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Showing content with the highest reputation on 2019-06-10 in all areas

  1. This is the first version of my Tower Defense mod. Tower Defense maps were very popular in Warcraft III times: Basically a Tower Defense is a game where waves of enemies walk into your base, and you have to build and upgrade towers to protect it from these invaders. In the case of this mod, I included two maps, one for 1 player and another for 2 players. The map for two player can only be played in multiplayer, as the AI cannot play this map. The goal of the game is to protect your base against the invaders by building towers. The one who survives longer wins. The strategy consists of choosing the best positioning and the best types of towers. As you upgrade your towers, there will be choices to be made between different types of specializations. As you kill the enemy waves, you gain loot. With these resources you can trade in the market and build towers/upgrade. Some Questions for you: Should I include this in the Community Maps mod? Or is it better to have it as an independent mod? The mod include some new templates for the towers, but it does not change any template that is used in the game. So you can use this mod without affecting any other map. Want to make another map in this mod? It should be quite simple. If you open Atlas using the mod, you can place the structures and units of the mod, search for "tdef" (the "fake civ" that has all the new units. It is a fake civ because you cannot choose it in game, it is by default in the Tower Defense maps). If you don't want to mess with scripts, it should still be easy to make a map using the mod. Just include this in your map (in the ScriptSettings part of the XML): "TriggerScripts": [ "scripts/TriggerHelper.js", "scenarios/tower_defense1.js" ], Then you just have to place the Wonder (tdef_wonder), which is the only "Conquest Critical" object (that is, if it is destroyed you lose), some workers (tdef_pawn), and the trigger_point_A and trigger_point_B (these are the places where the waves will spawn: A goes for player 1 and B goes for player 2). The workaround I used for the singleplayer map is to place a super OP tower for player 2 that kills all enemies instantly. You can use it in your map too: tdef_tower_ultimate. Next Versions I still want to improve it before sending to mod.io. Your feedback is welcome. Definitely will need balancing. One thing I wanted to do was to include an option to heal some life of your Wonder, costing some food, as this resource is not used much in the map. Have fun! (and let me know how many waves you can survive.) Spoilers below: tower_defense.zip tower_defense.pyromod
    4 points
  2. That's still an open question at the moment. Moderator's note: This comment, whilst a valid response to an on-topic remark, resulted in an off-topic stream of posts that were relocated here.
    4 points
  3. the gameplay looks smooth but graphics are only more polished. no impressed by that. but is nice see textbox from campaign units. the sound of DE versions is very superior. those effects.
    3 points
  4. Oh @#$% the building collapsing animation, beautiful.
    3 points
  5. I finished. the "face" can be open to attack with a canon. the faceform serves as explorer. uses scans and infrared sensor. uses a kind of segmentata covering the nucleus. and a wifi sensor with radial to receive data.(not all aliens have ultra advanced communication to uses their canon.) the cheat must be: Imnotsayingitbuititwas
    3 points
  6. Another thing that would be a powerful resource to encourage attacks would be to enable the dropsides in neutral territory. That would be incredible, but I do not know what the players opinion about it would be.
    2 points
  7. I said before, if they game comes to steam still Win10 exclusive. more campaigns, not only one.
    2 points
  8. Well, works now. Thanks, you save my day xd
    2 points
  9. No one is truly saying the game should be a TW clone. Adding battalions (or "squads" as @DarcReaver would say ) does not turn the game into a TW clone.
    2 points
  10. Is it possible (in a mod) to add a tech or upgrade to a unit that, when researched, gives it some extra HP? (Like healing. Let's say the unit has 100/800 HP, after researching this tech it gets 200/800 or something like that.)
    1 point
  11. I played the map, much more fun than I imagined, as I am not the fastest I came to 23 wave. Very f&**ing the towers cataputas reminded me medieval TW 2
    1 point
  12. Counter system helps to make the game with more rush and less eco boom, since you can scout your opponent and make counter units and attack in the first minutes. Divide barracks in infantry, ranged and cavalry help too. You catch your enemy by surprise, he may not have the time or resources to start a troop that has a bonus against your troops. Civic centers cant make soldiers also helps and reduces the initial eco boom. You must use more resources to build barracks and scout your enemy. For the next version, I implemented a debonus for farms near the civic center. This should help players who want to attack early and create problems for those defending themselves. I want to implement two things based on territory. Units gain a trickle of XP in enemy territory and a loot increase for killed units. I also think it would be interesting if the units that had resources in the hands move more slowly. This slows down the collection speed a bit, and also reduce the chance of your enemy running from an surprise attack.
    1 point
  13. Hi, congratulations for the initiative. One idea that passed me would be a "survival" type mode in which a growing sequence of enemy hordes would besiege your city in the center. Your city with a good food and wood reserve but more valuable resources were found in areas of difficult defense.
    1 point
  14. can be uploaded to mod.io?
    1 point
  15. True, I will take a look at that.
    1 point
  16. Seleucids. Idumeans https://www.academia.edu/38121375/Hellenistic-Roman_Idumea_in_the_Light_of_Greek_and_Latin_Non-Jewish_Authors https://forums.taleworlds.com/index.php?topic=343219.0 About Maccabeans... Galatians (spearman)
    1 point
  17. I think there is a tech for hp regen in the temple.
    1 point
  18. https://us-store.warlordgames.com/products/persians-midianite-camel-riders http://www.dbaol.com/armies/army_5_figure_1.htm https://www.defensemedianetwork.com/stories/camels-at-war/
    1 point
  19. 1 point
  20. Since 0 A.D. is a hobbyist project and has lasted for more than 18 years, it will be fine. Also the founders didn't account for everything.
    1 point
  21. Hey @crazy_Baboon well first it would be nice to have some screenshots Then if it's good you will need to sign the art legal waiver before we can do anything with it.
    1 point
  22. Currently the Engine does not allow changing the sun position through the simulation but pne could add that.
    1 point
  23. Yes. See all the past release and their (mp) meta.
    1 point
  24. Now that’s some grade a helpful critique lol
    1 point
  25. Totally in favor of this alien thing. Nice work Lion. Another idea that could be cool: A modern Roman. There are several concepts like this on the web.
    1 point
  26. Hey @wowgetoffyourcellphone, these are getting reported here and I'm trying to keep a list here. The latest changes do need recompilation, but they also need some bug fixing which will be done this week or so.
    1 point
  27. Lol woops games pretty though innit?
    1 point
  28. I'm some fan of that unit but the spider mecha is somekind generic unit. I started with My own version of Tripod this way you can avoid a legal issue.
    1 point
  29. 1 point
  30. I sympathize with your view here. I have also said that since the game is still in Alpha that the team should not be so afraid to experiment (especially when it pertains to simply editing balancing stats). But I could foresee some kind of balancing group who tries out different balancing mods and then submits requested changes. That way the core game isn't affected and then near the end of the development cycle, the group decides on which mod to fold into the core game.
    1 point
  31. Tripod from War of the Worlds. Would be awesome if it had an AOE gas attack, heat rays, and creepy sound effects. Oooo-la. Oooo-la.
    1 point
  32. It's just not aesthetically pleasing. Not as well designed as the others.
    1 point
  33. Well i made this car whit the weels animated but the animation looks like this in 0 ad I added actor and the blend file wtfAnimation.7z pickup_doble_cabina.blend
    1 point
  34. Seems that the 4 civs have been leaked by Steam. Cumans, Lithuanians, Tatars and Bulgarians. I have some hope. While DE launch was a mess (altough I liked the graphics) seems that they retooke the game and Microsoft finally threw some budget to fix it (the last 3 patches) Probably AoE DE2 will start with AoE HD as a base. With some budget, they could improve the game. This is the star game of the saga, with more players
    1 point
  35. A disappointment, I hope some gameplay addition.
    1 point
  36. I think the problem of trying to make 0 A.D. a Total War clone at this point is that it is already very much an "Age of Empires" type of game (which in my opinion is a nice thing)... We might as well start a new game from scratch. I agree with these points. The game would benefit of 3 distinct classes: workers (women currently), citizen soldiers (who would be "trash combat units" compared to military from barracks) and proper military. Also currently CC's function is too similar to barracks... I saw some gameplays (GamerZakh I think) when they notice that barracks produce almost the same units as the CC they are totally confused, and for good reason... IMO would be better if there was no military besides maybe a very trash one available in CC - like in borg's mod. Like StopKillingMe said I think this is not that huge disadvantage. Just the time of walking does not disturb your economy that much. Besides, while the attacker is harassing you and your economy, his base is working normally (with less workers, but still...) Just press Y as FeldFeld said.
    1 point
  37. 1 point
  38. According to information, suggests that will be based on the times of aoe1, aoe2 and aoe3.
    1 point
  39. the puzzle is done. the official streaming. https://mixer.com/Xbox
    1 point
  40. Personally I think that the comitium and the curia are better representing a kind of civic center. This is the place for the assembly and for the senate. However I do understand that the comitium is not getting a lot of praise and could be ugly. The actual civic center is based on the Basilica Julia finished by Augustus. So using another basilica could be more coherent with the style. The only thing is that the basilica never existed during the first and second Punic Wars. This is a feature the Romans took from the Greeks after the second Macedonian War, based on their Stoa. The first basilica in Rome date from 184 BC (Basilica Porcia). This is a small inconsistency but nothing really problematic since we are still in the good period. A compromise could be the Basilica Opimia with in the front the Senaculum, the Ara Saturni and the Mundus. Like this there are some features of the old Roman tradition.
    1 point
  41. There's a difference between creating a mod that will be your own game (what LordGood talked about) or creating a mod to test out changes aimed at vanilla more easily. I was talking about the latter. The same way, you can use a knife to kill someone, so knives are bad if you're a peaceful person. So, by your logic, if you're a peaceful person, you should never, ever use a knife under any circumstances and good luck with trying to cut a slice of bread.
    1 point
  42. I would say, however, that the flaw isn't necessarily with the presence of citizen-soldiers but their implementation. It should take time to mobilise troops, which could make the effects of a rush significantly more devastating as working time can be lost during the time the soldiers are preparing to defend themselves and then during the time they demobilise. It could be even harder if the rusher continuously cycles between different gathering areas, forcing the defender to take an active role in defence if they wish to survive. I've mentioned this idea before, but in fairness, few people seem to appreciate this concept. Definitely though, Darkreaver's concept is much better than the current iteration of the citizen-soldier.
    1 point
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