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Showing content with the highest reputation on 2020-04-22 in all areas
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3 points
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Keep in mind those two statues at Thermopylae and Sparta are products of 20 C Greek nationalist propaganda.3 points
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I'd vote for Palace at Pella. It's 100% Macedonian and not peripheral. Similar to why we want to take the Hanging Gardens from the Persians and give them something more Achaemenid (my vote here is for the Gate of All Nations). I'd love for the core game to ship with a bunch of famous ancient buildings, even if they aren't factional wonders. Altar of Pergamon would be awesome to have. Could even eventually have a "Capture the Wonder" game mode that includes these extra wonders in the game.2 points
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Pergamenes would be a nice one, totally. Pergamene Pikeman Thureophoros (heavy skirmisher) Galatian Swordsman (merc) Galatian Horseman (merc) Tarantine Cavalry Attalid Royal Cavalry (champ lancer) Pergamene Thorakite (champ heavy swordsman) Hemiolia Trihemiolia Tetreres (quadrireme) Wonder: Pergamon Altar2 points
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Thanks but I did not do that one (It was Alexandermb I think) you can check all the shields that will be included in A24 here ( some might not be used) https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/skins/props/shield2 points
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Hi, This is to report Negraco player. I was winning, and he told me gg and quit the game. My lobby username is : jeromescherer @user1 Sorry to see you have to do too much of those things lately... Thank you! commands.txt2 points
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The Antigonids were Macedonians. Yes, Antigonos Monophthalmos controlled a significant portion of the Levant, but only for a few years (306–301 BC). His son Demetrios Poliokētēs later usurped the throne of Macedon (294–287 BC), but was expelled. Only with Antigonos Gonatas was the dynasty firmly established, ruling Macedonia for about a century (276–168 BC). Before anyone starts spending time and effort creating an Antigonid civilization, ask yourself critically, how would they be different from the Macedonians already present in 0 A.D.?2 points
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That shouldn't be an issue at all. To create a mod you just need to edit text files and create folders. +---antigonids | +---mod.json | +---art | | +---actors | | | +---structures | | | | +---antigonid | | | +---units | | | | +---antigonid | +---simulation | | +---data | | | +---civs | | +---templates | | | +---units | | | +---structures You will need to create an anti.json civ file (you can copy another one like athen.json) simulation/data/civs You need to add a mod.json { "name": "", "version": "1.0.0", "label": "Antigonids", "url": "https://github.com/0admods/antigonids", "description": "This mod adds the antigonids faction to the game", "dependencies": ["0ad=0.0.24"] } For templates, you can duplicate the ones you need from the public mod (eg. athen_cc) rename it anti_cc.xml and put it into the folder simulation/templates/structures Let me know if I can help more.2 points
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2 points
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To put forward another Hellenistic structure, the Altar of Zeus at Pergamum would be be a plausible option. The Attalid dynasty based in Pergamum was directly from Lysimachus' successor state, and the structure is in an incredible state of preservation due to the meticulous work of German archaeologists.2 points
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2 points
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1 point
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I've played almost every day since I downloaded the game a year ago, and so far there's only one design feature that bothers me: it takes 6 CLICKS to exit the game. Menu Exit Confirm Continue Exit Confirm UI design should almost never include confirmations. They give a false sense of security and according to (I believe it was him) Jared Spool (or his buddy Jakob Nielsen) more data is lost when tools use confirmations than when they simply accept the input. If those are killed, we're down to 4 clicks. If I want to see the stats screen (where I have to click 'Continue') I can go look at it. Why is it a required step to exit the game? I understand there may be a desire to exit the game being played, but not terminate the application itself. Perhaps 2 menu items, 'Leave Game' and 'Exit 0A.D.') Then it's only 2 clicks: Menu Exit 0A.D. If not, at least it's down to 3 steps Menu Exit Game Exit 0A.D. which is heaps better. Thanks for a marvelous game.1 point
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Ironically enough, the modeler for the Hanging Gardens was working on replacing it with the Gate of All Nations. lol @Enrique1 point
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Thing is, you don't learn anything about the Gauls by building Stonehenge.1 point
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I was selecting the cav, and honestly it was early game, i thought it would pass by itself but it didn't. I asked to my ally if am i the only one, or is it a bug. I pushed to the few buttons to close it, but then i gave up. You are probably right. I should've make some research before open this topic. But i am %99 sure i didn't pushed anything before that.1 point
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I know, i did not pushed to anything and im sure I also tried to close it. But okay if it not possibly a bug, maybe i am wrong.1 point
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In Delenda Est, "Loopholes" adds attack range, while "Murder Holes" removes the minimum attack range (same as base game). I think Loopholes sounds better than "Arrow Shooters" which is pretty ambiguous.1 point
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1 point
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All right, here's the situation, @wowgetoffyourcellphone: 1. Currently the Leonidas hero portrait mixes Butler's face and helmet (in the film) with the accurate traverse crest not extended to the shoulders. If the 300 Leonidas actor is to remain (for example, as a scenario asset), the helmet's crest position should be fixed. That can be the new spart_hero_leonidas_300.png. 2. For the proposed new portrait, the Spartan helmet extending to the chin (from the statues and the one from the Spartan bust) will be used; totally different from the hoplite helmets which extends to the neck. Other than that, expect a sketch from me in probably a few days.1 point
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I guess I could offset the texture a bit for the houses I need to bake the ao again and that's a small fix1 point
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Looks great (checked it out in Atlas). Good job updating the normal map on the rooftiles too. I say commit this sucker. Only thing I wouldn't have done was to copy-pasta the UV mapping onto the roofs so much. But that's just a pet peeve of mine (like how people just UV map 1 Greek column and then copy-paste the same column 20 times on a temple lol).1 point
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1 point
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I just made a *sort of* working version for DE. Things to note: - I made it on a released version of delenda est, if you find that dependencies are not met, try modifying the mod.json file to change them. - If you play it on a later version of DE compared to the one i modded on, some files may be overwritten. - Added farmlands, i'll look to improve the way they look later if i'm able to. For now there is also a bug where if they spawn on the edges of the map there may be some areas not covered by the gathering bonus aura. - Added mercenary camps. As of now I didn't make the number of additionnal farmlands / mercenary camps scale with map size or player numbers yet. - Added unique starting buildings. In the future i will probably change the way base spawn to meet the looks of skirmish maps (ie. ressources further from CC). The way I added starting buildings may make base spawning bug in other random maps -The spawn of guarranteed farmland areas / mercenary camps has only be finetuned for settings 1v1 medium size. In other map settings they will work most of the time but i should fix that later.1 point
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By default, it can be better to have them in. For example the iberian cavalry champ have it (related to WFG-rP23591) or some healers have the capture_attack variant even if the unit using that actor don't have it. (as Nescio said some seconds before me)1 point
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One change that is definitely warranted, however, I would say is to add proper braiding to Spartans both for unit textures and hero portraits. It is clearly attested in sources such as Plutarch and Herodotus.1 point
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Thanks for the heads up @fatherbushido I think it is not needed if units don't slaughter animals?1 point
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1 point
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The contents of the opening post of this thread were posted by @Stan` on 9 April 2020, as can be seen in the first reply of this thread, not by @AgamemnonPhlemnon on 27 February 2018. A tropaion makes sense; they're also present in other Mediterranean cultures. I agree.1 point
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The current portraits are placeholders. Ideally each hero ought to have an unique portrait. If you think you're up to it, don't hesitate to go ahead. Feel free to use this 5th C BC bust from Sparta for inspiration:1 point
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If that's what you want, you should consider adding the Attalids instead, who ruled Pergamon and surroundings for the better part of two centuries (282–133 BC).1 point
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@user1 I never got points for this game either. Jews vs auxilentmoon. Thanks commands.txt1 point
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I'd like to know the record against the players I've played already. Would be nice as well to make some personal lists of players, so we could "blacklist" some players we don't like to play against with or like, whatever Even when they are not online. Like friends as well. Now, we see the dot when they are online of course, but would be cool to find them even when they are not here. The possibility as well to send private message in the lobby would be useful, instead of creating a game to talk I really like the ideas of leagues that was talked about. But I think it should be longer than 3 months. If we are having record of our results, imagine after few years, there is gonna be a lot in a player profile. I guess some stuff can be made to open/close the historic so the main thing is not overwhelmed. Just a point of vigilance. Thanks!1 point
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Done proof of concept, it is a behemoth of complexity and brute force, but should cover all biomes. It makes some assumptions on gameplay for each biome (e.g. huge food is possible in some biomes but much rarer while savannah, desert and snowy have greater amounts) so feedback is appreciated. It also introduces the concept of straggler fauna, which is close to cc enough to be usable but not in quantities to make farmstead worth. It exists to help with fauna calculations but may also may be an interesting factor in gameplay. I also allow for the possibility of a single patch of berries or small hunt to exist but it also has a 50% chance of having no extra food at all if food to be placed is 600 or lower. I also slightly reduced the distance from ccs in mainland so that small has a bit of backside and made mineral positions vary more widely. cc @ValihrAnt @Feldfeld balanced-maps.pyromod1 point
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@user1 @Hannibal_Barca Reporting user greekwarrior for leaving a rated 1v1 game. metadata.json commands.txt1 point
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@user1 My username: dpikt Opponent username: indio1515 commands.txt metadata.json1 point
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1 point
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Isn’t the Leonidas portrait still using Butler’s face in the film 300? Atlas still has that barechested actor. No offense to a game striving for historical realism. Would also want to suggest a change to the helmet (in the portrait and actor) since it does not match the Leonidas statues. Or if there are passages from historians that the king wore a helmet like that as in the portrait/actor. The shield as well, based on the Medusa texture on one of the already-made Hoplite shields (aspis). Thermopylae monument (could not find one with a better close-up of the head and face): Statue near the city stadium in Sparta:1 point
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Hello, in the game options try disabling GLSL and postprocessing that should fix it.1 point
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yes exactly… because their patfinding is similar and the core need to find only one path for the wohl group (max 200 units/group) instead of finding 200 paths. and you may notice that units that are not moving, dont afects the fps.1 point
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I think that It's nice to balance things out, but I've always liked the rng in popular maps such as Mainland (more berries, closer trees etc.) Also I feel like there aren't enough trees now, but this looks quite nice so good job!1 point
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Imho attack should be the default and capture be secondary, but I ignored it disagreed with many times in this subject.1 point
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1 point
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1 point
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@imperium i really like your work . But Rome has no vital space at all and is too exposed to any attack coming from the 2 sides of the sea (quinquireme with catapults = gg for Rome) your map covers too much territory even with giant size. Your Italy's width is only 2 CC, Rome will have to use all the wood of Italy to spam boats in order to avoid losing control of the sea Below, (yes, looks horrible) this is just to show you that reducing the cover of your map, Rome can now fit like 5 - 6 CC across Italy's width Now, players can colonize Sardinia and Corsica and get wood on spanish islands The sea is big enough to make naval manoeuvres Now, Alps and Pyrenees are large enough to conquer for strategic use I suggest to put on the map 4 civs only : Mace , Rome, Carthage, Iberia and Gaia : Gauls north, Kushites south (maybe make map even a bit more zooming on Italy)1 point
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told ya.. lack of space makes this map unplayable for Rome (even more with Gaia tribes) Seems people are a bit slow to understand... or do they even read ? in my own opinion, would be better to make giant maps to recreate historical wars and create large cities . Carthage vs Rome + gauls, ibers , mace and nubians (kushites would be ok) as possible allies/ mercenaries . So centre the map around Carthage - Rome midway. Make map of inside the circle, it will be terrific Now , you can make capitals big enough (no more a cc with 5 houses around) mountains like Pyrenees and Alps are big enough on the map so can be used for skirmishing and strategic use rivers are large enough to fight with boats islands are big enough to worth an invasion or an hold Rome and Carthage are distant enough to make the game other than spamming/ flooding the sea with empty boats1 point
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lol Stan. I made the same mistake some time ago. I think I might have the files in case you want them for the RotE mod:1 point