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  1. @wackyserious in case you want to make an etruscan faction. in the celtic helmets file (already merget to the helmets file) are some etruscan helmets done:
    3 points
  2. I hope the Britons will get more paintings too in the future.
    3 points
  3. Hi all, I'm working on a City Building mod. This mod is trying to incorporate elements of city building games like Caesar or SimCity to 0 A.D. The end goal here is to have a RTS/city building hybrid mod using 0 A.D engine. The balance between the two genres that I'm trying to achieve here is to ensure that the city building part should be fun enough without getting too complicated. The plan I've made consists of several phases, each with different features to implement. But currently I'm focusing on two mechanics: I. Building placement In city building games, building placement is important. Especially housing zone. People will only live in your city if their needs are met. Job, food, desirable location. Otherwise they will leave. Resource and storage building placement is also important, finding sweet spots to shorten the route without disturbing existing residences. Since this is still a RTS game, effects need to be tweaked in such a way that normal player can play the game without crippling penalty, but player who takes time to plan the city can optimize it to gain edge. Implementation: Every building has aura that indicates their desirability, which will increase or decrease population count of nearby houses, e.g. civic building increasing nearby house population, military building decreasing it. Since resource management is already complicated in 0AD, alternative implementation is using building aura to increase performance of related nearby building, e.g mining dropsite increase nearby blacksmith research speed, blacksmith increase nearby barrack training speed, etc. This will cause crowds of buildings in desirable area, so to justify it every building is implied to have been constructed along with its nearby infrastructure, increasing nearby unit speed. Status & TODO: Released, but with general rule. These are the desired changes and their detailed implementations. A complete explanation of Phase I and download link is posted here. II. Economy In city building games, money is usually the only resource the player needs to build the city. It can be gathered from each citizen, or received by importing resources to other cities. Implementation: New resource available to simulate productions. Money: House and Economic buildings trickle money periodically. The amount of taxes will be influenced with the same rule as Phase I. The trickle should be low enough that player should spend responsibly, but should also be high enough so that it's not the first resource to run out before other resources. Money should be requirement of every building and unit creation, as it is analogous to builder/soldier salary. Weapon: Blacksmith will be available to construct in town phase and trickles weapon over time. This will be used to train soldiers. It would consume wood and metal, so wood and metal resource for unit training can be removed and replaced with only food, money, and weapon. Training time should also be made faster. Working animal: Horses/Elephant is trickled resources as well. Useful to train cavalry. Status: In progress. Money has been proven to be workable, but still tweaking 0AD GUI to support more than 4 resources. Weapon and Working animal is still being researched. TODO: Test other impacts of new resources, finding out other uses of money, learning about Summary screen (after battle) GUI as it is bugged out on Resource Tab. III. Citizens City building has NPCs that simulates production chain and distribution. To enhance the experience several new citizen types can be created that work like modified Trader but between resource dropsite and market/house/blacksmith. This is still in research phase. Feel free to criticize or ask if any of these doesn't make sense/needs work/impossible to implement in 0 A.D. I still have a lot to learn in modding 0 A.D, any feedback is welcome. I will keep updating this post if there's a new idea to share. Thank you.
    2 points
  4. It was a well discussed topic. But, I want to remind some of the inequality amongst civilizations... 1. Building Time:- As we know, Gauls and Britons have a lowered building time for their weak structures. But conversely this gave them advantage in games. As per history, their knowledge of architecture wasn't well and scientific as like that of others(Romans, Carthaginians, Persians or Greeks). So, it's obvious that their building would be rubble. But, this deduction in 20% building time make them more efficient. Again, most of their structures has a population bonus. But think carefully, did a hut like structure has any access to extension option? I think no, so it'll be better and more balanced if Britons & Gauls have a slightly slower building rate and No population extension option by houses unlike others and also weaker Armour for buildings(20% less). 2. Superiority of Slingers over Archers(Especially) and Skirmishers:- Apparently most of the player would definitely admit that Slingers are the strongest unit in the game. But, is it feasible for Slingers to have more than 1.5 times pierce damage than Archers. A piece of stone cause more crush damage than pierce. So, I think there should a balance between Slingers and Archers. Maybe 7.5 pierce damage for Archers and 8.5 pierce damage along with 1.5 crush damage for Slingers. 3. Superiority of Roman Siege and Persian Rams:- There is no doubt that Romans and Persians had a superior Siege units with better atrack. But, this wasn't spontaneous. This was achieved by a long period of experiment. So, It'll be best to give them a technology(with practical costs) instead of just giving them directly. Along with that I would also suggest to give Carthaginian and Ptolemaic Juggernauts and Heavy Warships an equal Bonus by a similar technology. 4. Unlimited Access for certain Buildings I'm listing some buildings that can be built during game... Persians--- Apandana- 1, Hall- 2, Ishtar Gate- 1 Carthaginians--- Embassy- 2, Tophet- None. Sparatans--- Royal Stoa- Unlimited Athenians--- Royal Stoa- Unlimited, Gymnasium- Unlimited Gauls--- Tavern- Unlimited Britons--- Kennel- Unlimited Mauryans--- Palace- None Kushites--- Nuba Village/Camp- 2 Diadochii--- Military Colony- Unlimited Romans--- Army Camp- Unlimited These all disparity makes some civilization really underdog and some of them really strong. Please fix it. Maybe by giving an option for increasing the number of town phase buildings by 1 for each Civic Center was made and by limiting the number of City phase structures. 4. No Trample Damage for Elephants and Ability of Rams to Attack Organic Units:- This is one of the worst and impractical thing that makes Rams more stronger and efficient than Elephants. As Rams could only be destroyed by hack damage(most efficient and fast). On the other hand, not only Elephants can be killed by Ranged units easily but also they can be easily blocked by any units or women. And so this makes them useless. Again, more or less equal speed of an Elephants as compared to Rams make them more impractical. But, ideally an elephant has a great momentum along with a speed of nearly 40 km/h. So, I think they should have more speed with a continuous movement not obstructed by Organic Units. It'll be also better if we add trample damage for cavalry. 5. Costs for making a Catapult and Elephant:- An elephant costs 250 food and 250 metal and 3 population which is really impractical. Raising an elephant is more costlier than making a Ram. Again, making a Catapult cause not that much wood (400). So, there should be a balance. Again, most of the units first try to capture Bolt Shooters and Catapults instead of just destroying it! So, there should be a mode which can determine whether units will attack it or try to capture it. 6. Units and Faction Requests:- And lastly, I've some personal thoughts that I would like to share. In short--- I) Maiden Guards should not be trained from Barracks. They are elite and special units which only protect Royal persons and so they should be trained from Palace. And please give Mauryans access to Rams. II) Kindly give Chandragupta Maurya and Chanakya a decent hero bonus. And please reconsider the bonuses given to some heroes like Hannibal(a bonus of 20% faster batch time for mercenaries instead of 20% less damage for enemy mercenaries) III) Instead of giving a 20% health Reduction for Archery Tradition, it'll be better if we apply a 5% or maybe 10% health Reduction just like Persian Infantry. IV) Civ Bonuses--- Some Civs have very much helpful Civ Bonus(Iberians, Seleucids, Ptolemies, Sparatans, Athenians, Macedonians, Romans, Gauls, Persians, Kushites) and some have impractical Civ Bonus(Carthaginians, Mauryans, Britons). Please reconsider them. Hope, the authority will consider my urges...
    2 points
  5. thanks I confirm removing the Formation Fighting mod resolve the issue
    2 points
  6. Possibly, or maybe it will just be a learning experience. I think some of the ideas have definitely been proven and could be incorporated into vanilla/other mods. 1.4 is the first release @ValihrAnt hasn't found a way of breaking in 1v1 against me but I am not quite good enough to really test vs him. @Feldfeld @ValihrAnt are you guys available for some pro 1v1s?
    2 points
  7. 2 points
  8. Our elephants haven't that wear in their head.
    2 points
  9. I in no way claim to be well informed about the siege methods of Persia at this timeframe, but at least the original developers thought that their capabilities were subpar. What's your basis for considering them so good?
    1 point
  10. Good evening! The images themselves are located under art/textures/ui/session/, but to figure out what is what you need to have a look at the files under gui/session/, e.g. session.xml loads top_panel.xml, which uses the `topPanel` sprite (line 4), which is defined in sprites.xml, which reveals (line 83) the image used is ribbon_bg.png.
    1 point
  11. Another mod to try. Same as Barca and Borg- style.
    1 point
  12. Just committed the actor lonely, i totally forgot about it and yesterday i was connected only in a phone.
    1 point
  13. Before, I mentioned about player color Illyrian type and other helmet types, like the Chalcidean type above.
    1 point
  14. Hi @bioinfornatics, thanks for trying my mod! It seems that you use Formation Fighting mod alongside the City Building mod. This mod overwrites many changes made in mod, therefore most building don't get territory effects or produce coins. I'd probably make a compatibility patch in the future, but meanwhile I'm afraid you cannot use both mods at once.
    1 point
  15. Champions Mod 1.4 Women's attack and health stats and techs have been reworked. Before, fully upgraded women were too strong! Women now do 1.5x (or 2x for Spartan women) multiplier damage to dogs, tigers and lions. Spartans' Rebel tech (which transforms women into warriors) now irrevocably decreases women's gather rate 75%. Melee cavalry now do 1.5x damage vs Siege units. Siege units' values have been reworked. More consistent loot, lower pierce, the same or more crush, slightly higher minimum range. Britain's rams have been upgraded with +3 hack/crush armour. Added Scorpio to Iberian's Italian Embassy, but they cost 400 metal, take 30 seconds to build and are only available in the city phase. The Living Conditions tech is slightly cheaper. Britain's Archery Range and Stable now also give +2 population bonus, just like Britain's Barracks. Britain's Temple now costs 200 wood (a discount over the normal 300 stone cost). Mauryan's Market now costs 200 wood (a 100 wood discount). New Looted Shields tech for Naked fanatics that makes them cost 50 less metal but 50 more food. Ptolemies' mercenary units are now divided between Barracks, Range, Stable and Military Colony buildings more usefully. Pikemen (but not spearmen) now do 1.5x vs Elephants. Iberians now have access to Banks which can be built to provide a trickle of 5 metal per second. The building limit is one. Iberians now have less need for expansion which complements their defensive playstyle. The Rotary Mill now builds 20% quicker. Corral animal breeding is about 9% faster. Players are now limited to 20 towers and 8 fortresses. Mauryan's Yōddha now have +10 health. Mauryan's Edict Pillar of Ashoka is now much cheaper and slightly faster to build. Sparta's Skiritai are now slightly cheaper. Mauryan's Elephant Archers are now very slightly buffed. Mauryans now have new Elephant Armour tech in the city phase. More consistent loot. Minutement now only provide half the usual XP. Buffed Spartan Stoa units shield values slightly. Reworked hero auras. Some cleanups, better tooltips and a bug fix.
    1 point
  16. That works, but it doesn't resolve the elephant issue. I guess they need a separate variant file. Edit: And I guess they aren't supposed to seed with a mallet in their hands, aren't they?
    1 point
  17. 1 point
  18. @Imarok Thanks. It would seem that the current variants use 'Build_farm' instead of 'seed'. If you change that in the code and apply the following diff it should work. Index: binaries/data/mods/public/art/variants/biped/build_farm.xml =================================================================== --- binaries/data/mods/public/art/variants/biped/build_farm.xml (revision 22869) +++ binaries/data/mods/public/art/variants/biped/build_farm.xml (working copy) @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8"?> <variant name="Build_farm"> <animations> - <animation event="0.5" file="biped/citizen/build.dae" name="Build_farm" speed="100"/> + <animation event="0.5" file="biped/gatherer/seeding.dae " name="Build_farm" speed="100"/> </animations> <props> <prop attachpoint="shield"/> Index: binaries/data/mods/public/art/variants/biped/female_build_farm.xml =================================================================== --- binaries/data/mods/public/art/variants/biped/female_build_farm.xml (revision 22869) +++ binaries/data/mods/public/art/variants/biped/female_build_farm.xml (working copy) @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8"?> <variant name="Build_farm"> <animations> - <animation event="0.75" file="biped/citizen/build.dae" name="Build_farm" speed="70"/> + <animation event="0.5" file="biped/gatherer/seeding.dae " name="Build_farm" speed="100"/> </animations> <props> <prop attachpoint="weapon_L"/>
    1 point
  19. Dear, thanks for your mod I tried citybuildingmod_0.2.0_a23.zip but on my gameplay I am not able to get coins. Could you check my game play ? Thanks savegame-0006.0adsave
    1 point
  20. If @Alexandermb remakes all the civs shields in the game yes.
    1 point
  21. version 0.10.0 Upgraded: Hotkeys viewer and editor. To open press F4. ** You will need to restart 0ad after editing the hotkeys. @ValihrAnt
    1 point
  22. Not really, actually some infantry have same idle ready despite being champion, axeman, maceman, spearman or swordsman. And if i manage to implement ready/relax variants with the help of @Freagarach that would be a whole game changer making the battles more immersives while having relaxed as default for all infantry and cavalry too.
    1 point
  23. another idle intended for roman triari or if we implement animation variant based on stance (Pasive, aggresive, hold ground, defensive).
    1 point
  24. I use the SVN version but I have this that is appearing, is it normal ? The healers are very nice by the way There is still the wooden scabbard on the fanatics Edit: and do you want to keep the different shades for the bronze helmets? Because currently there is this issue only with the Celts and I am not sure it will be appreciated by the players:
    1 point
  25. A belated update. City Building Mod has been updated with Coin resources from Phase II. Not all of Phase II plans are completed, hopefully can be finished soon. Coin resource and how it works might sound familiar for those who played great mods like Delenda Est or especially 0abc where this mod takes a lot of inspirations from. I promised I would give it a different spin so here they are, Update 0.2.0: Coin resource added. It is meant to be a measure of prosperity of your city. All buildings consume Coin (negative trickle), except houses and markets/tavern. This is to simulate salary. Houses and markets generate Coin instead, to simulate taxation. Houses pay different amount of taxes depending on location desirability. House beside a barrack pay less tax than house beside a wonder. Units consume Food. Cavalry consume twice as much, and Elephants consume five times human food portions. Stable and kennels consume food as well Building consume Wood to simulate maintenance, as wood is degradable. Bigger building consume more wood. Some technologies also cost Coins where it makes sense. Phasing up always use coins. Mercenaries, Champions, and Heroes cost significant amount of coins, and mercenaries also consume Coins periodically. All resources can only be reduced to zero, but Coins can go negative to simulate government debts. etc. As usual, if you're interested to try the mod it is available on Mod.io and GitHub. Challenges faced on Phase II are these: Resource Cap: It's still a mystery to me. I thought I could just mimic Population Cap behaviour, but turns out it's very difficult. Not only Cost.js and Player.js has to be modified, it seems GuiInterface.js should also be changed, and I still don't understand this file. Victory Condition: Still figuring out how to trigger based on amount resources collected. My dream would be an option in Game Type before battle that says "Economic Victory" and the goal is to be the first to reach 50,000 Coins. Secondary resources: This should be implemented alongside resource cap. Also my concern is that this is going to make unnecessary microes. Therefore I shall postpone this until later. I'd probably dabble around Phase III meanwhile. Phase III is overhaul for Citizens to make it more interesting. Some of the main ideas I'd like to explore in this phase is to introduce a unit called Leader. A hero type unit that will be available since the beginning, replacing current cavalry. Leader is meant to be player avatar thus bestowed with advanced capabilities and aura which could be upgraded like in RPG games. I also would like to explore the possibilities of militia as starting units, which can be promoted to regular soldiers later. Thanks for reading!
    1 point
  26. Continuing my experiment with the new wood material:
    1 point
  27. @Stan` @Nescio @Loki1950 Hi guys, I'm trying to modify some aspects of the UI and I was wondering if is it possible to hide the upper corners of the minimap with an alpha or something. Do you have any idea?
    1 point
  28. Hayo 0AD! Here is a scrap for a not very simple UI. Adapted it from some previous design made for AOE3. Sadly for now i have no idea how to implement this, so its pretty much eye candy. (Feels like this would fit well for 1000 AD thou). Any critizing and opinions are welcome!
    1 point
  29. Keep your motivation Also I guess making a mod would be nice, so people can try it and give you feedback. Let me know if you need any help.
    1 point
  30. Yeah, Maurya and Mauryan are both correct, Maurya being more correct. Truth be told, I was actually just trying to differentiate the mod from the core game. "Romans (Principates)" doesn't really make sense grammatically, but I use Principates all the same (I also like how it sounds next to historical terms like Optimates and such).
    1 point
  31. I can try make that, but @Alexandermb can do it faster.
    1 point
  32. https://waywardstrategist.com/2015/05/04/lets-talk-rts-user-interface-part-1-interview-with-dave-pottinger/ Some extra sources.
    1 point
  33. It's already too late for this release. We are currently waiting for the trailer to be put together, the release announcement to be completed using the trailer, and making sure the last release candidate for macOs works.
    1 point
  34. Tbh i like the logo as it is, i just think the letters are too spread , and the dots are a little too proeminent. Also the bevel in the 0 cross seems a bit too obvious.
    1 point
  35. Comments/Notes Overall style looks great to me. The "paper" sections could be different colors/textures/have different edge detail for each culture, while the metallic elements can change to match as well, such as silver, iron, stone, wood, bronze, gold, etc. Keeping the same shapes and overall look. 1. These buttons are unit actions, so should go with the buttons [2] around the unit portrait [3]. 2. I think these should be centered over the top arrowhead. If [9] can be extended a few pixels leftward, then the additional buttons at 1 can be placed radially around the portrait. Initially there would be too many, but if WFG adopted my suggestion to simplify stances to 3 selectable stances only [Aggressive, Defensive, Stand Ground], then there is enough room for all of the buttons, a total of 9. 3. The portrait needs a spot for the Rank insignia. I like the "gloss" overlay. Nice touch. I also agree that if the selection is multiple units but just 1 type, then the large portrait should remain, with a large number overlain. 4. This is nice, I like this. Makes the formations prominent. Would look even nicer if, again, number of formations were reduced. Box, Skirmish, and Flank formations are useless. 5. Need a yellow bar for resource count. 6. Minimap buttons can go radially here, all the way around. Total of 8 possible minimap buttons. Plenty. Or just go with the 5 buttons you have there, bunched together. That works too. I don't think we really want more than about 5 different minimap features anyway. 7. I like how this gives room for 1 more additional icon [9 wide instead of the current 8 wide]. This panel here is where this UI can adapt to different screen widths. On narrower widths, there can be an arrow-over to scroll this over to show any hidden icons. 8. I like the negative space around the icons here. Gives "breathing room." 9. May I suggest a nifty little feature here? Perhaps clicking here toggles between GenericName and SpecificName. Does a quick little rollover animation. The "Drakkar" detail you have there on the right side can further customize for each culture. On lower resolutions the feature wouldn't even show up, but it would on 1600+px widths. I'd like to see the above, but using the real 0 A.D. logo. I like the style and the buttons at the bottom.
    1 point
  36. Panel on the right needs to accommodate 3 rows high. You also need to show mockups for various things like formations, garrison, bartering at Market, etc. Otherwise this is awesome.
    1 point
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