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Showing content with the highest reputation on 2018-06-11 in all areas
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3 points
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3 points
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Ok, i just tried out the lastest version. Everything is so good so far but it seems battering ram speed is way too high and unrealistic. They have almost the same speed as light infantry. I don't mind the fact that it is hard to be destroyed and deals lots of damage to buildings but the speed is way too high. Please reduce it. Everyone who is familiar with history knows that battering ram is a very heavy siege engine, it should not be as mobile or move as fast as currently depicted in the game. Thanks2 points
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I initially was trying to emulate AOK's siege warfare where a bunch of Siege Onagers could mow down enemy archers and skirmishers if they weren't careful. Difference is in AOK it's easy to mass cheap trash units, while in 0 A.D. it isn't. I might play with this more.2 points
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2 points
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I totally agree with this. It seems insane that my infantry struggle to keep up with a ram that must weigh tons! It leaves factions that lack sword cavalry with effectively an invulnerable attacking enemy. Thanks for bringing this up @Thelegionare2 points
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Descriptions can be found on this thread http://www.twcenter.net/forums/showthread.php?619227-Celtis-Galliae-Project-Arverni-amp-Celtic-Tribs-v2-0-Released&p=13226230&viewfull=1#post132262302 points
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1 point
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@wackyserious ok, seems fast to make. The youtube link is in the first page, and yes i wasn't sure if it was goint to be bake properly but it worked, isn't necessarry to merge al the objects, just need to select all and leave the pc baking. I got the blend file with all helmets High ress for later when everything is done.1 point
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The Sava Helmet found on the River Sava, Croatia. From the Late La Tene period. https://www.academia.edu/5463297/The_Power_of_3_-_Some_Observations_On_Eastern_Celtic_Helmets1 point
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Hi! A animation need to be as long as B animation, if it remain idle better yet. otherwise it will loop the actual lenght. For example bow shooting animation: Attack_ranged animation type A animation: Bow firing, have 65 frames lenght. Attack_ranged animation type B animation: Unit using bow, have 65 frames lenght too. This way both Bow and Unit are sync while the bow being fired is just from 0 to around 45 frames, the rest remain idle.1 point
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@wowgetoffyourcellphone Why don't you just make non champion units cheaper and faster to produce, so that they become those cheap trash units like in aoe 2? Maybe you could tweak their stats so that they would not be op.1 point
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The border is using "i" key while selecting all the faces, later when the desired size of the border is achieved switch faces between the inner side and the border, then elevate the border with "E" while having selected the faces and cut some faces for make it less curvi and have better shadows. The circle scupts are exactly circular faces using the same method for the ear cheeck protector piece, and repeating the process by the amount of elevation desired. Shadows are automatic generated by the material with the worn edges but when subdivide modifier is being used non circular shapes could be cut using Ctrl + R for1 point
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http://musee-archeologienationale.fr/phototheque/oeuvres/casque_bronze1 point
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Last minute feedback. Catapults, and most likely bolts seem too strong. Now that units don't have high crush armor anymore, they are killed very fast by catapults. They are quite easy to mass, their train time as the same as a cavalry. In this replay you can see how some catapults barely defended can defeat a good number of melee cav (that are wiped very fast) and win the game pretty much by themselves commands.txt Related to another of my post, here is a replay that shows spartan economy advantage : commands.txt If needed i can also post replays that show elephant's strength in early p3.1 point
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Actually, the Hasmonean Period is exactly within the timeframe, and during this time the Jews actually had a good deal of interaction with other countries. The Maccabees lasted for roughly 100 years realise. Obviously, the extent of their impact was primarily regional, and the unit roster would leave a lot to ask for, but I would find their incorporation into the game to be a fascinating option much like the Kushites have proved to be.1 point
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https://0ad.mod.io/conditional-visible-garrisoning https://github.com/0ADMods/conditional_visible_garrisoning1 point
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Yes, I use Windows for both of my laptops. Apologies, I didn't see this earlier.1 point
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1 point
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Hello and welcome to the forums ! What you witnessed is called capturing. Every building and siege engines have capture points which once depleted make the entity change sides. You can also CTRL + Click to make sure units will destroy and not capture buildings. The more units garrisoned units the slower the capture is for the attacker, and the lower the building health the faster the capture is for the attacker. Hope you enjoy the game1 point
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The reasons aren't publicly visible as far as I know though but in @ffffffff's case, I really can't understand why he needs to be reminded of why calling people certain words really isn't talking about them in a nice way. Having a reason displayed for people, as well as clearly stating where they should go to explain the situation would probably help make people accept and learn from their mistakes. Especially since that way they won't have to feel as if creating a new account is the only way to discuss what has happened.1 point
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