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Showing content with the highest reputation on 2019-08-14 in all areas
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4 points
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lol @DarcReaver You should've at least understood that this thread was started by a new guy.3 points
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Maybe they should finish 0 ad first? tf is this even a topic3 points
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I will make this for all buildings so the development will be more slow xd3 points
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A pretty impressive 3D flyover of the digitally reconstructed excavated parts of the temple complex at Jebel Barkal: The description says 7th century BC but there seem to be a number structures in this reconstruction that actually date to the 1st century BC.2 points
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@Stan` only missing formations and elephant riders after i export those ones will committ for start with the aspis2 points
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He's talking about Samaritans, an Israelite population closely related, but distinct from Judaism (think: the Parable of the Good Samaritan, in the Gospel of Luke). According to tradition, they are descendants of the Northern Israelite Tribes who were not deported when the Assyrians conquered Israel in the 8th century BC. I think you mixed them up with Sarmatians, a nomadic confederation of the Eurasian Steppe. Samaritans in Israel form a tiny minority today (less than 1000 people), but were once quite an important regional population, often ruled by the greater powers of the day (Assyrians, Babylonians, Persians, Seleucids, Romans, Arabs, Ottomans, British, Israelis). Apparently many of the Muslim Palestinian people of Nablus are originally of Samaritan descent.2 points
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https://github.com/0ADMods/judeans this is trickier bits are done for Xiongnu and Scythians. (already unfinished available in mod Terra Magna)2 points
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I think that other thread got deleted because you called each other names while discussing the main topic. Both parties were guilty. Going back to the topic: I didn't see @abc1's deleted comment, so I'll try to respond based on assumptions using the "Read my post again": Level 3 Citizen Soldiers Are Almost Strong as the Champions! Yes, but the champions are still stronger. But The Citizen Soldiers Cost Significantly Less for Such a Slight Disadvantage! Yeah, but you're not taking into account the time needed for that to happen. What if your enemy attacks with Level 3 Citizen Soldiers, do you still plan to buy Level 1 Citizen Soldiers, make them gain Exp, and THEN ONLY FIGHT, Or Buy Champions that don't need time to become stronger? Why Can't Champions Gain Experience? I didn't respond to this one because I left it to the devs to address. It's the only interesting part of the question that I'm on the fence. If you read my comment again, I did respond to your OP... albeit in short un-packable statements.2 points
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Summary For a while I've been working on a new mod to balance 0 A.D. for pro players. It features a lot of changes, and may take some getting used to. A counter system: melee infantry counters cavalry which counters ranged infantry which counters melee infantry (rock paper scissors) All techs are now useful and new dilemas have been added: many techs were too expensive to be worthwhile before Only six civilizations: each one very different to the others, with more depth and possible strategies More military buildings: units are split between barracks, archery ranges and stables Balance severely nerfs "dancing" but allows for tactical manoeuvres Battering rams and bolt shooters are now available in the town phase, but catapults are still city phase-only Citizen soldiers cannot gather resources (except cavalry can still hunt) but they can still build Women can build all buildings but civic centers can't build military units any more Many features from similar civilizations have been merged into the six available civilizations Stone and metal are more limited and only 16 women can gather from a mine at one time Numerous small improvements: rams don't attack fields, loot is consistent, etc General Meta The game encourages rushing more since citizen soldiers cannot gather resources. Generally players will produce women at the start while using their citizen soldiers to build and defend the women from rushes. Some civs can use dogs/tigers/lions for very early rushes. It's important to build at least any two of the barracks, archery range and stables fairly early so you are able to counter incoming attacks. The civic centers can build "Minutemen" which are cheap, have high attack and train fast, but slowly lose health over a minute. They're ideal for buying time if a rush catches you by surprise. There are now extra techs in the civic center and houses to increase women's vision, health and attack which can be used to mitigate against rushes. In the town phase siege is available in the workshop and some civilizations get access to weaker champions. Many civilizations also have special buildings available. In the city phase heros and more tech becomes available. Champions dominate in the late game. Unit Counters The barracks now trains melee infantry: swordsmen, spearmen and pikemen. Spearmen and pikemen are now fast moving and are particularly effective at countering cavalry. Swordsmen "soft" counter cavalry and other melee infantry and have strong armour making them useful as a "tank" unit, but they're slow moving. The archery range trains ranged infantry: skirmishers, slingers and archers. All these units are effective at countering melee infantry. Archers have the greastest range but are slower to move. Slingers do the least damage to infantry but are somewhat effective against buildings and siege. Skirmishers are fast moving and soft counter other ranged infantry but have less range than archers. The stables train sword cavalry and spear cavalry. Sword cavalry is stronger in almost every way but only Brits and Mauryans have access to them. In addition, Ptolemies have access to camel archers which are weak and mostly only useful for hunting. Brits Opening Strats Starting units: 6 women, 2 spearmen, 2 slingers, sword cavalry and a dog. Brits are good at rushing with their strong sword cavalry. However Brits also have access to dogs which can be used to rush very early in the game. It's a risky strategy though since if you don't kill enough enemy women you will fall behind economically. Dogs are only useful while your enemy may not have much army and become useless after 2-4 minutes of play time. Brits also have access to slingers and spearmen. Iberians Opening Strats Starting units: 6 women, 2 swordsmen, 2 skirmishers, spear cavalry and walls. Iberians walls are more effective than in vanilla because of the fewer ranged units. Iberians have access to swordsmen, slingers, skirmishers and spear cavalry making them quite versatile. They also have upgraded towers with no minimum range. Their early game is mostly defensive and economy focused. They become stronger in the town phase with access to cheap Embassy swordsmen. Mauryans Opening Strats Starting units: 6 women, 2 spearmen, 2 archers and 2 worker elephants. Mauryans are good at rushing with sword cavalry and upgradeable archers. They have access to tigers in the civic center which can be used for very fast rushes like Brits dogs. Mauryans start with two worker elephants which allows them flexibility in taking resources however they're the only civilization not to start with any cavalry which means that women have to gather chicken instead, slowing their economy. Ptolemies Opening Strats Starting units: 6 women, 2 pikemen, 2 skirmishers and 2 camel archers. Ptolemies have free houses, farmsteads, storehouses and corrals making them great for booming. However early in the game they don't have access to any strong cavalry which means they need to exclusively build skirmishers and pikemen, which are slightly strong than spearmen. In the town phase they have the easiest expansion with cheap military colonies. Rome Opening Strats Starting units: 6 women, 2 swordsmen, 2 skirmishers, spear cavalry and a healer. Rome are mostly defensive early in the game but they can do small very early rushes with lions. Since they can build ranged units in their barracks, they they are slightly more versatile in the opening period. Rome become much stronger in the town phase with their strong siege. Sparta Opening Strats Starting units: 6 women, 2 spearmen, 2 skirmishers, spear cavalry and a farm. Sparta start with strong women (+100% health, +200% attack) which helps them if they're rushed. Sparta's early game should be focused on reaching the town phase and spamming their strong champion units and skiritai. Be warned there may be bugs! Use at your own risk. Please send me your suggestions and thoughts! champ-mod.zip1 point
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That was the initial render and meshes, Someday i'll do adjustments to the greaves and bake a better texture1 point
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Not yet. @vladislavbelov was working on something like that. It's non trivial.1 point
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Why are 3 different types of animals required for 3 same effects/ why so overcomplicated for such an easy feature? Why not simply use 1 animal type per faction? i.e. Norse = Cow Greek = Sheep other = CHIKIN/pigz Design path : Build Corral -> train animal -> get food.1 point
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Well we already have some mods that try to do just that if search through forums.1 point
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Sure, i will open a TASK later for update wicker vase and use it properly after leaving all other task finished. i went today to this material for change scenario for a lil bit for clean my mind from other task's.1 point
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Insert e.g. gui.scale = "2.0" in your `user.cfg` file (see https://trac.wildfiregames.com/wiki/GameDataPaths ).1 point
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I don't recall deleting a thread, but there are other moderators who might have done that. In either case, that's another issue, and honestly we would probably benefit from being harsher - the forums have had quite a lot of annoying and rude posts lately.1 point
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37 Is okayish i guess but it's twice as much as the current state. 100 however is 5 times more which would be a bit more problematic in the long run... Nothing compared to the 300+ on the ships but still... @wraitii @vladislavbelov can we make something to not doom the next alpha for low end computers ? Very nice armor BTW1 point
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Champions Mod 1.1 This is a big release which addresses four main issues: Making turtling and booming more viable Encourage transitioning to the next phase more Making civs moe different to each other Adding more depth to gameplay Houses have a new aura which gives +30% health within its range. Clever positioning of houses can now protect against rushes. Towers now do more damage and garrison slightly more units but have a lower maximum number of arrows. Overall this benefits defense. It's now slightly cheaper to research the town and city phases. Stone and metal mines now only have 2500 resources instead of 3000 to force earlier expansion. Added a new dilemma tech to the Corral: Cavalry speed or Cavalry hunt rate. Added a new dilemma tech to the Market: Cheaper women or faster metal mining. Added a new dilemma tech to the Temple: Faster healing or more unit health. The Blacksmith tech to increase Melee Infantry speed has been increased to +15% from +10%. There is now a very cheap, but worthwhile, upgrade for dogs in the kennel available in the town phase. New upgrade for Naked Fanatics available providing +20% health and +10% speed for 150 food and 150 metal. Added a unique tech to Roman and British Workshops to give +30% Siege speed. Romans can now research aqueducts for cheaper/faster Storehouse upgrades. Ptolemies have a new Poison Arrows upgrade for their camels. It costs 100 wood for +30% attack. Ptolemies have a new special tech that allows them to build Temples 50% cheaper. This allows faster production of Meroitic Temple Guards. Iberians' Revered Monument now grants +30% attack aura instead of +20%. Iberians now have a Celtic embassy and access to Expertise in War. Mauryan's Yōddha now have buffed stats and are available in the town phase but slowly bleed health. Since they do crush damage they can be used for fast, damaging attacks. Added Bamboo Bows tech to give +3 damage to Mauryan Longbows. Spartans have a new building, the Athenian Embassy, where they can very slowly train mercs for free. The building limit is 2. Sparta can now rebel, turning their women in warriors! Used as a last attempt to salvage victory, it also makes women cost twice as much and build slowly. Many techs are now better value. Better tooltips. Other small improvements. When you update to the new version make sure to delete the old version first!1 point
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I hate this aspect of the AI (I also hate the way capturing in general is setup). All of a sudden, the AI will delete 20 houses all at the same time, and no human player would do that (or at least their attention would likely be elsewhere). It also robs the human player of the hard-earned benefit of capturing those buildings. I honestly think it all needs to be rethought. Truly.1 point
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While cattle and sheep were not primarily used for food production, there isn't anything to represent those resources, which makes that kind of abstraction fair enough in my opinion. What I don't like about training animals at corrals is how micro-intensive it is for very little in the way of enjoyment. It's basically a grinding mechanic. Having the animals spawn from the building would be a much better alternative to me, but the training was initially considered only placeholder use for the building anyways, which probably warrants just scrapping training altogether. I do like Nescio's idea about auras for specific animals garrisoned.1 point
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