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Showing content with the highest reputation on 2018-09-17 in all areas
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Don't forget hair, 19th century West-African military culture, paganism, the phenotypes of South Africa and AOM. If there's anything you feel like sharing about yourself, or some other cool thing you have in mind, I'd say go for it! (as long as we only go off-topic in one dead thread at a time, I think it should be ok ). Check out this tiny Alaskan Tyrannosaurid, called the Nanuqsaurus (A) (for comparison, B is Tyrannosaurus Rex): Isn't it cute? Kind of like a morbidly obese Deinonychus without the the murderous claw. The Flintstones' equivalent of an overweight Rottweiler. "Who's a good boy? Who's a good boooy? Who's a good b-... AAARGH, IT JUST ATE MY ARM! DAMMIT"2 points
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Chess (very op game, I use Chess.com), Battle for Wesnoth (nub game, but still funny). 0ad remains the game I like more2 points
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Looking at all of these cool mods. Aristeia: Bronze Age, Millennium A.D.: Middle Ages, Terra Magna: Classical Age civs from across the world, and of course my Delenda Est. I am struck with a grand vision for 0 A.D. which could be spectacular. 0 A.D. Epochs Imagine, if you will, a 0 A.D. which spans the breadth of the entire pre-modern age. It's already happening with some very high quality mods, but what if eventually it could be made official? What would happen is that during game setup, the host (or single player) with a check mark system could select the different eras or "epochs" from which civilizations can be chosen. The host could choose only Classical epoch for an historical match, and then players could only choose the civs (like Athenians vs. Achaemenid Persians) with the Classical designation (in the civ.json file for modders and devs), or the host could choose multiple different epochs, allowing for some interesting ahistorical matchups which span across time (New Kingdom Egypt vs. Ptolemaic Egypt for example). Some civs would span multiple epochs (Rome, Egypt, India, Nubia, China all easily spring to mind), with epoch-specificities (the "Late Antiquity" Romans would be different from the "Classical" Romans who would be different from the "Medieval", ie "Byzantine", Romans course). While other civs, like the Thracians, would be relegated to only 1 epoch. In this way each epoch will have its own unique civs, while you can see a pattern of historical change with the long-running civs like the Romans across epochs. 0 A.D. Epochs could be truly epic in this way. How to implement it. Each Epoch can be added separately, in different subsequent releases when the civs of that epoch or mod become acceptably complete. Let's say the current "Empires Ascendant" roster becomes the core group of civs for the "Classical" epoch. Once Terra Magna is close to complete, its civs can be divvied up according to historical relevance. The Han could be added to the "Classical" epoch, while the Zapotecs can be added to the new "Late Antiquity" epoch. Likewise, Delenda Est's Principate Romans can be added to the "Late Antiquity" epoch along with any new "Part 2" civs, like the Sassanid Persians, Huns, Visigoths, et al. Just debut a new epoch with at least 3 new complete civs for some variety. New civs can be added later, perhaps one or two per alpha/beta release. What would be needed from the dev team is the UI code to allow this and then choosing when a mod civ is complete enough to add to the official Epochs roster. The Potential Epochs and Civs (for dreaming) Bronze Age Babylonians Egyptians (New Kingdom) Hallstatt Culture Hittites Minoans Mycenaeans Nubians (Kerma) Phoenicians Sea Peoples Hebrews Trojans Others Classical Age The current Empires Ascendant roster. Chinese (Han) Parthians Nabataeans Scythians Thracians Xiongnu Others Late Antiquity Romans (Principate; Trajan, Hadrian, et al.) Chinese (Jin Empire) Germanics Visigoths Marcomanni Vandals etc. Persians (Sassanids) Garamantes Huns Indians (Guptas) Japanese (Yamato) Zapotecs Others Medieval Anglo-Saxons Arabs Byzantine Romans Bulgarians Franks (Carolingians) Chinese (Tang Dynasty) Indians (Cholas) Mayans Mongols Norse ("Vikings") Ottoman Turks Poles Crusader Kingdoms Others Could maybe expand into the Renaissance, with the Aztecs, English, Incas, Spanish, French, Mughal Indians, Ming Chinese, wealthy African kingdoms, etc. Gunpowder wasn't overpowered yet. Still had lots of melee and heavy cavalry. Any actual roster doesn't have to be nearly this extensive at first. It can start small and get added to as modders add the civs they would most enjoy working on. It's completely doable, as modders will want to keep adding civs to the game for many years. The dev team can curate and make sure the civs don't get too crazy and unbalanced, but the large part of the work is done by modders.1 point
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If they were stuffed with bigger heads maybe they would be cute Yes we can start a thread about topics not related to O.A.D.,as long as everyone is done with the topic that is impourtant1 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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It is not in Scenario maps, but in Random Maps (you can set difficulty and map size).1 point
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You should use the private messenger function of the forum for the next time.1 point
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1. Not possible. 2. If garrisoned, the tower shoots always, also while moving.1 point
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Regarding siege weapons in history we can find different strategy to siege - Using ram / mobile towers / stone thrower (catapult) / balista ... these are exist in 0 A.D game These are not exist in game , but would be nice if we can have them as a upgrade for troops to use them - Using ladder , to conquer a tower or pass a wall and go into a siege And when they go inside through the ladder , they should be able to kill garrisoned soldier - Making fire to destroy wood-walls / structures - Building "Not-mobilize " RAM , under walls or structure Also agree with you that RAM should not be faster than a infantry1 point
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League of Legends World of Warcraft SC2 Overwatch 0 A.D Iron Harverst (Alpha) But nowadays i dont have time to play much , i spent 90% of my free time to translate 0 A.D after it then i can start over to play them1 point
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A ram charging? Sorry, no offense meant, by I think that is ridiculous. I think for the poor guys inside it was enough work to just move the ram with walking speed. Besides what value would charging provide to a ram? A ram uses a beam suspended via chains/straps. The energy of the charge would be entirely dissipated by the suspension. I agree that a charge would be nice... for spear cavalry, but not for ram.1 point
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Hedgewars OpenArena Super TuxKart Secret Chronicles of Dr. M (from the ashes of Secret Maryo Chronicles) Warzone2100 Pokemon Emerald (Because Tuxemon might not be finished in my lifetime) The Zelda games from Solarus (Still waiting for the upcoming one). FLARE's campaign Minetest Super Mario War I thought I was already too old for games. Now that I listed them down, I realized just how wide the gaming genres I have under my belt. And, yes, I DO STILL play these games... except for FLARE since I already finished it. I'm just watching the updates.1 point
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They ares discussing about Norway and African farming is important by the game play accuracy. -Sarcasm off.-1 point
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There is no such registry. Only users who make more than one account per person are breaking the rules. Hundreds (if not thousands) of users play from shared IPs and it's very easy to tell the difference between the good guys and the bad guys1 point
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Hello and welcome to the forums. Unfortunately due to massive account creation spam these days a count creation on the same IP is limited to one per hour. See https://trac.wildfiregames.com/wiki/FAQ In the meantime if you only intended to play against one another you can use the other multiplayer options and connect directly via IP. If you need help doing so please let me know. @user1 Can you make sure they are registered as two different persons so they don't get banned ?1 point
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The only way to be sure that your units will always be fighting and won't try to capture buildings, siege weaponry or just being idle is to put a patrol point (by holding 'P') behind the enemy army or using the attack move Ctrl + Q + Right Click behind enemy army (don't know how good it really is, because it takes too much effort to actually click the buttons, but should be the same as patrol). That way even if no enemies are in the vision range they'll keep moving toward enemy units and attacking the ones in range.1 point
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Proposal for the Scythian archers of the Athenian faction. The current actor file uses the Persian kidaris while the one below uses the Thracian cap which far more resembles the one that Scythians wore. Amphora depictions of Scythian archers also suggest that they sometimes worn armor. http://www.stoa.org/projects/demos/article_scythian_archers?page=all The Scythian archers acted as a police force for the Athenian urban society.1 point
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In spanish "X" has two sounds, one is the same as english (eks, as in exactly) and other derived from ancient french which is seemed as the [ch] sound on german or [c]h on gaelic scotish, as it could be find on México or Texas (méjico, tejas) for example Xerxes is written in spanish as Jerjes , and Xenophon as Jenofonte. There is a few names with X and, as it happens in english, the many are derived from greek1 point