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Showing content with the highest reputation on 2019-06-12 in all areas
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7 points
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5 points
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Women in 0 A.D. basically fill the function of villagers in the game, but I don't think that enough consideration has been put into how they function especially for a game that attempts to pay close attention to history. First, it is odd to have them as the primary economic unit when slaves by and large filled that role. This been mentioned before so I'll leave it there. Next, while there are exceptions such as amongst various Celtic tribes and Sparta, most societies had women restricted to household related duties such as bearing and raising children, and doing other indoor activities at least to my understanding. This comes to my main point; women shouldn't be available to a faction unless there is good precedent for them having a larger role. Of course they didn't necessarily go out to chop wood or mine, but that is an RTS abstraction that I think can still exist. Granted, I am mainly speaking from a general knowledge of women's place in the ancient world from my familiarity with Roman and Athenian societies and at that, my study on the subject has hardly been thorough. I would appreciate any thoughts on the matter: especially concerning cultures I haven't mentioned.4 points
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Nice.. Wouldn't it make more sense to function as a special building that increases productivity from farms (food can be stored longer, less waste, more net food surplus)? And how about an option to upgrade them with bâdgir (Persian windcatcher/windtower): I think @LordGood was actually interested in the windtowers. Persian windmills are also quite interesting, but I'm not sure exactly how far back they date.3 points
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What if... what if... at the start of the match, similar to Hyrule Conquest, you choose a hero to lead your civ. That hero gives you different choices at each phase up.3 points
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Just brainstorming a little How about expanding the economy just a tad, by using the CC to recruit several economic units: Farmers (60% female, 40% male): used for farming, gathering fruits/berries. Can only build farm, fields and coral. labourers (100% male): used for mining and logging. Can only build mines, logging camps and CC. builders (100% male): used for building anything and everything, except for fields. Can't gather. slaves (50% male, 50% female): can be used to boost the output of farmers, labourers and builders, but can't initiate anything themselves and have a very low health. Unlocked in second or third phase (or become available after capturing "gaia settlements") For the rest the, CC would have one armed trash unit as a militia for emergencies and a scout (cav with very low health which can double as a hunter). Most of the military units can only build military structures and the CC. Citizen soldiers can still be used for mining and logging, and can build mines and logging camps, but work at a lower rate than labourers. There is nothing like the healing touch of beautiful young lady. I'd like the healers in-game to be female. They can be recruited from the temple (priestesses) like priests and basically take over the priests' current job. Priests are instead used to boost morale, which was part of their actual function, to make the soldiers believe that their fight was ordained by the gods. This is either achieved by adding morale to the game, or, simply by increasing defense and/or attack stats for units nearby the priests. In other cases, women should be civ-specific, like the Mauryan maidens or Scythian Amazons, warrior Xiongnu women and specific heroes already in-game. In the future, if we can have animations for the buildings, it would be nice to see a bunch of animated women in the market place, buying and selling their produce.3 points
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I suppose I should clarify. Currently they seem to represent free women, and in that specific case, I can't really say it makes much sense except for factions in which women had an expanded role. If female slaves are available, I think that the argument for them doing hard labour is viable. It doesn't seem very accurate, but there is a point in which 0 A.D. has to separate itself from historical simulators. I think that we can work to be more intention, however about accurate depictions. Perhaps Vestal Virgins could be a trainable healing unit for Rome. Also it seems that women were the priestesses for Athen's cult of Athena, and a handful Athenian women who were citizens apparently were merchants.3 points
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I am in favor of females for religious units, military units among specific cultures (nomads, Mauryan etc.) and as heroes (Boudicca). But as the main "productive" unit, no. Really the game is skipping the most important feature of the ancient times: slavery. Free women were not working as miners or as lumberjacks. Enslaved women were mostly working in shops, in houses and in fields (and in brothels...). This is sad that women didn't have a more prominent role in history, but it is like that and we cannot change the past (only change the present and the future).3 points
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I'd like to give to the Persians a small special building called "Yakhchāl" or "Ice House" in English. 3 model variations would be nice. Build limit of 5. Adds +5% health to all units with an aura. They would get 1 as their special starting structure. Persian units could have a -20% train time buff (or have extra training techs to this effect), but a -10% health debuff. Building Yakchals would mitigate this and adds a nice cultural touch.2 points
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Just from casual reading I read that they were used to create and store ice, as well as preservation of food. The ice itself was also used to preserve food. It probably wasn't used to store grains, but it was used for things like meat and dairy. I'm not an expert though, just an idea.2 points
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"Cisterns" seems more like it should be a technology rather than an actual buildable structure. (as always, see Persians in Delenda Est, lol) I'd looove it if we could give to the Persians a small special building called "Yakhchāl" or "Ice House" in English. We should get rid of the weird "Tacara" object and give them something more unique like this. 3 model variations would be nice. Build limit of 5. Adds +5% health to all units with an aura. If special starting structures are implemented in core game, they can start with 1. Persian units could have a -20% train time buff (or have extra training techs to this effect), but a -10% health debuff. Building Yakchals would mitigate this and adds a nice cultural touch. Either that, or someone could help me add them to Delenda Est instead.2 points
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yes , is kind trying to some civilian to adventure in an province to exploit resources. but are hard to defend, so is risky. settlements to provide laborers to agricultural or mine.2 points
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If you are banned and create an account right away, this will increase your ban. At least that's what happened to me. I get 7 days if I remembered. eae farmelius2 points
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I guess so. Just use basic_trans, and instead of making it full alpha transparency add color.2 points
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Thx. heaps for your help, this old fart is happy again..2 points
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From wave 100, it is impossible to play, in wave 118 the game crashing. I think I could have gone up to wave 200. The units died easily at this stage, and I still had 35 towers to up. My suggestion for this would be to increase the units' status and decrease the quantity. This should help in balancing and lag. Your mod is very fun, congratulations!!!2 points
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2 points
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This will be a project to carefully document with as much detail as possible what is being changed in the Borg gameplay Mod offered for download on mod.io New Balance. New Technology Trees. New Bonus. New Auras. New Units. New Buildings and much more. All of these changes need to be enumerated and tracked, as this mod or parts of it may end up being rolled into a future release of 0ad Alpha (vanilla). This is being done so that current vanilla 0ad players can make informed decisions about how to adapt current strategy to these significant changes should any or all of these changes make it into the next or some subsequent Alpha release. The approach will be, first, to communicate the changes from the actual experience of playing the Mod against the AI, to second, loading the mod into the Eclipse IDE and finding the actual changes that are being made and clearly enumerating what they are. For the purposes of clarity, I will as much as possible list what the current stat of a unit or tech is in the current release, and then what the new values are in the mod. This will give the players complete transparency on the changes. Phase One: Apparent Changes from actual GamePlay Test One - Britons against the AI on Oasis 1. CC has been changed - cannot train citizen soldiers, only women. (need to verify if this is the same for all civs now) Concerns: Training male unit types in the CC was not the same for each civ - so this is a very significant change that is effecting each civ in a non-uniform way. Must now build three different buildings to get the same type of units out that were available in the CC before this change. Barracks produce Melee units, Archery Range produces ranged units, Stable produces Cav units. Please note that all three of these unit types were previously able to be produced by the CC. 2. Two new techs in CC - "Siege Rations" and "Peasant Laborers" ( will need to find and enumerate in IDE) & (need to verify if this is the same for all civs in game) - "Siege Rations" described in game as "+5 Health for all organic units" cost is 500 food time is 20 seconds - "Peasant Laborers" described in game as -10% build time for all structures cost is 100 food time is 20 seconds Concerns: Do all civs build structures at the same speed? If not, if the civs that build structures at a faster speed research "Peasant Laborers" early in the build order, they will now have a massive advantage over those that don't and have slower build times. (need more data) 3, Wardog Kennel now build-able in Age 1 Concerns: This gives what is already considered an OP civ in vanilla the ability to harass early resource gathering of opponents. 5 war dogs plus the starting dog for Brits is a significant capability. The cost for these dogs is only food, women have a bonus for gathering food. Not really sure why this is being moved from Age 2 to Age 1. Test Two - Persians against the AI on Oasis 1. Persian stables now the same as stables for all other civs- there was a differentiation in a24, where as - all other civs built barracks only, but Persians could build both barracks and stables. Concerns: Unique attribute of the Persian civ has been affected, perhaps unintentionally. (need more data) Test Three - Seleucids vs AI on Oasis 1. Elephant Stables can now be built to produce elephants. There is no limit on the amount of these stables that can be built. Elephant Stables significantly cheaper and faster to produce than Fort. Concerns: The ability to make Elephant Stables is a unique Mauryan tech in a24, giving this to other civs negates that unique tech. The "Elephant Stables" are significantly cheaper to make than the Fort (in a24, Seleucids must build a fort to train Elephants), and forts are limited to 10. This means Seleucids can now produce more elephants much faster (this needs much more investigation, will be testing the addition of Elephant Stables extensively in the coming days) - (need to carefully investigate all elephant producing civs in both a24 and borgmod) (to be updated as I make progress)1 point
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meh, I like my modded age2 graphics better Great to see the vanilla byzantines aren't sharing the middle eastern set anymore1 point
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I don't see evidence they were used as granaries. Source? Wind catchers could be a nice upgrade. I want to keep these simple though. The mod is already quite complex.1 point
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Hey thanks for following through, @user1, @elexis, @Hannibal_Barca I'm getting quite a few reports like this do you know why it happens ?1 point
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now normality is return here... what about ancient Cistern, I'm making a mod from that to include in another mod. little civil building that provide some rural aspects to the game. Cistern can be one of them to a expansion more agressive but with less possibilities to defending, unlike a CC or Colony.1 point
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is more big... is a reservoir, but nice description. a water tank made by stone. this will supply quarries, mines and farming. http://www.romanaqueducts.info/webteksten/waterinantiquity.htm1 point
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Depends on the painting's quality Would be nice to have normal maps as well1 point
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FYI for you -- that documentation is at this very moment in the process of being rewritten.1 point
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by the way, nice textures (terrain) you have more ideas how fix the vanilla ugly terrain textures?1 point
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All of the models are in the public.zip of the installed version the one issue that you run into accessing them from there is that the model textures are in dds format(compressed) so you can do as @borg- suggested and get the whole development version or just use your web browser and just the needed files part of the svn repo that most people do not download is the actual Art repo where the original source files are kept this includes both the .blend are texture files in png or jpg formats either method will work just pick the one most convenient for you. Enjoy the Choice1 point
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You should download the svn version of the game, so you can find all models.1 point