the content we are making. I've even encouraged other YT friends to play AOE and similar games (see Matakito on YT), going one step further. You see; after all Mayorcete Gaming is not only the biggest AOE channel in Spanish, but in the entire world, so the way it affects the public is rather unique and difficult to analise in terms of interest over RTS. All I can say is... Keep working on this wonderful game. I'll keep promoting it. New factions like the kushite will always let me make new vídeos for sure, and new alpha versions will serve as well. Nice work and keep it up. BTW. Now vídeo:2 points
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@Alexandermb Congratulations for this gorgeous piece of work! Now, only the cross on the church remains to do2 points
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Hi Temple Thanks for confirming the bells use in A23. Like Lister, garrisoning all units was very handy when the enemy was running amok within your city. In the near future, would be nice to see this feature re-added but understand the reason for removing due to bugs, although personally, I didn't notice any of them.2 points
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the 0 vision range was for always keep infantry/cavalry near the packed buildings so players don't just move their buildings around, so yes you actually lost your buildings if you don't migrate with units.2 points
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Indeed we need the very first error. I assume that either an alpha 22 mod is enabled for alpha 23, or that some leftover files exist in the mods directory https://trac.wildfiregames.com/wiki/GameDataPaths2 points
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Merged the two topics together, and relocated to the appropriate sub-forum. Also, removed the "glory" resource from all techs.2 points
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In singleplayer and replays, hit Alt+D and disable the camera restrictions. You can also zoom in a lot, change the camera orientation to look over the shoulder of a unit, press the follow-unit hotkey (F) and then order the unit around while the camera remains behind the unit. You can change the zoom levels and other camera options in the user config file too. https://trac.wildfiregames.com/wiki/HotKeys https://trac.wildfiregames.com/wiki/GameDataPaths2 points
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If gameplay desing is the main objective then you need to see what others RPG has that RTS don't for example Warcraft 3 Heroes gameplay, Spellforce Hero gameplay, Mount and blade Bannerlord Siege gameplay combat, you need to leave the basic RTS Schema behind thats what 0AD already has, you need to focus on the players who likes the big RPG Games but like to have those features in a mass battle management game, imagine Skyrim with the 0 AD scale or like the mod Hyrule conquest, he brought the zelda series to a massive scale of RTS and before releasing his mod he already has a big public awaiting for every faction and update because Total War is just a game for controling infantry and not buildings, people thinks 0 AD is a free copy of AoE 2 but 0 AD has left behind in visual and unit desing AoE some time ago, now is time to leave that gameplay desing behind if the game want to achieve his own potential and go for a new RTS public, some examples are the mods Delenda Est and 0 ABC wich has another gameplay features but the game base per se is what people feels a copy of AoE and thats need to be fixed before avancing to Beta phase. Imagine 0 Ad controling not just an infantry spearman but a Citizen soldier and later you choose what you want him to be, Spearman, Swordsman, Slinger, Skirmisher, Cavalryman, Archer etc, cities burning when attacking. Cavalry dismount needs to be for get rid of the same AoE Schema, Siege weapons needs to be stationary and have a better visual impact of firing slow reload, fast shot, fast projectile speed and spawn dust at the hitspot not flames, and disable rotation for the big ones seeing those big turrets turn around like if they had some kind of rotatory base is just wrong sometimes, for scorpios are ok but for the big Ballista seems wrong.2 points
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Something i never seen before is a mix of genre between "Civ City Rome" or "Imperium Civitas" and "Warcraft" and i'm not saying factions or fantasy but the gameplay, a whole economic city building game with full combat unit command features, always the economic city builder game has an auto AI wich you only click a button and they go and attack the enemy alone and you can't target who to attack, or they are like Grand Ages Medieval if you have a big city you only have a few selection for build and a tab of buildings to "auto build" and the armies are a huge batallion but they aren't a batallion you made, they are already pre designed so whats the fun to the pc to play for you? the principal idea of a batallion economic city building game is to recruit unit per unit and if you desire to make a batallion you take a lot of units of them 15+ and make a batallion for better defense (Maybe moral?) and if you don't wanna use it anymore you can only desband by dropping the formation and done. Other gameplay feature i could imagine is that every faction start with a basic infantry "levy" unit lets take for an example the Spartan faction, you start with a guy with basic clothes and sandals with only a sword as weapon, then after you build barracks you could decide if you want to upgrade the unit into Hoplite or to Better rank swordsman, perfect then you have a Hoplite. If the Hoplite has enough rank/experience and your city has a blacksmith then you can upgrade the Hoplite into Champion Hoplite (Or their respective champion spearman) and if you build a archery range you can upgrade the levy into Javelinist or any ranged related infantry, and the same goes for Stable units.2 points
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This modification is located at: https://github.com/0abc/0abc-a24.git (version 0.0.24 “Alpha XXIV: Xšayāršā”) https://github.com/0abc/0abc-a23.git (version 0.0.23 “Alpha XXIII: Ken Wood”) https://github.com/0abc/0abc-a22.git (version 0.0.22 “Alpha XXII: Venustas”) 0abc is an acronym for “0 A.D. is Actually Before Christ”. This mod tweaks, rebalances, and improves upon what already exists in the game. It does not include any new factions. Amongst other things, 0abc implements a new unit template structure tree with many more unit types, has new civilization and team bonuses, has a fourth damage type, thrust, uses resource trickles to represent taxation and upkeep, and adds one new resource, silver. Instructions (for A24; replace "a24" with "a23" or "a22" if you want the A23 or A22 version): Download the repository directly: https://github.com/0abc/0abc-a24/archive/master.zip or use: git clone https://github.com/0abc/0abc-a24.git Place it in your /0ad/mods/ folder: GNU/Linux (e.g. Fedora) typically: ~/.local/share/0ad/mods/ Apple macOS typically: ~/Library/Application\Support/0ad/mods/ Microsoft Windows typically: ~\Documents\My Games\0ad\mods\ Launch 0 A.D., click “Settings” and “Mod Selection”. Select “0abc”, click “Enable” and “Save Configuration”. Add, remove, or move up or down any other mods, click “Save Configuration” and “Start Mods”. Click “Learn To Play” and “Structure Tree” to see the mod(s) implemented. Improvement suggestions are welcome, as are bug reports and other kinds of feedback. If you encounter errors or warnings, please copy them from the `interestinglog.html` (see https://trac.wildfiregames.com/wiki/GameDataPaths ) and post them here.1 point
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Jebel Barkal - Illustrated Walkthrough Jebel Barkal is the holy hill at the Kushite city Napata at the Nile river, see release announcement. The procedurally generated Napata city spawns attackers reoccuringly. This article presents some common strategies and tactics to become successful. Introduction 9 weeks of development, including 6 weeks of playtesting went into both this map. The guide is the result of the experience made while playteting and most of the screenshots come from these matches. Time to thank @Skhorn for the creation of the mountain template, @Sundiata for the consultation on the history and geography, and the playtesters: nani, Hannibal Barca, smiley, bb, temple, fpre, Dizaka, faction02, ValihrAnt,Uran238cz, s0loooy0, FeldFeld, causative, servo, borg-, mapkoc, CAGD_lulofun, ITRELLES1, gaius22, Dunedan, Imarok, santa, tgodtaylor, AlexanderKirck, s0600204, Emperior, d_stan, mord, Vladislav, Cesar, Vick, Retardado, Medrannozz, TYLER1, Angen. "Jebel Barkal" random map Procedural Cityscape Generation (The following screenshots were taken at the lowest quality, because my graphics card is cheap.) Attacker Waves The city starts attacks on players about all 5-7 minutes. Each of the buildings of the city spawns a different set of attackers. For instance the temples spawn only champions and the elephant stables only elephants. Players can chose a difficulty level at the gamestart. It will influence the total attackercount and city fortifications proportionally. However, since the city is randomized each matchstart, the resulting difficulty level can vary tremendously (most importantly the number of elephant stables on a normal map can be between 0 and 9). In Nomad mode, the first attack is delayed. Docks and Naval Warfare The nile river makes up less than 10% of the map area, yet it is vital to survive and thrive. Some players (most famously nani) start building docks in the first two minutes already. The dock gives you faster food income than fields. Additionally it continues to generate food income while your units on land are either fighting or garrisoned. The dock also adds as a dropsite that is far away from gaia as possible. So women have a good chance to gather there without being killed off. Even outside of the territory. Notice that players sometimes can only win by having some ships around while all enemies wiped out on land. So the river is important from the first to the last minute! Players compete for the final stand on the sea When gaia was too strong for all players, the winner is decided on the sea. So always keep an eye on your enemies ship activities. Don't keep the backside of your city unattended. Once the sea is indisputed, the shoreline can be wiped without great losses. Hunting Elephants, rhinos and boars are valuable huntable animals, because once attacked, they follow you back to your base where you can easily kill and hunt them. Use this trick to boost your economy in the first 5 minutes while already getting some units to defend. If you start out as Mauryans, use your Worker elephant and immediately start hunting in the desert. Wood The players that start in the desert start with much less wood than the players that start in the fertile banks of the nile river. To compensate, these players start with treasure that give them an huge boost. Deserted players can and should build a dock much sooner. The roads leading from and to Napata provide some desperately needed trees for deserted players. Metal/Stone In the fertile banks of the river, there are very few mines. Players have to get out into the desert. Since it can be more sustainable than fighting for mines in the desert, it is recommended to start trade near the nile soon (which incidentally is historically accurate too :-)). Few trees but abundance of mines north of the river. Treasures/Hill There are few treasures at the pyramids and many treasures on the hilltop. They are guarded by Kushite defenders however. Experienced players will find the best opportunity to hunt the treasure at the pyramids. After taking out the Kushite units on the hilltop, players have a chance to build a civic center on the hilltop which can be very easy to defend and provide a perfect place to remain the Last Man Standing. The city contains treasures too, but these are hard to reach due to the Walls and City Patrols. Not a cakewalk. The hill is easy to defend once conquered. A long wonder victory duration ensures that players - or gaia for that matter have chance to break fortifications. Surviving the first wave Gaia attacks all 5-7 minutes and leaves a bit more time between waves in later stages of the game. Make sure to have at least 30 ranged units to defend your base then. Place your fields in the back of your base. Until the first wave started, keep your units in the back of the base. This way the gaia attackers might be deflected by your enemies encountered on the way. Don't expose your units to enemy fire unless it is really important, as here In Nomad mode, players end up with one piece of the fertile land each Walling After the first wave, quickly build a palisade, so that gaia units have no chance to reach your units. Pay special attention to elephants. Rebuild destroyed palisades as quickly as possible. Remember at which places gaia units managed to walk past your walls and fix all holes. The irrigation canals act as a natural barrier, so you only need to wall a small area. Multiple layers of walls provide additional security and obstacles. Do team walls. Mauryans benefit from their stone walls that only cost wood and Carthaginians have walls that are three times as strong. Irrigation canals provide a natural shield Cheap but effective - wooden walls Quickwalling - Fixing walls even during an attack The first line of defense fell Irrigation Canals can only be crossed at one point each Close the gate quickly! double palisade walls to defend an elephant rush A successful team wall Attacking The Opponent Unless you are playing with custom rules, remember that the goal is to defeat your enemy. So in general it is recommended to not invest resources on destroying Napata, but focus your attacks on the enemy players. If you wait for a Napata wave to end, you can be sure to have enough units remaining for an attack and your city is not left empty when an attack starts. Focus on the player opponents first Only invade the city when overwhelmingly outnumbering the enemies. This fortress was too close - an easy target for Elephants.1 point
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Hey @Revan Shan Thanks for the promotion, and apologies for the lag in the lobby that'll be fixed soon.1 point
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Remember goal is to start the packaging fun this week, let me know when you guys are done1 point
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Updated changelog Millennium AD 0.23 Changelog · Update GUI and actor files to be compatible with vanilla 0.23 Alpha (s0600204) · Maintenance updates and fixes since last release (leper) (s0600204) · Use folder.DELETED for backgrounds (leper) · Update the home menu logo (wackyserious) Byzantines · Implementation of Byzantine faction (template, actor, aura and other files) (wackyserious) · Cataphract cavalry armor (Alexandermb) · New byzantine textures and tweaks (wackyserious) · Byzantine shields and helmets (Alexandermb) · Add lamellar + Chainmail armor (wackyserious) · Tagmata Helmet (Alexandermb) · New chainmail textures and Oval shield textures for Byzantines (Lordgood) · Byzantine Paramerion (Alexandermb) · Add new cataphract rider texture (wackyserious) · Byzantine fishing ship (wackyserious and Alexandermb) · Update Byzantine AI names (wackyserious) · Byzantine Houses (Alexandermb) · added Byzantine Bow (Alexandermb) · Byzantine Parma shield (Alexandermb) · Lamellar texture variants (wackyserious) · Byzantine helmets (Alexandermb)- Burgh Castle Archer Feathers · Byzantine coifs update and basic helmets variants (Alexandermb) · Byzantine a and b (Lion.kanzen) · Byzantine Civic Center + Eyecandy decorative building (Alexandermb) · Byzantine fences and columns (Alexandermb) · Byzantine Barracks + Blacksmith (Alexandermb) · Byzantine Storehouse + Dock (Alexandermb) · Byzantine farmstead (Alexandermb) · Byzantine Market (Alexandermb) · Byzantine corral (Alexandermb) · Byzantines (Alexandermb)- Added Walls Eyecandy and Skirmish Temple Blacksmith update Old blacksmith modified as armory · New Byzantine Emblem (Alexandermb)(Lion.kanzen)(wackyserious) · Byzantine round and plain oval shield (Alexandermb) · Byzantine spear flag (Lion.kanzen) · Byzantine Chi-Rho symbols in Scutatoi (Lion.kanzen) · New Byzantine Elite unit textures (wackyserious) · Add Byzantine portraits (wackyserious) · Byzantine defence tower (Alexandermb) · Byzantine quiver (Alexandermb) · Byzantine sentry tower (Alexandermb) · Byzantine 1st Dromon (Alexandermb) · Byzantine bireme (Alexandermb) · Byzantine Greek fire ship + template naming schema for other civs ships (Alexandermb) · New Byzantine elite unit textures (wackyserious) · Byzantine ram (Alexandermb) · New dyed padded cloth textures for Byzantine infantry (wackyserious) · Byzantine axe + concentric helmet (Alexandermb) · Byzantine Merchant & Fishing Ship (Alexandermb) · Byzantine traction trebuchet (Alexandermb) · Byzantine Fortress (Alexandermb) · Byzantine Wonder "Hagia Sophia" (Alexandermb) Anglo-Saxons · Enabled Brixworth church (Anglo-Saxons) (Alexandermb) · Anglo-Saxon defence tower (Alexandermb) · Offa of Mercia (Anglo-Saxon Hero) - Infantry Swordsman (wackyserious) · Anglo-Saxon banner (Lion.kanzen) · Anglo-Saxon axe animations and fixes to barracks and houses (Alexandermb) Carolingians · Implementation of Carolingian faction(template, actor, aura and other files)(stanislas69) · Enhanced Carolingian structure texture (Alexandermb)(wackyserious) · Frankish tunics (Dyed) (wackyserious)- Based on the depictions on the Stuttgart Psalter · Carolingian kite shield textures (wackyserious) · Carolingian elite unit textures (wackyserious) · Carolingian aventail helmet and caro civ enabling. (Alexandermb) · Enabled Cathedral of Aachen (Carolingians) (Alexandermb) · Added Carolingian infantry spearman and another props for Carolingians. (Alexandermb)- Adventail B Coil · New Carolingian church/dock/towers (Alexandermb)- Sentry Tower, Defense Tower, Church, Dock, Scaled Coil helmet aventail B · New Carolingian armor textures (wackyserious)- Scale armor and long byrnie. · Basic dyed tunics for Carolingians (wackyserious)- Colors are based on the Stuttgart Psalter depictions · New Carolingian structure texture (wackyserious) · Carolingian unit portraits (wackyserious) · Add Catholic priest textures (wackyserious) · Carolingian priest portrait (wackyserious) · Carolingian armorican cavalry armor (Alexandermb)- Added armorican cavalry (carolingian champion cavalry), Added ao to church actor. · Add Carolingian female citizen textures (wackyserious) · Carolingian royal dress texture (wackyserious) · Add Carolingian champion cavalry unit portrait (wackyserious) · Add Carolingian champion infantry (wackyserious) · Add Carolingian trader (wackyserious) · Carolingian siege trebuchet (Alexandermb) Carolingian banners (Lion.kanzen) · Carolingian walls Part 1 (Alexandermb)- Added walls, long-medium-short-tower · Carolingian walls Part II (Finished) (Alexandermb) · Add Carolingian fishing ship (wackyserious and Alexandermb) · Carolingian market+ corral (Alexandermb) · Carolingian traction trebuchets (Alexandermb) Norse · Norse tent eyecandy- Addition of Norse tent's for eyecandy usage (Alexandermb) · Norse ships updated (Alexandermb)- Drekar Added, Karvi Added, Knarr Updated and Snekkja Updated. · Norse Ram + Eyecandy fence + tweaks (Alexandermb) · Norse sentry tower (Alexandermb) Changelog Millennium AD 0.23.rtf1 point
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The only thing I can say is that I still working an a concept for a new ingame UI. Currently it looks like it become a little bit smaller than the old one. So maybe the usability for smaller resolution increases. But this isn't my focus.1 point
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Did you install libsodium ? If so make sure you have a version more recent than 1.0.141 point
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Welcome to the forums! Could we ask you to start at the beginning, tell us where you've got the source from, and take us through the exact steps you've used to get to this point, please? (List the exact commands, any arguments you're passing to them, etc.) .karnorth { color: #880000; } .elexis { color: #888800; } .stan { color: #008800; } .imarok { color: #008888; } Relevant IRC Chat log excerpt: (http://irclogs.wildfiregames.com/2018-05/2018-05-22-QuakeNet-%230ad-dev.log)1 point
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Yet another example of Greek influence (or bias?) on our modern culture: http://www.bbc.com/culture/story/20180521-the-100-stories-that-shaped-the-world The Odyssey is ranked #1, the Iliad #10. Other classical Greek entries are #29, #31, #49, #51, #70. Interestingly only one Latin work made it into the top 100: Ovid's Metamorphoses, #80. (Personally I greatly dislike polls and other popularity contests.)1 point
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The vision ranges in vanilla are ridiculous. Regardless, there's no rule dictating what the vision range of a packed cart should be.1 point
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Hi @Stanislas69, Thanks for quoting those links... I can certainly see the efforts and vast work that goes into such features within the game. And the commits and changes that are made, on what seems like such a small and tiny aspect of the game.... However, there is way to much info in there for me, and not sure what I am following... Obviously there are changes. 1) Could the above 2x tracks / changes be explained in layman's terms please. 2) Are the changes, permanent, or can/will they change back. ie: Just being tested to see how people feel? 3) Personally, I felt the way the "Raise The Alert" feature worked much better in A22 and previous releases. (although I've only been playing since last 2 or 3 builds). 4) Now this game supports mods, could this be a patch / mod, that could be installed (back to how it was) on a user basis? Thanks for an amazing free game... lots of enjoyment from it !!! Play it frequently at home.... and AT WORK !!! lol Thanks, Lister1 point
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Hello there and welcome to the forums, Unfortunately while models made it in the package they won't appear in the main game as playable buildings until further balancing decisions. The only exception would be the Macedonian workshop which has always been in the game and just got a visual update. However a few skillfull modders have already started using them in their mods. So you can look toward them to see a glimpse of what 0 A.D. may look like in a further release. Hope you'll enjoy the game anyway. Have fun @JonasTuo1 point
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Welcome to the 0 A.D.: Empires Ascendant forums! Please attach your error log (the file "interestinglog.html"), which can be found at: WIndows: C:\Users\{user}\AppData\Local\0ad\logs\ OSX: ~/Library/Application\ Support/0ad/logs/ Linux: ~/.config/0ad/logs/1 point
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The reason why I don't like the ship mechanics already in place is that their only attack is ranged, while IRL boarding and ramming where the main threats, and projectiles where just a distraction(at least that's what my history book tells me...). How are my mechanics overcomplicated? So I know what to fix.1 point
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Hello @Commandant we are currently investigating a bug that makes the game unplayable / crash on Linux and macOs. Solutions have been found so it's just a matter of time before we commit those and notify packagers. We apologize for any inconvenience.1 point
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I know my friend, and I do not know how to solve this problem. A commands.txt would be appreciated. Because nobody can fix stuff they cannot reproduce.1 point
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About the resolution, I'm sorry but there isn't much we can do. The minimum resolution is 1024x768, and a lot of people are pressing us to even drop that one. So I'm afraid your friend either has to find a bigger screen, or try to play with the scaling by editing a file called user.cfg in his appdata folder and add gui.scale=0.75 in there. About the lag, that's something we are working on but it's not trivial to fix, the more AI the more memory used.1 point
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Indeed it will be for part 2 which will cover the battle of Hastings in 1066 featuring Harold Godwinson and William the Conqueror.1 point
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Thanks for uploading. Maybe playing another game against Rome would help to decide if swordsmen need buffing. I think they aren't supposed to counter spear cavalry, but neither do I think borg would play the same strategy replacing spearmen with swordsmen. Maybe it's not a coincidence Romans also have spear cavalry. :-)1 point
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Make doors from gates a separated entity with less HP so can be destroyed first and open an small way of entrance, this would allow players to attack a well defended city whitout needed a lot of rams or siege weapons1 point
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I once had the idea that you would train a "Tribute Wagon" which basically looks like a beefed up trade cart, you'd send it toward your ally and then their units could "gather" it like a treasure. This seemed a little much micro to me once I thought more critically about it. However, I don't think there's anything to prevent such a thing from being possible in a mod, even with current code.1 point
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I would try to be realistic for my features request list: Campaign mode (almost finished, if I'm right) Trigger interface in Atlas studio Finishing differentiation buildings between Athenians and Macedonia Differentiation between Gauls and Britons units. Finishing Seleucid and Ptolemies units (almost finished) Minor improvements and optimizations. Bonus: Integrate Xiognu and Chinese to the main distribution1 point
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Yes please 0 Ad left behind long time ago AoE, i never get bored of 0 AD but i do from AoE 2 (and thats the best of the serie). +1 +1 Some civ structures have two floors it could be a start having a first floor and develop the 2nd floor at the town phase and all kind of rich decoration in the city phase. For houses i can only imagine the structure construction materials for wood buildings and for empires like persia size and numbers of floors. +1 +1 Black and White 2 have this feature, the terrain shows green/yellow/red colour when placing a farm that shows the fertil zone for better farming. +1 Maybe but it will be better if mines are divided into caves/deposit's instead of rocks scattered around the map, and better specific zones for mining unable to build a proper economic city (farming land). More resources more complexity even better, i didn't have any complain with the high number of resources of Empire Earth series even when some resources become useless in advanced era (literally useless).1 point
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Yes, please! This would also allow phasing out phases If I recall correctly, something like the following was present in Rise of Nations. Settlements started out as a town and have both a (large) territory radius and a (smaller) city radius. Markets and civic structures could only be build within the city radius, whereas defensive, military, and gathering structures could be placed anywhere in your territory. Once a certain number of different structures (e.g. 5) was present within the inner radius, an individual town would automatically upgrade to a city, which has increased health, attack, territory influence, and a larger city radius. When the number of different structures within a city radius was doubled (e.g. 10), the city was automatically improved to a metropolis, again with increased health, attack, territory influence, and a larger settlement radius. Furthermore, some structures also affected city stats, e.g. temple increases capture points by 50%. Also, there were many wonders, each with different bonuses, but they were civilization-independent; each wonder could be constructed only once per map/campaign.1 point
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Yes please My additions to those would be: - Battalions - Villagers - Visual differentiation between phases: simple village house → townhouse → city house, same thing for Civic Center: vilage center → town center → city center - Individually upgrade CC's. So you could end up with 1 city phase territory, and a couple of villages or towns on the periphery. This would make properly defending your "capital" more important. - Map-tiles should have "properties" which determine if you can farm there (fertility). Then desert tiles would be barren (non-farmable), while areas close to water/good soil would be fertile. Maybe a fertility gradient? Perhaps an overlay could help identify arable land, as well as clearly show the location of all other resources. - No more farming at the CC... Please... Just build a farmhouse already... A town center should be town center and not a farm/fields/plantation. - Storehouse split into "lumber camp" and "mines". Mines are placed on specific slots in the mining area. - Mining: 1) "Alluvial deposits": mined just like they are now, are close to your beginning CC-area and deplete easily. 2) "shaft mining": always done in rocky/hilly/mountainous areas. away from the beginning CC, and don't deplete easily. - The introduction of "coin", acquired through: trade, gold/silver-mining and a dedicated economic structure, specific per civ (like plantations/cash-crops or royal workshops). Coin would be used in trade, paying mercenaries, certain technologies, even building certain structures like the wonder or special buildings. - The introduction of "brick" as the third logical building resource. Helps add a lot of necessary nuance to building costs. Brick and wood for common structures. Stone and wood for temples, castles etc. Some structures cost brick, stone and wood (CC). Bricks are produced from a brick-maker, placed at a clay-pit. Gauls, Britons and Iberians would have a wattle and daub maker instead, likewise placed at a clay pit. (Clay pits don't deplete quickly, akin to farming/deminishing returns from a pit over time) @elexis So does Fields of Meroë have some Nuba merc camps as gaia villages (huts and nuba tribesmen), on the opposite bank of the river? I didn't see any in the latest screenshot... Some Nuba merc camps could be added to other Sub-Saharan biomes as gaia as well...1 point
