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Showing content with the highest reputation on 2018-08-03 in all areas

  1. I like this, and it's not far from some of the ideas I have proposed in the past. Each CC should have its own territory that doesn't morph together like they do now. They start out as small villages and only "village" structures can be built within their territory. Upgrade each CC independently so you can build Town, then City structures within their territories. A Village CC would have a gathering bonus around it, while it loses this bonus as it's upgraded and perhaps different bonuses kick in. Now you have real provinces that are somewhat unique from each other, for instance, a couple of Village provinces where you do a lot of your farming and mining, etc, while owning a couple of Town provinces which may have a trading benefit and can build barracks and wooden towers nearby. Your City province allows the building of stone walls and fortresses. While your Capital province can grant some uber bonuses and unlock some unique structures, essentially more "Wonders" that give unique benefits. Now you're truly building an empire instead of some weird urban sprawl that makes no historical sense. The 3 major starting conditions would be nomad (of course), classic (start with 1 village center and some units), and empire (where each player has multiple village centers already congruently scattered around so that each player already has an empire of provinces and most of the map is already claimed by the players).
    5 points
  2. You can even go even further and penalize (maybe severely) resource gathering in cities. This would have, compound with your suggestions, several beneficial consequences. Settlement development would not be about mindlessly upgrading everything to the highest possible level. Farming and lumber-jacking, etc. would move to the peripheries which would suddenly become valuable or even vital resource gathering sites as opposed cheap, throw-away and redundant expansion colonies. Trade would get a whole new meaning.
    4 points
  3. A Village Center looks rural and rustic. Can have some haystacks, a fire pit in the middle or a well, and a rustic-looking town hall or rural approximation of the look of the current Civic Centers. These are not "stone aged" town centers or anything like that (no giant mammoth tusks for ornamentation), they are era-appropriate, but rustic and rural. A Town Center looks more built up, perhaps a little more mercantile. Walls are sturdier. Structural elements are taller. A City Center looks much like a lot of the Civic Centers we already have.
    4 points
  4. All of that! Literally everything... @0AD_development_team: But I'm pretty sure they weren't trash though They were pretty feared.. They were also a popular mercenary unit in demand across the Celtic world and even beyond. I don't think they were that cheap. Admittedly, armor wasn't their strength, but they inspired terror, and you know, they were fanatical, which always makes for good fighters In times of existential threats to the tribe, Celts sometimes equipped large masses of peasants with a spear and shield (literally peasant levies), which are weak, but cheap and fast.
    3 points
  5. @Sundiata thank you for this useful resource I was pleasantly surprised to find out these tracks are fairly similar to the tracks I drafted for the Kushites! I'll aim to upload them for the team to review next week. Also, I'm working with another composer to add more music to the game, and I think he owns some of these African instruments, it will be interesting to explore some of these sounds with him. Updates coming soon! Thanks again,
    3 points
  6. ValihrAnt vs Borg Vali vs Borg.zip
    2 points
  7. I don't have more data than is in those two links either. The number of lobby accounts can be considered. Order of magnitude being 100k per year and 1mio total seems to be covered by these conservative numbers . (So might be 2x as much now but most likely not 10x as much)
    2 points
  8. I agree with Sundiata, the naked fanatics appears do have been a very inspiring/terrifing unit. They seem to have intimadated enemy units by their very boldness and crazy behavior by not wearing armor and their screaming and shouting.
    2 points
  9. http://releases.wildfiregames.com/stats.php is incomplete IIRC, doesn't contain sourceforge, torrents and some downloads werent captured at all IIRC, also linux distributions
    2 points
  10. More powerful in what way? Be specific. That was a publisher banking on nostalgia, really. Sure, but first we must make defensive strategies rewarding at all before one can look for ways to balance them. Right now, in the core game, turtling strategies or defensive strategies in general are seriously hampered.
    2 points
  11. In a way, yes... That would be the point... Beautifully historical, how battle-field losses, loss of territory and failure to protect your citizens and maintain your border affects the honor/glory/morale of your civilization and its fighters... More than that though, it offers different routes to victory. If you've invested heavily in honor and glory by building monuments and tasked priests to worship at them, a few minor losses on your periphery aren't going to be the deciding factor. If your enemy has invested everything in a large/cheap army and attacks you with low honor and glory, he might be surprised by the outcome of battle when he meets your main force of highly motivated fighters. It would require some considerable balancing efforts, but along with the introduction of "coin" and an actual, albeit simple economy, the point would be to offer much more divergent types of gameplay, with different civs having different accents. You could go for sheer military force/numbers/militaristic state (currently the only real strategy), or you could go for economic boom (becoming so rich, that you can easily train champions and recruit mercenaries, bribe enemy forces with low morale etc, research lots of techs, slaves), or you could go for honor and glory (building glorious monuments to the gods, blessings of the priests inspiring your troops with an unstoppable religious zeal, un-bribable, workers work hard for the glory of the gods and king). In reality you'd be making use of all three, but it's up to you to decide what you choose to emphasize. I've noticed that especially multiplayers are wary of anything that might cause a snowball effect, but the same players usually don't want long drawn-out matches either. Very understandable, but also somewhat conflicting. This combination leads to shallow/stale gameplay that focusses on Actions Per Minute and almost neurotic levels of microing. Real strategy is missing, and tactics are reduced to how well you master hotkeys... I would like to see more in-depth strategy and divergent gameplay options, which will lead to much more unpredictable outcomes, which makes the game way more interesting. Delenda Est goes a long way to illustrate how more in-depth mechanics aren't only possible, but really fun, popular/in-demand, desirable... Balance will always be an important question to address, but I don't believe it should be used to shun more in depth and varied mechanics. There are so many wonderful and unique civs in this game, but their differences are mostly cosmetic. There is so much potential and so much material to work with to create a far more engaging and in-depth game, that is far less linear, with a game progression that is far more divergent, unpredictable, and therefore interesting.
    2 points
  12. Bom dia a todos, Sempre fui apaixonado pelo Age of empire e agora estou interessado em desenvolver um projeto de formação de um clube sulamericano no qual apoia a divulgação e interação entre jogadores, pois notei que esta pouco divulgado em nossa região, eu mesmo conheci atravez do Agora 0ad, parabens aos idealizadores do canal. Aguardo contato dos interessados em ajudar a desenvolver o projeto, qualquer ajuda e bem vinda colunista, comentarista etc... Contato: Diego Mr. Magoo - whatzapp 35 99921.3629 - diegoar0x@gmail.com ou ate mesmo por msg no forum... Abraço a todos...
    1 point
  13. 1 point
  14. naked fanatic would be a good candidate for zerg style trash unit: weak but very cheap and fast.
    1 point
  15. I'm interested XD I think this is a problem because it kills the purpose of walls, but it is very easy to fix: just set a minimum space between buildings (more or less like is already done for towers but for all buildings). I guess he meant that instead of, e.g. implementing 50 different resources in the game, make it possible for a mod to do so if they wish.
    1 point
  16. This would also have other desirable side effects. Players in the most cases would strive to capture these settlements intact to extract the invested resources, instead of just raising everything to the ground with a bunch of rams. It would give a whole new meaning to walls, towers and garrison, as it would be very costly to loose settlement to a raiding party.
    1 point
  17. To be honest I like the gameplay. But I think that instead to add more options ( which could put closely the game to the historic reality) the team should to focus on the improvement of the pryogenesis engine to make it powerful.
    1 point
  18. @OmriLahav Just two more inspirational sources: The 1st minute especially provides some nice traditional sounding Sudanese fluting. It's pretty difficult to find quality (video-) recordings of traditional Sudanese instruments being played, but there's a bunch of stuff from Ethiopia, which have sometimes very similar sounding stuff. The following example is traditional Ethiopian spiritual music (known as Mezmur), but they use all the right instruments (more or less), and the tunes are comparable to some of the Nubian examples in the first post. Beautiful interplay between the Lyre, Flute, the Masinko and the percussion, to the backdrop of the mesmerising Ethiopian highlands:
    1 point
  19. I have been thinking about this lately, because it is also something that bothers me, but my question is: is there a way for an RTS not to have this "problem"? I think the only way that efficient and fast clicking/acting won't decide games is if you remove time completely, but then it becomes a turn-based strategy game (like Civilization) not a real-time strategy game. The options and economy can be simpler or more complex, but in the end it is the player who can efficiently execute an algorithm who wins. Real strategy requires time to sit down, contemplate a situation and think. What RTS games really test is your reaction time, attention and speed of thinking - not only clicking, if you think fast you click fast. So maybe we shouldn't expect an amazing strategic depth from typical RTS games. I don't know...
    1 point
  20. @macemen I total agree that each civ should play very different. I made a mod that tries exactly that. Gauls f.e. are now good in farming and have cheap fanatics, sparta has strong infantry which faster promotion, persia has a weak infantry but good cavalry, Rome has legions and officer of commands, macedonia has auxiliary troops and faster promotion to heroes. And almost all special building or Unit is stronger, that way it defines the strategy more. Dowload at: https://0ad.mod.io/balancing-mod
    1 point
  21. http://el-espejo-humeante.blogspot.com/2017/07/la-guerra-en-el-valle-puebla-tlaxcala.html
    1 point
  22. ora 0AD (@Agora_0AD) has more videos uploaded of the champions cup.
    1 point
  23. The Roman pilum is an eventual must, being able to throw one pilum per minute or something, only if not already in melee combat and an enemy is at a certain minimum distance. IMO balancing shouldn't be used as an excuse to hoodwink civilizations. Especially not some of their most iconic aspects. Might as well forget about the phalanx because it would be too "op"... Rather, flesh out the civs as completely as possible (within reason of course), and then see where you need to tinker in the stats to balance things. Not remove historical weapons, armour or entire units for the sake of... Especially the Roman civilization is one of the most well-known and well-studies civilizations of all. These guys should feel a little bombastic and completely fleshed out. Every other civ should be benchmarked by the completeness of the Romans, where possible. When secondary attacks are implemented, many units across many civs could have them, for example archers using daggers in melee, instead of trying to shoot arrows at an enemy at 1 meter distance, or mahouts throwing javelins. Obviously secondary attacks should never be as powerful as a similar primary attack. For example an archer in melee with a dagger should always loose to a swordsman, but two or three archers in melee with daggers might stand a chance against a single swordsman. There are many ways of balancing things without gutting the historicity of the game, like costs, training times, prerequisites like technologies or buildings... Don't be scared to get creative. We have many different civs with widely differing cultures. Lot's of inspiration to draw from. I just wanted to say that I agree with almost everything @Thorfinn the Shallow Minded said. About phases, it would be ideal if they have a more clear visual distinction between them. Villages in village phase should feel villagey, towns like towns and cities should feel like bustling centers of culture and civilization. It would require a lot of work from the artists, I know. But it would be an awesome visual reward for phasing. Just as "important" in my opinion is that Civic Centers need to phase up individually, as was originally intended if I'm not mistaken. So, if you create new settlements around the map, they will start out as villages, even if you're "capital" is in city phase. This way you don't end up building city structures in the middle of nowhere (perhaps some military structures could be an exception). Strong core, weak countryside is intuitively stimulated. The strategic importance of you're "capital city" increases. Village phase CC's would cost significantly less, lower the threshold to expansion, but are also weaker and easier to capture. There is the tactical aspect, assessing an enemy's strength, as you can now easily discern what phase an enemy settlement is on, from the style of buildings. I would really love to see the above mentioned elements being developed, but the following suggestions are more of nice to have: Maybe a simple earlier phase can be added, to replace "nomad" mode. Call it "Settler Phase". You just get some people and a single cart that can be used as a mobile drop site, while you scout for a good location for you're first village. Only when you have enough resources you can research village phase and build your first CC. A later phase could be "Imperial Phase", for the non-Barbarian civs. Would be great for Single Player fun. Just make it unviable for Multiplayer (through an exorbitant cost) so it doesn't mess with balance in competitive games.
    1 point
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