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Showing content with the highest reputation on 2018-08-13 in all areas
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The latest issue of Ancient Warfare Magazine is about the 4th century BC Thracians. Pretty cool issue. Scythians can use Xiongnu assets as placeholders,2 points
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Some things I'd maybe like to get done for alpha 24's release: Come up with some new socio-economic paradigms for some of the civs. Not all civs should have the Slavery paradigm. Mauryas: Caste-based system Celts, Iberians, Persians: Some kind of peasantry-based system Balance Elephant Archers some more Probably make their ranks increase their attack since I can't add arrows Convince some talented people to make more Cult Statues for the cultures that are reusing the Athenian cult statue Celts: Wooden Epona? Wodan? Draped in flowers and burnt offerings? Persians: Colorful Lamassu Nomads: Wooden Horse statue? Spartans: Bronze Leonidas statue Seleucids: Apollo statue, or maybe Alexander statue Macedonians: Herakles statue or different Apollo statue from Seleucids Thebans: Theban Sphinx Republican Romans: Mars or Jupiter Principate Romans: Colossus Convince some talented people to make Archery Range/Stable/Workshop for the Han Chinese With permission, add Terra Magna's Xiongnu so I can experiment with "nomadic" gameplay style Add the Scythians, based on the above Xiongnu Perhaps attempt 2 different possible "nomadic" gameplay styles, one each for the Xiongs and Scyths Can keep both styles or determine if one style is much preferable over the other Maybe a couple more mercenaries for the civs who currently only have 1. Unit actors More ethnically correct slave actors/textures Fix the Han scout actor (currently using the Greek scout actor) Fix all remaining portraits for everything Experiment with making gaia horses capturable Will add more to this list as I go along1 point
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@elexis I could create a ticket for this. I'd work on it. Is this a desired patch?1 point
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Hi again ! New map. Was quite easy to make but nonetheless fun. Tha map is supposed to be the Sahara desert so there is not much to it apart from the sand and dunes. Players will have to trade and fight to defend their trades lines while using the strategically height of the dunes to defend and attack. Best setting are gameplay with teams, very high starting resources and map size large, very large or even for better experience: gigant . The procedural generation of the dunes is taken partly from the pdf "Dunes and Sandwaves with Terragen 2 A tutorial by Laurent Avenel (Wiwine)". Feel free to point out some possible flaws or improvements that could be made and try it out ! Thx @(-_-) for the perlin code. DOWNLOAD MAP: nani_maps_v0.10.0.pyromod1 point
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An interesting mechanic could be Granaries. You build Granaries and when you have an excess of Food, you can put that food into the Granaries for later. Similar to bartering, you click the button in the Granary UI that allows you to deposit as much food as you want out of the current treasury. That amount of food is taken from the treasury and placed into the Granary. Later, if your farms are destroyed from raiding or you're pushed off your farmlands and your food drain has reached 0, the food drain can come from your Granary until it runs out, preventing your units from losing health. Just an idea. Also reminds me a lot of Command and Conquer.1 point
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This is all remedied by removing the pierce attack from spear units. "Hack" isn't supposed to represent some kind of difference between puncturing and slashing, it's supposed to represent "Melee" attacking. Remove the pierce attack from spear dudes and then you don't have to have highish pierce armor for pikemen. By removing the pierce attack you'd necessarily have to increase their hack attack to compensate and now they're better against battering rams.1 point
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I would like to see that this way we would valid reasoning for main developers why to include some of those mechanics btw we would like to help with https://github.com/0ADMods/building-sockets1 point
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First, we need to finish up Zapotects and Xiongnu then we may work on Thracians and Scythians and meanwhile think about including Thebans and Epirotes from DE. Me too, including them, will make perfect sense. But do you know what it means to you @Sundiata (research)?1 point
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The Thracian building set was already started by Stan too, merging the assets to the mod could be a good start. What if we also include the added factions of DE (Thebans, Epirotes) to Terra Magna?1 point
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Well, the Mexicas are almost finished (only 2 buildings are missing). Play several games with them. now I will start with the Tlaxcaltecs.1 point
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I liked the Xiongnu, and more when you train a lot of cavalry all over the map.1 point
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I've found the best way to startle interest here is to provoke it so if that's something you are interested in feel free to go ahead.1 point
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The https connection error messages should be shown, rather than that it failed to parse the response as JSON. We run into this problem several ways already.1 point
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@naniI included these two maps in my balancing-mod. I hope it is still ok for you, they are really great maps. And in one version i changed the setting that way, that players need to heavily trade, as your first intention was. And in some of the new maps a new gameplay is implemented, f.e. with no unit gathering, but buildings give resources; or Soldier cannot work anymore, some maps have builder that can build camps with the capability of producing legions, etc. .Or some maps offer some noob buffering so 2vs1 is possible or a game between different skilled players. https://0ad.mod.io/balancing-mod/1 point
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I’ve followed 0 AD for several years now and I am very impressed with how the game is developing, especially with the last few alpha updates. It is really evolving into a very special game in the same spirit as Age of Empires. I would like to help it get there a little faster if that is possible. Unfortunately I’m not an experienced or formally trained programmer or computer scientist by any description. However I am one of those people who likes taking a peak at how their games work, and messing with gameplay to suit my personal tastes where possible. Recently (i.e. in the last year or so) I’ve started fiddling with 0 AD’s modding system, focusing mostly on unit templates, technologies, and auras. It’s wonderfully user friendly and I’m having a lot of fun with it. It seems only fitting then that I should try to give back to this wonderful project. I might need a bit of introductory help with whatever version control system 0 AD’s development is using, and anything to do with Java or C++ is probably a bit beyond my depth. However, surely there are some things someone less skill could help with. Some things off the top of my head I might be able to assist in: 1. Writing/editing unit tooltips or histories (a task too tedious for those with better things to do, I imagine). 2. Fine tuning ranged-attack ballistic parameters. The game is using a gravitational acceleration of 9.81 m/s^2 to match real world physics. However, 0 AD uses exaggerated spacial scaling for gameplay purposes, meaning that real world parameters will look out of place. In my own experiments, setting gravitational acceleration to 50.0 m/s^2 with a projectile speed of 40.0 m/s produced very attractive ballistic arcs for most units. 3. Customizing fauna. I get the feeling there’s still some work to be done with the AI and animations for hunt-able animals, which is probably beyond my depth, but I could still help out with adjusting some of the unit parameters so they better reflect their real world inspirations. 4. Balance experiments. Granted it would be rather foolhardy to trust something so important to an unproven newcomer, but this is something I have some experience in. I was heavily involved in theory crafting during the development and post-release balance patching of the indie time travel RTS Achron. It taught me a lot about the science of unit scaling and game flow. Perhaps I could offer a fresh perspective.1 point
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When we will be sure that a 18 years old game won't be destroyed by one individual that wants to destroy stuff, whether it is for revenge or just for fun.1 point
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I have searched Transifex for [, and these are the current uses for tags: Whole manual segments that have a font tag at the beginning only, and no closing tag Some in-line headers that are separated by dashes in the manual Warnings in map descriptions Icons on the splash screen Maybe this can be resolved by parsing [font, [color and [img rather than just [? I any case, I think the tags should be removed from entries like: [font="sans-bold-16"]Graphics settings1 point
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Another alternative are https://en.wikipedia.org/wiki/Nikephoros_II_Phokas https://en.wikipedia.org/wiki/John_Kourkouas1 point
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