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Showing content with the highest reputation on 2019-09-23 in all areas
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Diomedes? Dude, what about Memnon and Penthesilea? I want to see some Aethiops and Amazons on the battle field. They were very popular among the Greeks themselves, even though they fought for "the enemy", they were hugely respected and a popular topic in their art. I want to see Memnon slaying Antilochus, Nestor's son, and then I want to see the fight between Memnon and Achilles, that was so epic that even the gods of Olympus watched on in awe as these demigods clashed... I'd like to see the arrival of Penthesilea's Amazons and see them kicking some a__ on the battlefield, and see Achilles falling in love with the great Amazon Queen just as he kills her (talk about drama)... Would make for some amazing cut scenes! Check these:3 points
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@wowgetoffyourcellphone, I'm sure you've seen this one before, but it's still worth the share... I'd never seen it with subtitles for some reason. The subtitles make me want to see the rise of the Khanate again, lol... I love how they infused Western influences like that and still stay true to their roots. Also, there's some nice idea's for Xiongnu or silk road maps... Beautiful setting... @tengrist, your thing?2 points
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When messing around with Delenda Est, I've managed to add special starting units, special starting structures, and other things for most of the civs. And then it dawned on me watching Wow Jr. playing LoL and AC: Odyssey: Perhaps we can allow players to adjust/customize their civs within defined parameters? This would add meta to the game where it is sorely lacking. We could have a civ customization page in the game, accessible from the main menu, and then add an option to the gamesetup for the host to enable or disable Customized Civs (default is enabled). Let's look at Sparta Choose between 3 Starting Heroes. Every player starts a standard match with 1 hero, in their "infantry" or "foot" state. Later, in City Phase, they can be upgraded to a mount or other state. If customized civs are disabled, this hero would be randomly chosen, but the player can choose which hero they want for their customized version of the Spartans. Choose a Starting Structure. Every Hellenic/Hellenistic civ gets the Stoa as an option, which has the Greek Architecture aura (All Structures +20% health, +10% build time) or a free Cult Statue of Apollo or Leonidas (if he is not the chosen starting hero) with some kind of bonus. Choose a Special Starting Unit. A Spartiate Hoplite champion. A free Champion so can help in defending the base in early game. A Skiritai Runner, elite spearman. Not quite as strong as a champion, but can help build structures and scout. 2 free Helot Peasants, who cannot build or fight, but are very good gatherers. Choose a Special Technology. Have 3 or 4 historical technologies from which the player can choose to unlock. Hellenistic Reforms (Unlocks the Spartan Pikeman and Syntagma formation) The Agoge (Hoplites +15% health, +10% train time) Olympic Champions (unlocks the ability to upgrade 2 of your Spartiates to Olympic Champion bodyguards, as in Delenda Est) Krypteia Secret Police (unlocks an aura for Champions and Heroes that boosts the performance of Helot units) You'd have these kinds of options for every civ. The GUI would be rather simple. Just have these slots that you can fill in by choosing from the available customizations. You'd need a civ drop down or dialog to choose the civ to customize. Initially, there would just be the option to customize a civ once, so this becomes your 1 customized version of the Spartans, for example, and you can customize each civ once. But later, perhaps you can have up to 3 customizations for each civ and you can save each one with an annotated name.1 point
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@Anaxandridas ho Skandiates I'm afraid the statue won't be ready any time soon . About a month ago, part of my PC files were accidentally deleted, including the ones corresponding to The Great Bronze Athena. Unfortunately I didn't have my files backed up. I had invested a lot of time and effort on this statue, but now it's gone. At this point I'm not sure whether I should start again or just resign. I'm sorry.1 point
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You should indeed look at the wallbuilder code (Walls.js). IIRC the short/medium/long segements are already very similar to what you propose, the towers shouldn't be too hard too remove (in fact it is just removng L90 too L100 from that file), but one migh need to addapt some sizes to fill the gaps.1 point
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Really I just would like a louder, better alarm sound when being attacked. I have lost too many bases because of it!1 point
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Actually the game has freestanding collonades already, for the Seleucids but they don't have to be used strictly for them. But I think you want an endless row of roofed portico too, which would be nice. Just need left and right ends too. The stoa on the right might already be in the game in actor form, but if not it can easily be taken from Delenda Est. It would be nice if the Aphrodite statue got some love. It pretty much looks half finished.1 point
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Our games has only OpenGL 1/2 implementation and OpenGL ES (but it requires additional compilation flags, and highly likely it's not compilable). With default OpenGL the game can't request GL3. So the claiming is sent by some dependency (SDL or driver). AFAIK the game uses the system version of SDL on *nix platforms (config is taken from the environment variable: SDL2_CONFIG). Could you provide the error/warning? See https://trac.wildfiregames.com/wiki/GameDataPaths1 point
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I would start by getting familiar with Blender's user interface and edit with some simple shapes. I've included my Zapotec workspace from the video here if you wanted to mess around with it. It's a big file though, hope that's not too much of an issue. A true tutorial will probably be better for you to follow than my speed-modelling video, though I'm glad it's inspired you! Good luck! Feel free to come back with any questions or updates zapo_struct.zip1 point
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I just looked up the current specification, and the hardware can fully support es 3.2 and vulkan1.1 . Since I have been thinking of getting the new one, I might try getting this to work there.1 point
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At least Rome 1 was easily moddable... I prefer it than Rome 2 simply for this. I understand totally that a game could skip historical accuracy if they assume it and do not hide the inaccuracies. Amateurs are often better than the developers. Historical accuracy at the level of nitpickers is a small market.1 point
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I just ran into this in a game I played: I don't think unfinished buildings should count to the victory conditions. I spent 10 mins running cav all over the map looking for the last unit of my AI enemy, and after using cheats to fully reveal the map, it turns out they placed the foundation of a dock but never started it. But because the dock is a production building, the game wouldn't let me win till I destroyed it, but obviously there was nothing the AI could do with it, it had nobody left to actually finish it.1 point
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I mean for what it's worth, the Total War series has never been the best example of historically accurate unit designs and rosters. Rome Total War was and is an awesome game, but the depictions of Egyptians, Britons, and Germanic Tribes were... shall we say a bit fantastical. This is nothing much worse than that game at least to me.1 point
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Harder and faster IA. This is just a suggestion for really hard singleplayer IA for have in mind later if possible. Have any1 of you played Dawn of War - Dark Crusade/Soulstorm? That game in hard mode is pretty much fast and hard but having Ultimate Apocalypse Mod with it makes it X10 times faster and harder just like the name An Apocalypse!. Recently i was playing one campaing and lost 3 times before capturing the first map enemy city because while i was controling 1 single squadron my enemy had 10 army capturing each outpost and attacking my base simultaneously. Haven't played it for so long time make my brain got tired really quickly due the fast attacking and coordinated waves the IA sent. Compared to 0.A.D. attacking waves wich are kinda obvious from the roster to the timing. Just a nitpick suggestion for attack waves. I would like to feel my brain struggle having to micro manage each army squadron between the whole map instead of just a single flank entrance, in 0.A.D i could even make a wall hallway full of archers and IA still will go throught it eating the whole trap. If i ever find myself in trouble again in Dawn of War campaing will post here a little screenshot of the battle so it can be seen from another perspective.1 point
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@Basshunter doing metal helmets is my hobby now so, if ya need some let me know!1 point
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Overall I agree with your proposal, very urban civilizations have a denser population so they should have houses and residentials with a better increase. However, it has nothing to do with science, nor they are more scientific than the others. Greco-Roman houses construction were not applying more scientific principles than their Gallic equivalents. It is another matter for more complex buildings but for houses it is not the case. At this time, engineering has little to do with scientific knowledge but more with practical experience and socioeconomical needs. So I agree, civilizations that were more rural than urban should have cheaper and simpler houses, but not necessarily a population bonus. In the case of the Gallic, maybe it makes sense to give them a strong asset in spreading strategies in regards of the history of the La Tène culture but not necessarily through population bonus by buildings. Good idea.1 point
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how far are we from having a civil war mod? I actually would love to play one on 0 A.D. instead of wars of liberty on age of empires 3 more freedom and all, would love to defend michigan from canadians and fight ohio as U.S.A. infantry from michigan vs U.S.A. infantry from ohio its great that you seem to already have models for the u.s.a. infantry.1 point
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we must follow this path creating more coherence (logical) and simplistic way. more realistic but logical: mining , farming , building , kill most of Aoe memes.1 point