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Showing content with the highest reputation on 2019-12-04 in all areas
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Personally I'd recommend: gastraphetes (handheld): only mace scorpio (small): only rome polybolos (repeating): only ptol oxybeles (normal bolshooter): cart and most greeks3 points
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Just played a match to prove you are wrong, it does fit. They aren't MOUNSTROUSLY BIG enough to make a difference between buildings and scales. Smaller than a Palm. Small than the roman wonder, wich is a good comparisson having in mind wonder isn't real scale. Why i would compare roman ballista scale with Gaul houses or fortress? Every architecture has its own design and size and obviously romans had taller buildings wich are already seen in your mod with Insulaes, Also can be seen at every other roman building such as aqueducts or colliseum. Isn't that big. @Stan` Any way to avoid this to happen in my configuration? (Low) I know i can avoid this enabling shadows but i don't have a graphic card to properly play at 30 FPS with or whitout shadows. This is probably the face of every player looking at lithobolos and ballista actually: Before it shots looking that small size: After it shots looking the damage: What i have changed with that? Well, if you see those huge ballista aiming at your town you should have this expression based on the damage it would do, and the pyschological effect it has: So if the enemy already reached that knowledge/late game artillery, and you still at phase 2 you will assume you are done.3 points
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3 points
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Here are ten technical drawings which might help: They're from H. Köchly and W. Rüstow Griechische Kriegsschriftsteller (Leipzig 1853-1855), which is fully scanned: https://archive.org/details/griechischekrieg01kc/page/n5 https://archive.org/details/p1griechischekri02kc/page/n6 https://archive.org/details/griechischekrieg00kcuoft/page/n62 points
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Personally I don't mind having siege engines of different sizes, however, regardless of size, they all follow the same principles and ratios. The ones in those screenshots look way too tall and top-heavy, hence unstable. For stone-throwers the width ought to be 50% of the length and the height 30% of the length (i.e. a 10:5:3 l:w:h ratio).2 points
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Vitruvius book X is on various machines; scorpions etc are discussed from chapter 10 onwards; see: http://www.perseus.tufts.edu/hopper/text?doc=Vitr.+10&fromdoc=Perseus%3Atext%3A1999.02.0072 http://www.perseus.tufts.edu/hopper/text?doc=Perseus%3Atext%3A1999.02.0073%3Abook%3D10 For what's it worth, Wikipedia has a table of for various calibres: https://en.wikipedia.org/wiki/Torsion_siege_engine#Measurements Also note that while in 0 A.D. there is just one class (“Siege”), historically artillery and siegecraft were separate subjects.2 points
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chrstgtr (romans) vs Rauls (brits) Map: Mainland tropical small An exciting match, very balanced until mid to end. metadata.json commands.txt2 points
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Ship Scale is already an issue, at some point if gameplay performance isn't that bad with huge maps naval battles with ships should be real scale, but im not the one to decide that. Neither we have the performance available for have the amount of sea we need. Just throw out of the board that AoE scale gameplay stuff, thats already wasted and disgusting at this point of 3D worlds. I can't enjoy a game like AoE Online not because of the cartoon look but the size of a Ship or an artillery having the same size of a cavalry. We already have AoE 2 DE and in the way an AoE 4 with walls with the size of an elephant why we need to sell the same product but cheaper?. Every company/indie group should have their own artistic vision and gameplay. That era of fake scale stuff has ended a long time ago with the death of first RTS's.2 points
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Discuss and suggest settings that improve gameplay in general. Better zoom and scroll speed (tks @ValihrAnt): view.scroll.speed = "200" view.zoom.default = "200" Performance and contrast (only 1st setting requires autociv): autociv.session.graphics.corpses.max = "0" showsky = "false" shadows = "false" particles = "false" postproc = "false" watereffects = "false" Place to check further settings and defaults (I found no documentation for scroll and zoom): https://github.com/0ad/0ad/blob/master/binaries/data/config/default.cfg1 point
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With the animations I've done with the ballista and lithobolod rotating the levers I can make a loop of it and use it on a crane. However I don't see where we can use cranes (visually speaking) properly.1 point
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I'm freaking TELLING YOU THESE GIANT SIEGE ENGINES DO NOT FIT THE GAME WORLD.1 point
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I think Continent Medium is a superior map in arguably any aspect to Mainland Small, except if you want to avoid naval invasions, but that's a feature for me. Other good choices: - Ratumacos Small - Rivers Small - Guadalquivir River Small - Latium Small - Flood Medium (a very challenging format) In the current meta, maps with defensive positions are not well received since they are hard to break, but Pyrenean Sierra Small seems great too.1 point
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Would be nice to have capturable rolling fireballs you could throw on your enemies.1 point
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In other talk, from the beginning i've always considered siege artillery excluding ram a joke, not visually speaking, because that haven't been updated since the beginning of the game i assume (excluding roman ballista) but size. A polybolos, scorpion and oxybeles having around the same size of a Lithobolos, but the lithobolos does by far more damage? Thats a joke. That lithobolos scale only can throw a sling rock. Small artillery have a good size, but Roman/Carthage Ballista and lithobolos are a joke.1 point
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Doing it whitout "real size" its a problem at least to me when animating, not only with artillery but in any other case, using other measure likely lead to bugs and problems when animating/meshing at some point ending on a week of blender looking a wait to fit the size issue with infantry. Animals, Trees, Weapons, Helmets, and anything that is used or affected by the human scale mesh on game should have real size either it will end looking cartoony and breaking historical accuracy. Gameplay related size only matter on ships if we ever had ship boarding but thats far from being possible i belive, if that happens then we can scale up all structures and ships if we ever have navmesh. And its only in this case Height for roman ballista. Lithobolos does have around 1,5 or 2 footprint more however i haven't touched that yet. Imagine having a WW2 Tank being smaller, it would end looking very ridiculous and people will make fun of it. Structures somehowe already have a decent size, not to mention that it was wrong at first place when the game was done not the scale of the buildings but the Scale of all living entities being too big for the world size. Because if i do a RPG Size Scale infantry on a RTS map i will need a RPG Scale size with RPG level of Detail. And yep, the point was doing it huge not comparing to buildings because its already useless to compare sizes since we already know buildings aren't real size scale. The main idea is to introduce what i've proposed in gameplay splitting artillery into Small boltshooters, Medium Stonthrowers, Huge Stonethrowers. If its okay either this ballista is replacing the actual one, or another one im planning to do after polibolos with medium size for med artillery. My mystake in many cases was to "Follow" what it is ingame, following what it was already done lead many times to mistakes and weeks of struggling on blender trying to achieve the "Detail" or artistic work ever done on 0.A.D. At least to me that lead me many times to mistakes and time wasted. I accept that i can't work with "fake measures", i can do adjusments to match gameplay but sometimes i can't go farther than this because every artist have his own way to work.1 point
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Real sized siege may be good as campaign "bosses" (cf. Bad Neighbor from AOE2)1 point
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Hmm. "Real size" here is overkill and will likely be detrimental to gameplay, not to mention look super weird next to buildings and ships. It's cool af of course, but do you intend to make Wonders real size? Trees? Ships? Cliffs? Mountains? How about army sizes? 300 pop after all.1 point
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1 Step ahead of references: Yep, thats the plan, high attack output while removing the ability to move (i wonder if its possible to make it unable to rotate also). Yes also, it could have a bonus agaisn't infantry, being this weak agaisn't cavalry and ranged attacks. Boltshooter should be faster pierceing projectile while stonethrower regular speed sling stone projectile. For other cilizations like gauls and mauryans capturing this siege weapons i wish there was a feature that make the captured entities decay at time, in this case for weapons means that the gauls would learn how to use it but not build them, but not using it properly neither giving proper maintenance it will end consequently damaged over time and lastly decaying to death.1 point
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I like the possibility of building a heavy artillery on the battlefield. For work, it needs to have a very high attack as it would be extremely vulnerable cuz cant move (right?). I really like the idea of Boltshooter/Stonethrower vulnerable to ranged damage, but it has a big effect on current balance. For this to work in my opinion, the patch/unpatch needs to work properly, and increased effectiveness against troops.1 point
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Can't promise that. One of my goal is to split Pyrogenesis From 0 A.D. so that people can play whatever mod they'd like with Empires Ascendant and Empires Besieged being the two "Official Mods"1 point