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Showing content with the highest reputation on 2019-06-08 in Posts
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@StopKillingMe If you want to discuss the merits or bad things about @borg-'s mod, please do so on specific and concrete grounds, and not just some generic "it's not the way it used to be" or "it doesn't say things this way in the design document". Nothing holds any value on its own, if you can't explain why there is less reason to mention it at all than if you can explain why your point should be taken seriously. And also more specifically in this thread, the Design Document etc doesn't really matter, what matters is the aspects of the mod borg has created and their merit in and of themselves. If you want to discuss whether or not parts of the mod or the entire mod should be included in the main game, please create a new topic to do so.7 points
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the current capture system is also a disaster. Why capture houses? is the most unnecessary thing I saw. too much time lost, trying to manage the units, avoiding that they do not mess up and capture towers impossible to capture, useless houses. I have to be changing the stay each batch or individual unit. i am concerned about siege units warfare, cavalry should (especially champions, catafract style and agema cavalry should fight easy against a couple of catapults. you have to purify that part of the shock cavalry. the archers are good at killing my pikemen, I like that, lose units in consistent ways. the champion elephant looks like a tank just with spades I put it down, I don't know what to think about that. i played very confident my last time. knowing that i lowered the quality of my ally (ai defensive). I almost lost an entire city.4 points
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I did a cleanup on the attack of all units, melee units only hack, ranged only pierce, this goes for the elephants too. Crush only for catapults. About melee units vs ships, very interesting, tnx.3 points
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This one was just about the resources. My other ones should be available here: Also had some other posts somewhere2 points
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We need some kind of animation or notification up at the top that shows the loot being added to the treasury. Could definitely be improved. lol Maybe inspired by Drogon from Game of Thrones.2 points
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I will recommended your mod with my followers. your changes are very interesting. Can you check @DarcReaver gameplay design and try to incorpore some go the mod? I made a good quality document with solid arguments. Since I understand his points, I'm very open to their duggesting as well yours or Wowget.... are best guy to argue with this matter.2 points
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Quite the contrary, I did everything historically based. Macedonias fighting with pikemens. The greatest Roman weapon was his phalanx with sword and shield. Vanilla romans can train swordmen in phase 1. Seleucids and ptol have archer cav on vanilla. More some things about the mod, spartan have ranged infantry heliot slaves, slingers and javelins (spartan ranged units was composed by "slaves" helots.) Romans are the only civilization that can train mercenaries on barrack (slinger and archer)(auxiliary troops). It's already clear to everyone here that you have nothing useful to present and empty arguments, the only thing you want with this is pursue me. Anyway as I said, this is a topic to discuss about the mod, and it should not be implemented or not to the vanilla. For this you can create a topic for this. Thank you!!!2 points
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How about a fully fledged simulated economy with supply chains and a civilian NPC population, from which you recruit your player controlled military units (which can then only be used to fight and build military structures). And add a call to arms button to call up a certain percentage of the NPC citizens as an emergency militia unit which can then be controlled directly as well.2 points
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In new version i make standart units for all civs (with some exceptions). All civs in p1, have infantry spear (anti cav), archer or slinger (anti melee infantry) and javelinist cav (anti archer/slinger). Seleucids and ptolemeus have cav archer (anti melee infantry) so they have javelins infantry than archer or slingers. I created some diversities based on the bonus for some civilizations, example, romans can make infantry sword in p1. Macedonia can make pikemen on p1 (pikeman cost 60f 60w, is like a spearmen but better), etc.2 points
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I will add this too: Spear units are your basic unit. Almost every civ should have a spear infantry and a spear cavalry. It's the sword units who are like-counters. So, sword infantry should counter spear infantry and sword cavalry can counter spear cavalry in some way (doesn't have to be a hard counter). I don;t necessarily do this, but I think spear cavalry countering sword cavalry doesn't make sense; it's backward. Swords > Spears (I know this isn't always the case -- in DE, in one of the few instances where I did extensive countering balance, I went to great pains to make a single swordsman murder a single spearman, but with auras and such I made massed spearmen be able to hold their own against massed swordsmen, still lose but not as badly).2 points
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In July 2009, 0 A.D. became free, open-source software (FOSS), where "free" means both gratis and, more importantly, "free" as in software and cultural freedom. (Specifically, we, the developers of 0 A.D., have made the code and data of the game available under the GPL license, version 2 or later, and released the art, sound and documentation under CC-BY-SA, version 3.0.) Briefly, this means that we allowed anyone to reuse components of 0 A.D. for any purpose, redistribute them and remix them without having to ask us for permission. They are free to make new games using the 0 A.D. engine, they may create remixes of 0 A.D. music, you name it. We did this, among other reasons, because we believe free, open-source software like 0 A.D. encourages sharing, learning and creativity, and we want to encourage people to remix, mod and tinker with 0 A.D. in the future. --- But there's an important condition that comes with these licenses. The main condition we ask from anyone who wants to make their own works derived from 0 A.D. (or parts of it) is that they release those derivative works only under the same licenses we did, or under similar ones. In other words, let's say you want to take a 3d elephant from 0 A.D. and you want to add a funny hat on its head and show everyone on the internet that you made a funny elephant with a hat. If you do this using an elephant from 0 A.D., you must allow other people to reuse the "elephant with the hat" image as much as they want, to redistribute and to remix it, etc., and even print it on posters and sell them if they want to. If you remix an elephant image from 0 A.D., you cannot legally tell people, "you can't use this 'elephant with hat' image without my permission", or require money for the permission to print it, etc. In this way, the creator of the "elephant" image makes sure that the "elephant and hat" work, the "elephant in a dress" work etc. all remain free cultural works. Nobody can legally rip off 0 A.D. works to make their own proprietary art. Rather, the 0 A.D. artwork and all its derivatives will remain forever free for everyone to share and enjoy. --- For many reasons, it is important that we make sure that everything that is bundled as a part of 0 A.D. is released freely. From the codebase and development tools, through the unit statistics, the artwork, the music score and the sound effects, to the stories of the scenarios and campaigns - Everything must be free (as in "freedom"). We must be very strict about this, or we risk disappointing some people who really want to make sure everything they use is free and trust us to keep tabs on these matters. This helps us maintain effective ways for 0 A.D.'s distribution and our public image. So, if you want us to bundle your art contributions with 0 A.D., we ask you to post in this thread to release your artwork under CC BY-SA 3.0. To do this, please copy-paste the following sentence and post in this thread: Please remember this action is irrevocable - Once you release a work under this license, you can never take it back and say, "I don't allow you to remix this 3d giraffe without asking for my permission". --- Thanks in advance from all of us. Feel free to post in this thread if you have any questions. And may your contribution to free software and culture be everlasting.1 point
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Sorry if my obs did that mess, but is mvk file better than heavy mp4.1 point
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I understand that you did not mean that code should hacky, my choice of words was off, sorry about that. I meant that if something is expandable, the dev's usually want that done as well (D1960)1 point
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I didn't mean that the code should be hacky. I meant that something doesn't have to be feature complete in one patch. It can be broken down into usable chunks. For instance, making captured horses commandable is useful on it's own. Making them garrisonable can be another patch.1 point
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I hope some developers are paying attention to this thread - there is no way this mod should be rolled up into Alpha - it completely changes the game that we are all playing right now, Borg has reworked the entire game, all the historical research is out the window, the original concept of the game is out the window...he has basically changed everything...1 point
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at last my gameplay, sorry if is humble... (player and no so pro , but I don't like competitive gaming) the interesting things start to happen from min 45. @borg-1 point
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I'm with wow here. Though my argument would also be that the scale will look wrong. One will have either a to small area in the middle too few steps or too tiny ones.1 point
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in AoE I love use rush tower.... and some alphas ago I did that... but that is multiplayer and other kind of gaming less role playing.1 point
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yes, but you need micro, (I did that in a previous) but I try something new this time. same as played before massive pikemen plus cover. I try capture a very useful strategic stable but... they counter my little move and almost lost a city. but I destroy their best army and They lost everything. but my goal isn't, is have very good fight and try counters. and your features.1 point
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Yeah haha, 1.25. Actually I use a standart status for all units. Spear cav uses the same spearmen infantry status, only more health and +1 hack armour. Same for cav archer, jave and sword.1 point
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All melee cav should have some bonus vs. siege, IMHO. @borg- please tell me you increased the attack speed of spear cav.1 point
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yes I'm said that, you must change that because vanilla... fails that. I mean that will be fixed in your mod, delenda est for example , the houses are part of territory, I exploit the vanilla traping bettwen gaps or alleys enemy , so they get stuck. (early game) and my towers take them down. Seleucids and Ptolemies haven't cavalry swords. they have lancer cavalry (heavy). my ally for example destroy the rest of the enemy with simple ram spamming. Heroe Elephant to be clear vs 23 pikeman or more and other classes (slingers, archers and spear cavalry). I said may be can be good may be can be OP.1 point
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Nice. That's what I did in Delenda Est as well. <PreferredClasses datatype="tokens">Soldier Gates</PreferredClasses> <RestrictedClasses datatype="tokens">MercenaryCamp Ship</RestrictedClasses> I also removed their crush attack and went strictly with hack attack. You'll see there too that I restricted melee units from attacking ships. It solved some weird unit behaviors on naval maps where melee units would try to reach enemy ships within vision range only to then get stuck at the shoreline to get massacred by ship arrows.1 point
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The Imperivm games come to mind (or at least 1, 2 and 3 do, I haven't played the later ones). The basic idea is that you don't have a pop cap, instead you have a population resource. There is also a target population number. The population resource will increase if it is below the target, or decrease if it is above. To create units you need to consume this population resource. So you can spam for a while, but eventually you will run out of this resource, and so you need to wait for it to regenerate.1 point
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That’s why I like to play it up to gunpowder or the most without stealth bombers and nuclear missiles.1 point
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I actually like the unit veterancy in 0AD. It's one of the few good incentives to keep your troopers alive in my opinion (too many people see their army as disposable/easily replaceable, which shouldn't be). I prefer a soft snowball that benefits the better player over a stalemate that turns into an hours long grind. I don't really like long battles of endurance in an RTS. I don't have any problem with long games, but I'd prefer them to evolve around strategy and tactics, and not wasted investments in upgrades and techs that don't give me any tangible advantages. People should be rewarded for keeping their army alive long enough for them to gain a credible amount of experience, and have that experience translate into kicking butt.1 point
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This doesn't really seem to be possible to lead anywhere positive, so I'm closing this topic.1 point
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0 a.d. have their first policemen Roman Policemen. Cant gather resources; Cant promote; Can building; Cost only 60 food and 3secs training time; Trained in cc; Limit of 6 units; Less hack armor than others spearmen; Have aura +5% gather rate for units near, range 12 or 15 (any suggestion for aura name?).1 point
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Yeah, slingers destroying fortresses seems a little silly to me as well, and kind of defeats the purpose of siege with slinger-civs. You can just mass slingers and use them as your siege...1 point
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oh i didnt notice this thread, i have balancing some suggestions 1. OP CIV META my sugestion would be nerfing gauls, britons and ptolemies - that will let players for more competetive play (and more fair play), players in multiplayer wont be forced to play these 3 civilizations if they want to win. there are lot of civs that i like but the urge to pick OP civ is ultra big. above mentioned civilisations are too fast I played many competetive games MOBA included and it is unavoidable to not have stronger and weaker civs/characters/champions but the gap between these 3 and rest is so big that most players started 'maining' celtics and ptolemies, to the point where at least half of each game on multiplayer are celtics and ptolemies (sometimes all players) if these 3 civs were growing at same pace that other civilisations do, it would be great 2. RANGED UNIT META Althrough point 2. and 3. arent as troublesome as point 1, I noticed ranged units are much stronger overall than melee units. maybe with small dmg nerf people would start using melee units for something else than for human shields supposed to die instead of ranged units lol 3. SLINGER > ARCHER,JAVELIN one could think if archers have biggest range then they are strongest, or vice versa - javelins, because they have biggest dmg. thats not the case. slingers can kill javelins before they come close. Javelins have bigger dmg than slingers, but it doesnt do anything because slingers already have enough dmg to kill. why would you need more? ranged units are often hitting same target, so if u have 60 ranged units together, theres HUGE chance they will atk same targets, and only 5 attacks would be enough to kill, but since it was the closest target, theres often situation where 60 of ranged units hit exactly same person instead of splitting their arrows for targets, therefore a lot of arrows are wasted. thats case in fights javelin vs slinger (not with archers, they have low dmg), javelin just die before they come close, and when they are close they also atk slower so the 'bigger dps' isnt really bigger, its much smaller slingers somehow have perfect atk range and atk speed, so the supposedly bigger javelins damage isnt helping them at all, because they are slower and need to come closer, and they will die before that happens my few thoughts1 point
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Idea: make a carthage version where you play as hamilcar barca, as he never lost a battle but still lost the war, and after that wanted revenge and a rematch, just like the player would. This would set up the 2nd punic war campaign (maybe a mercenary war one in between) really well.1 point
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They are, but not certain at what point, but surely we will use them. Check this if you are not aware of it https://trac.wildfiregames.com/wiki/Triggers, besides there are a few maps using them. But to be fair, we haven't got to that point, so any task/possible trigger use said right now might change in the future. The goal of the project it's to have a playable campaign, not limited to destroying/wiping the enemy. We will use triggers, but not implement more, we are not programmers nor is in our scope, we might ask help from the devs team in any given situatio|n relating to triggers/core game.1 point
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I'll replace them with Alpine civs then. It's just a term afterall to unify them in one category.1 point
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wood food wood food wood food some alibi metal and stone. wood food. So you require wood food as most used resources for everything. Why don't military units cost a military resource? Also why are highly skilled cavalry archers the weakest units in the game? Riding horseman archers were forces to be reckoned with in ancient times and feared for their skill in combat and mobility. How can it be that a highly specialized elite unit is a basic unit available from the start? Why do citizens harvest resources with their spears/pikes/javelins at hand and work in full armour? And why would citizens harvest resources while being at war? Why are logistical buildings like a farm or granary restricted to city borders? Afaik there were no fields within most city boundaries? Where is the teching progress from weakest units -> strongest units? Where are basic army composition choices? Why is everything available in the first building without further teching required? How does it make sense to build towards outer resources with houses to increase city boundaries?1 point
