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Showing content with the highest reputation on 2019-10-05 in all areas
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Implement a scout class cavalryman for each civ (see Delenda Est, per always). No bonuses except vision range and speed. These are your trash cavalry units and are the only cav trainable in Village Phase.2 points
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@faction02 No it does not, Thanks for the report, I'll fix it EDIT fixed in https://trac.wildfiregames.com/changeset/230552 points
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As I wrote earlier, I think it would be best to give the Persians a champion chariot instead and replace their b/a/e chariot archers with horse archers (take the Seleucid's). Chariots weren't that common; at the battle of Cunaxa (401 BC), Cyrus had 1600 horsemen and 20 chariots (i.e. 80:1) and Artaxerxes 6000 horsemen and 150 chariots (i.e. 40:1).2 points
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It took me time to find the compatible Autociv (Yes, I'm THAT lazy). Feldfeld's Rush.zip1 point
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Age of Empires had a clear idea of what cavalry in the early game did; it scouted. I personally enjoyed this since it allowed for something to do during the slower stages of the game. In 0 A.D. scouting is less important, which is okay since the pacing is different. Due to this, cavalry primarily help bolster the economy. Since these units are highly capable at food gathering when hunting is easy, it often encourages players to mass cavalry for an eventual early rush. I'd personally say this feels immersion breaking. Cavalry were the usually elite, not soldiers that one could expect for a village to field. That said, I would like to open up discussion for possible alternatives to the current implementation. Here are a few things I've thought of: Have cavalry not hunt or be much more inefficient at it. This would by far limit their use. Make cavalry only trainable in the town phase. One thing this does that I like is that it still allows for making cavalry a possible but situational hunting unit. The main downside is that this would make ranged units, unless the meta was changed dramatically, be the dominant type of unit during the village phase in the game. Have an artificial block in place aside from the town phase such as a technology or a building requirement like the corral. Again this would at least delay their production; I'm just not sure if it would be a meaningful enough change.1 point
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Option C: Make chariots "tech up" from light (the little chariot) to medium to heavy with technologies. Also agree with just making them Champion class, but have them tech up as suggested. The game is missing progression stuff like this IMHO.1 point
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Thanks very much for the replay! The problem has been identified! Always thanks for testing as well :)1 point
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You can edit the commands.txt to removed mods you don't have. Looks like this "mods":[["public","0.0.23"],["fgod","1.6.22"],["autociv","0.3.3"]]1 point
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Getting closer, however : ERROR: art/meshes/skeletal/elephant_asian_armored_03.dae: Didn't find any objects in the scene Exception thrown at 0x76143562 in pyrogenesis_dbg.exe: Microsoft C++ exception: ColladaException at memory location 0x05B3A744. ERROR: art/meshes/skeletal/elephant_asian_armored_03.dae: Couldn't find object to convert ERROR: Could not load mesh 'art/meshes/skeletal/elephant_asian_armored_03.dae' ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/elephant_asian_armored_03.dae failed to load1 point
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@Stan` fixing the vertex weight of sails, after that i'll go with the elephants again for finish it. Only a few sails missing.1 point
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Thanks, but I don't really do IRC. Given the fact that the code is currently open to a limited people, I couldn't really care much what goes on there. I only want to know if the project is still alive. That's enough for me.1 point
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As expected, given this thread is hosted on wfg’s forum. If you want up-to-date information, ask away at https://webchat.freenode.net/#forkad1 point
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if everyone agrees for me thats the most acceptable option. Charioth shouldn't promote and neither should gather meat.1 point
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@Alexandermb Checkrefs.pl errors Re: SVN error: It happens sometimes, I guess you didn't pull or something else went wrong. But the files went through. Sure. What can I do to help you ? Still waiting for re-export 2% (8/398) Here is a list of unused animations (Notice that some are in both lists)1 point
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I have some new patch to test. This time it's an bugfix not only an workaround. (https://code.wildfiregames.com/D2353) L3 Cache Ryzen 3000.patch Thanks also to @Imarok for help.1 point
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Yes, historically chariots often served as a vanguard, whereas cavalry was typically for harassing, raiding, chasing down fleeing opponents, etc. There also appears to be different functions for quadrigae (heavy four-horse chariots), which were positioned in front of the main infantry formation (like elephants), and bigae (light two-horse chariots), which were positioned on the flanks (like cavalry). Currently in 0 A.D., chariots are functionally indistinguishable from cavalry, because they're statistically identical. But if they would have, say, twice the health and population cost and more armour, then chariots would have their own rôle. Also, I think scythed chariots ought to become melee units. You mean the scythes under the chariot bodies, pointing towards the ground? Yes. Xenophon doesn't mention blades attached to the yokes on the horse backs, though.1 point
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This right here would be great. Also, would you like me to redesign the tutorial map for A24, @Angen? The current one is ugly and A24 will have some really nice assets I can use to make a very nice map. I can make it have the same berries, trees, mines, units, etc. as the current one, but look soooo much nicer.1 point
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Did it! Please, as english is not my mother tongue, can someone look for typos and style corrections? Thank you very much!1 point
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