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  1. Hey guys, new version 1.0.2 is available to donwload. It is also available directly from MOD.IO. Due to some major issues, I had to put a new version 1.0.2. Sorry about that. Changelog V 1.0.2: Fixed techs; Fixed loot of sword cavalry; Fixed attack of elephant archer; Techs CC reduced search time; New unit cavalry scout for iber. Fast movement, fast attack, low damage, low price, bonus against support, fast hunt, low armour, can not be promoted; New building spikes. Protect your soldiers, can be building only on neutral territory, low hp, fast build, low price. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changelog V 1.0.1: New units status base; Better units balance; Palisades/walls/houses balanced; New techs; Fixed all techs with +1 dmg for %; Fixed legionnaire on barracks; Elephant archer mov speed fixed; Slaves can be healed; Priests balanced; Bolts balanced; Mace can build stoa; Advanced and Elite rank only give 10% health; Swordsmen infantry/cavalry no more bonuses, but better status; Javelins infantry/cavalry less dmg, but better bonus and range; Slings infantry less dmg, but better bonus; Spear cavalry better bonus; and other little things. I need all possible feedback, thank you!!! Version 1.0.2 is already doing well and soon we will have a lot of new stuff. Not yet compatible with fgod mod. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- It is with great satisfaction that I present to you guys my mod Expansion Pack. It's been a long time since the game turned into spam with the same drives, no strategy, no big decisions or anything. Many players are complaining about this and we players feel abandoned in this part of development. Small changes are made, but they do not help much. I know that at the present stage of development this may not be of great importance, but I disagree with that. I am the older player in the lobby and the more experienced as well, and I know that 0a.d can offer much more dynamic and fun games than the current gameplay offerings. So, alone, i decided to make the necessary changes to achieve that goal. Talking with @elexis, the main goal was to create a counter system that worked. But for this to work properly I would need to change many things, so I decided to create a new base for the units / constructions. I created a solid and harmonic status base for hp / armor / attack / speedmov / loot / cost, etc ... Created a basis, all current and subsequent work becomes much easier to work with. The base system and counter was ready, I could have finished the mod, but decided to go a little further. So I implemented new units, technologies, buildings, civ bonus/unit bonus, auras etc.., all based on historical context. (I was careful not to change the root gameplay of 0a.d, all the features are the same.) All the techonolgias, bonuses and auras already exist have been remodeled. I also updated the technology tree, so you can see all the changes there. I have as main objective that this patch / mod is implemented to the a24, if this is the desire of the majority. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- COUNTER SYSTEM: I had two options for counter system, to do by unit or by status, I preferred by status, because it is simpler for novice players to understand. So this is basically it: Archers ( Archery Cavalry/Elephant too) bonus vs Melee infantry; Slingers/Javelin bonus (Javelin Cavalry too) bonus vs Archers (includes Archery Cavalry/Elephant); Spearmen (Spearmen Cavalry too) bonus vs all Cavalry/Elephant; Pikemen bonus vs all Cavalry/Elephant; Swordmen bonus vs Spearmen and Pikemen; Swordmen Cavalry bonus vs Support; War Elephant bonus vs Buildings/Cavalry; Special units: Kushites Champion Axemen bonus vs Heros and Champions; Mauryan Champion Macemen bonus vs Buildings; Iberian Champion Javelin Cavalry bonus vs Archers (includes Archery Cavalry/Elephant) and Buldings. All heroes and champions have the same bonus. It is important all feedback on balance / counter system, for future balancing. (Do not judge balancing based on what you know in a23) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- GENERAL CHANGES: As I said earlier, there have been many changes made, I will put here only the most important ones. Civil centre can only train women (athen can train slave too); All civilizations have Archery Range, Stables, Elephant Stables and Workshop; Champions are units a little stronger than citizens, but cost and train much faster than a23; All mercenaries cost only metal; Animation of promotion are desable; Hero can only be training once. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ This is only the first version of the mod, and we have a very solid base, and this is fantastic. In the next version I want to work on all the auras of the relics, add new civilization (Chinese), new unique units, competitive maps, technologies, bonus, etc. For this to happen, I need everyone's feedback. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- We did some tests and the games are much more fun now, you can choose different strategies and the battles are much more intense. It's been 6 weeks of hard work, and most people do not know how difficult, stressful and time-consuming it is. I hope everyone likes it. Tnx all!!! So that I could finish the mod successfully I had the help of many people who took a little of their time to help me, tnx so much. Feldfeld; Moders : Angen/Stan/bb_ valihrant; Stockfish; elexis; Special thanks to wowgetoffyourcellphone and all staff who worked on the mod Dalenda Est. If you have any doubts on how to install the mod: https://trac.wildfiregames.com/wiki/Modding_Guide Out of that, i must say that is a very good mod, that increase the equiality of civs, units, siege, ... I recomend to all of you to try it Could be possible that a torunament is coming ?? Only time knows ^^ Greetings all.
    3 points
  2. That makes me think the most terribly military strategy: Go enemy base with archers, kill the animals, defend the corpses so they don't gather them, Run. Possibly do it when dismount/mount can be acces to, right now is just an instantly transition between cavalry and infantry gathering animation. As you mentioned realism isn't exactly yet a thing in 0 A.D. Somehow realism in 0 A.0.D is achieved by mixing the ideas of multiple mods (some have good things as they also have exagerated things) for me the realism hit or priority is standarize humanistic and animals speeds and weights between movement speed & attack speed but thats what is good of 0 A.D. if you reach the knowledge enough to make a mod like Delenda Est or @Angen batallion mod, it just becomes matter of time to adapt and enjoy (kinda like skyrim but in RTS). Personally i like your point i don't consider cavalry enough in my skirmish games (often i don't even train them and just traint ranged units and defend a base with walls) and considering it could be possible (i hope) someday to make units mount/dismount from horses it wouldn't be needed cavalry gathering, instead it will be the same "Human" gathering.
    3 points
  3. @borg- very nice analysis
    2 points
  4. Actually I think cavalry shouldn't be able to gather meat; they can't gather any other resources either. Horses were expensive and were typically owned by a wealthy leisure class; cavalry formed the elite. Yes, they hunted, but that basically meant scouting for, chasing down, and killing animals; the horsemen wouldn't butcher up the animals themselves; menial tasks were done by their footmen, servants, serfs, slaves, etc. And yes, replacing chickens with sheep or goats, depending on the map, would be nice; especially in combination with D1718.
    2 points
  5. Here's a picture of an coniferous forest biome that I have near finish.
    2 points
  6. @coworotel Here's a little something that I been working on that I can show. Trying to add more foliage/ground cover without fps dropping too much.
    2 points
  7. " The Kin Slayer " "You are my kin and you are close to my heart but it is my birthright and I am claiming what is mine." "Lay down your sword and swear your oath, refuse and I will not hesitate to desecrate the laws of the gods and spill the blood of my kinsman."
    2 points
  8. True... Thanks anyway I'm just a dreamer, don't mind me too much Though several other people have also expressed interest in mines, it all depends on a small handful of overworked volunteers. I don't mind waiting a few years if it's ever implemented, so you're probably fine. Enjoy your mine-less games and resource gathering abstractions while they're still here
    1 point
  9. Yeah, well. So we don't have mines right now, only pick-axes and dropsites; if the community will be happy with the introduction of actual mines I guess I'll be fine with it. Among the aforementioned dropsites is the CC, which also serves as a hospital, maternity ward (clone lab?), barracks, stables, archery range, bunker, research facility... I don't think I wanna argue now on how comparable the CC is to a 'town hall' or 'community centre'. I just wish you many games full of happiness about your town building and gathering situation.
    1 point
  10. What's wrong with actual mines to mine? Apart from the insane art work that's involved of course... You know the island wasn't a mine right? The mines were undersea... The actual island featured: As you can see, "town hall" and the "community centre" are completely distinct from the under water mines... The town hall and centre are the centre of a mining community with homes, infrastructure and amenities for the mining families...
    1 point
  11. Hi, most 4 legged animals stand with their feet closer together, specifically the front feet. Example:
    1 point
  12. lol... Sure, but they are already fully established cultures... It's not like they start in the stone-age... Not my suggestions. I'm not in support of provisions and ammo. Collecting rocks for slingers is indeed trivial i.m.o That's a weird remark? Some maps are very open and flat. Some maps feel more constricted because of big forests, lots of cliffs/mountains/rivers and other features. Some maps are naval maps. There's even that map with rising water levels... Jebel Barkal sandwiches you between the Nile and a murderous AI, and that has turned out to be a very interesting illustration of how strongly maps can differ from each other, keeping things spicy... I really appreciate the variety in maps, and hope these developments continue. Adjusting the size of a map is a feature that's there so you can adjust the size of a map to your personal liking... How is that a problem? It's definitely about personal preferences, but I often think expanding for resources, especially in team games, often isn't worth it. I'm not much of a competitive player, but in my experience it's easy for the enemy to overstretch themselves, for short term gains. You can't equate a Civic Centre to a mine. They're two completely different structures with wildly different functions. A CC functioning as a mining camp is not an abstraction I can get down with. A town dependent on mining doesn't make it's town centre a mine.
    1 point
  13. Good. I believe I've now fixed the palisade and siege wall errors. Apparently it's mandatory that wallsets define a fort template. Don't ask me why, it was not necessary in A22.
    1 point
  14. Not really, and neither is this the dawn of civilization... Although the abstraction of hunting horsemen doesn't really bother me too much. It's not like they never hunted... Generally speaking there would just have been other less noble foot companions. Also, for most urbanized civs, I doubt that hunting was even that important to begin with, in terms of supplying the community with protein. None of the cultures represented in the game were hunter gatherers... Again, the abstraction doesn't really bother me too much though. There's different ways of depicting realism... You have to keep in mind who's perspective you're playing the game from, because it's more from the perspective of a monarch than it is from the perspective of a person digging latrines or treating STD's... It's kind of a straw man to compare people wanting a little more depth with adding utterly trivial stuff like latrines and sore feet. But you can change the map size of random maps? The problem with Lower Nubia isn't it's size but some passibility issues. Hellas is gorgeous, but yes, there could be more space between cliffs and the likes. I also think clumps of forest in maps in general are placed around too randomly. I think there should be large forested areas and large open spaces distributed evenly, so that the edges and the centre of the map would be more forested and the areas were the beginning CC's spawn be less forested, for example. Or a streak of forests down the centre of the map, like in the Nile Valley or Middle Eastern maps with a river or two running the length of an otherwise parched map. I'm not against some starting resources. I just think starting alluvial deposits should deplete quicker, and much larger (nearly undepleteable) shaft mines should be placed in mountainous or rocky areas away from the starting CC's. This provides an actual incentive to fight over something. Control over the mines would become really important. Whatever the case, those stone and metal mines in front of the CC (even the trees) can be pretty annoying. They mess up your first building placements, and for neurotic town planners this is horrible. My non-existant OCD kicks in when I can't put important structures exactly where I want them before waiting 20 min for the mines to deplete. Just move them to the edge of the terrain... dropsites really aren't that expensive... A Civic Centre shouldn't be the centre of mining activities anyway.
    1 point
  15. That's something I've wanted for a long time as well, but it's possibly hardcoded in map files (@elexis?). Village centres have 72 attack range and 150 territory radius, so putting the metal mine and stone quarry independently of each other at a random distance between 100 and 200 would be a great improvement. Perhaps someone (@stanislas69?) could make an actor that is 0.3×3.0 the current size, to allow mods to experiment with long and narrow fields?
    1 point
  16. Exactly... Depriving your enemy of huntable animals would be a pretty cool raiding strategy... If defensive gameplay can become a little more fleshed out, we can have more realistically strong walls and relatively weaker gates, focussing the attacks on vulnerable spots, defending would become easier. But turtling throughout a game is lame and unrealistic, and when the defenders venture outside of their walls to hunt, but can't find anything, that's a point to the attacker. That's also why I would like to see farms become bigger, so that they are much more difficult to wall off with houses, and are forced to the outer edges of your settlement. Even outside of your walls, because it wouldn't be economically feasible to build a wall around such large fields. If destruction by fire becomes a thing, then burning down enemy fields would become a glorious sight. For the same reasons the main deposits of stone and metal shouldn't be close to the starting CC. Significantly larger deposits of mineable resources should be located at such a distance that large scale mining requires players to venture out of their base. With stronger walls, short term defense of vital structures around your main CC and your units is possible, but with the burning of fields, killing of all huntable animals and no access to larger deposits of ores, they would eventually "starve" to death, and attacking a walled enemy would start feeling more like a siege than a mad rampage.
    1 point
  17. That dropsides make me laugh
    1 point
  18. I agree that the starting meat animals should be goats, sheep or pigs. That would be a quick and easy fix. Domestic poultry could be something that we just imagine exists at the houses and are below the game's scale of simulation. The chickens could be reused as wild animals in a suitable biome, like the peacocks. It makes more sense to use cavalry to collect wild birds because they are far away and spread out. The actual meat gathering should be equally fast for women and cavalry. The advantage for the cavalry should be the mobility.
    1 point
  19. My main question is, why chickens? They're so small and easy to overlook, especially by new players. They were already widespread during our timeframe, but I think the starting animals should really be goat, sheep or pig, depending on the civ. Then later you can research cattle tech at coral and start training cattle as well. I think chickens were kept mainly for their eggs and cockfighting... Of course they were also eaten, but so were ducks and geese (the latter probably being more common). As av93 said, division of labour is primarily defined by culture. I think women in most culture engaged in most economic activities except hunting, construction and things like blacksmithing, but even that varies per culture.
    1 point
  20. That reminds me that the slaughter animation should be done with the cavalry dismounted. @Alexandermb ? I suppose that the logic behind the current sexual division of labour is because the citizien soldier concept. Then, like mostly males where the soldiers in ancient culture, you have to represent somewhere women. So let's create a women unit. I don't really know, maybe an older member team can explain. I would say that historically, both genders have worked in every field, specially slaves. Except hunting, specially big animals, that have had a special status, and it have been done mostly by men. But sexual division of labour is a cultural thing If we keep Citizien soldier concept, my opinion it's that cavalry should be only able to hunt wild animal, and not to gather domestic ones.
    1 point
  21. After reading the comments here, the paste does indeed work the second time. Normally, I trust my Ctrl+V so I didn't bother a second time and concluded it didn't work. I asked my colleague to paste something in 0ad (without telling him the workaround) and he concluded also that it didn't work either. To summarize, it works with a workaround. Even though the workaround is simple, it is not trivial/guaranteed that people discover it and therefore conclude that cut-copy-paste is broken. So, it does need a fix so that it works the first time.
    1 point
  22. 1 point
  23. "A Truce Between Two Celtic Chieftains"
    1 point
  24. 1 point
  25. They sure are pretty, those Zapotecs...
    1 point
  26. I like the new rainbow effect 0 A.D. has implemented 2018-11-04_0011__territory_border_line_haywire__min_20.zip
    1 point
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