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Showing content with the highest reputation on 2019-05-28 in all areas

  1. Make a deactivated variant, easy to copy and switch if needed
    3 points
  2. Wooo Darknut bases are pretty much just about done
    3 points
  3. Hi gameboy, the Windows autobuild is stopped for a few days for an upgrade. You can build the game if you want to get the fix! Sorry for the inconvenience
    2 points
  4. City building while in-game testing the new Macedonian textures.
    2 points
  5. I really wish we could make wall towers upgradeable (for instance, all wall "towers" just start as connectors and then the player can upgrade them to arrow towers or ballista towers or whatever). It's possible (I've done it with the Roman wall towers because you gave me the un-roofed model), but there is one main problem: the upgraded tower can no longer be used as a wall connector or end point. If we could make the game be able to recognize more than one template as a possible wall connector/joint, then that would be grand. It would allow for upgradeable wall towers and even pave the way for walls to be able to connect to fortresses.
    2 points
  6. Stan, I understand that it can be a mod. But can it be a player at the multiplayer games lobby with an independent rating?
    2 points
  7. There are few problem that I want to discuss:- 1. We knew that Darius, Alexander or Romans all were successful because of their superior infantry. But, in 0ad gameplay we can constantly observe that skirmishers and slingers are the determining force rather than infantry. If someone make 30 skirmishers and employs them to kill 30 spearmen or swordsmen then he/she will loss only a few troops whereas the infantry side may lose all of his/her troops. But in reality it won't happens. I think the main problem of ranged unit lies in the idea of unlimited ammunition. A skirmishers can throw javelins constantly. But he needs to refill his supply after sometimes. But it won't happens. Maybe a 3 seconds gap would be sufficient for refilling. I think it can be solved by limiting the number of projectiles for skirmishers, slingers and archers according to their damage. 2. Secondly, a pikeman and skirmishers working speed is same but not their walking speeds which has a large impact on economy. We know that pikemen are slow unit in warfare but when it comes to working he is equally capable of working as fast as a skirmisher. So, I would prefer a common walking speed during doing some job for both of them. Maybe there would be some arming time(i.e. 2-3 seconds). During that time he would have a reduced armour, health and attack. As we know no one carries weapon during working. 3. Thirdly it was widely discussed topic, whether ram needs man power to move or not. I think it needs. Maybe a ram should costs 2 population. But it needs additional 3 men to move it on. On the other hand elephant have a crush damage but it won't applicable for fortress. But a herd of elephants can destroy it. So, I think a elephant would cost 5 population and it have a health of 750. But on the other hand a ram should be only a siege rather attacking units and can be captured. That's all.
    2 points
  8. This is my first time making a topic here I believe. Of course, my memory isn't exactly the best but lets not dwell on that. This here is a place to throw up concepts and ideas for all to see for review, constructive criticism, and inspiration. Perhaps even garner support for someone to aid in making the mod a reality. Mods can be either implementing your favorite franchises into the game to duke it out (example Warhammer vs Warcraft), to suggestions for gameplay elements for other people to use, or even concepts you've conjured in your Original Setting that you have in your head. Example: If you have Ideas for the modding community to use or make, pitch them here for inspiration or review. If you like an Idea, be sure to click the heart of the post and copy past it into your computer just in case.
    1 point
  9. There isn't even a need to rush into the town phase. Other than that, yeah.
    1 point
  10. I think that might be the water refraction clipping?
    1 point
  11. Depends, will you fix your patch that has been reviewed ?
    1 point
  12. I like your second point, but about the first i have a different idea. I think the problem lies in ranged units having no counter, which makes them easily stackable and cheap. What I mean by this is, cavalry would be the natural counter to ranged units (and pretty much any infantry except pikes and a prolonged fight outside charging), the problem I see is, cavalry costs normally 100 food while infantry only 50 plus cavalry can only hunt, leaving their use mainly for early attacks and gathering food really fast at the early stages. I think some kind of reduction to their cost (like, an upgrade that diminish their cost at a particular stage of the game or a building that lets you farm horses) would make them a potential threat, making a balanced army the best option. Also, there should be an option to dismount them and collect other resources like normal male citizens. The second thought i have about ranged units in 0 ad is, that slingers should be a counter to skirmishers by their superior range and skirmishers not being heavily armored but what normally happens is that slingers start shooting a little early but when skirmishers arrive they deal massive damage. And archers are even worse, more range means little in an open field fight.
    1 point
  13. Hi, yes, the autobuild is down for some days, we'd like to build with VS2015 on it. Happy to see it is that useful for you, we'll try to make the downtime as short as possible
    1 point
  14. Based on the fact that it resulted in a rage quit, I expected this to be a game worth watching. I wasn't disappointed.
    1 point
  15. I think @Itms disabled the autobuild for windows compiler migration.
    1 point
  16. lol, just a lot of code fixes and whatnot. I want to update, but it'll break my local copy without an autobuild. lol
    1 point
  17. this is pure gold... pixelated but gold. the creatives are same frequency I have same idea with broad wall. Total war have evolve system to each building.
    1 point
  18. Yeah, maybe one day we will have navmeshes when @wraitii is finished with the pathfinder, so we can have bridges, and we can also reuse the celt sloped walls
    1 point
  19. Your old friend is busy. Please have patience. In the meantime, you can test the proposed fix here: https://code.wildfiregames.com/D1919. If it works, then we can include it. Edit: At 10:57 UTC today, the patch was committed. Your problem should now be fixed. Don't forget to update your local copy.
    1 point
  20. Hyrule's Spartans are ready:
    1 point
  21. what about mix comitium with that? they both are compatible an stairs and behind Basilica Semptriona
    1 point
  22. Nearly finished with Nuba Mountains. In the tweaking phase now!
    1 point
  23. Yes I see this, but nothing more, for now.
    1 point
  24. No, I mean the new Macedonian unit textures. Sorry for the confusion.
    0 points
  25. Nice Composition How you get those colors?
    0 points
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