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  1. Do you guys thinks rams are too powerful? If not how do you counter them?
    2 points
  2. It's looking for wx.h which is a header file and not part libwxgtk3.0-gtk3-0v5 you also need libwxgtk3.0-gtk3-0v5-dev as well Enjoy the Choice
    2 points
  3. It has been like that for a years now. Why is it still not changed?
    2 points
  4. How is it that rams counter rams? Why do rams can attack other units apart from buildings and walls? In what way does this resemble real warfare?..
    2 points
  5. THE MACEDONIANS Above: Hero selections for the Macedonian player Above: Philip II of Macedon (left), Alexander III the Great (right) Above: General Craterus (left), Demetrius the Besieger (right) Above: Macedonian Citizens (left), Slaves (right) Above: Priest/Healer Units Civic Center Macedonian Citizen (I) Storehouse/Farmstead Slave (II) As with all slaves, unlocked by building a Market in Town Phase (II). Barracks In the City Phase (III), individual Barracks can be upgraded to the Royal Barracks, which allows the training of Elite Pikemen, Hypaspist Champions, and champion Thorakites (phase IV). Pezhetairos Pikeman (I) Elite Pezhetairos Pikeman (III) Hypaspist Champion Hoplite (III) Can upgrade to Silver Shield champion after researching "Silver Shields" tech. Macedonian Thorakites (IV) Archery Range Agrianian Peltast (I) Runs faster than other javelin infantry. Promotion techs -> Advanced (III) -> Elite (IV) Rhodian Slinger (II) Mercenary (costs only Coin) Cavalry Stable In the City Phase (III), individual Stables can be upgraded to the Royal Stables, which allow the training of Elite Thessalian Cavalry and champion Companion Cavalry. Scout Cavalry (I) Thessalian Cavalry (II) Companion Champion Cavalry (III) Can upgrade to Royal Bodyguard cavalry after researching "Royal Bodyguards" tech. Fortress The Macedonian Fortress allows the training of Hypaspist champions, Companion Cavalry champions, and 4 different heroes. The Macedonians have a unique hero system which I hope to roll out to all other heroes in the game. This will be discussed later in this document. Hypaspist Champion Hoplite (III) Can upgrade to Silver Shield champion after researching "Silver Shields" tech. Companion Champion Cavalry (III) Can upgrade to Royal Bodyguard cavalry after researching "Royal Bodyguards" tech. Philip of Macedon "Great Reformer" aura: Champion Units -50% train time and -25% cost while he lives. Can upgrade to mounted version, with extra health, speed, and trample effects. Alexander the Great "Imperialist" aura: Macedonian Civic Centers +20% territory bonus during his lifetime. Can upgrade to mounted version, with extra health, speed, and trample effects. General Craterus "Taxiarchès" aura: Pike Infantry +20% attack and +20% capture within 30 meters of him. Can upgrade to mounted version, with extra health, speed, and trample effects. Demetrius the Besieger "Poliorkḗtēs The Besieger" aura: Siege Engines +15% range and +10 crush attack during his lifetime. Can upgrade to mounted version, with extra health, speed, and trample effects. Siege Workshop As with all other civs, building a Siege Workshop unlocks the Catapult, which can be built by citizen soldiers anywhere on the map. Unlike other civs, the Macedonians do not have to research "Ballistics" before researching catapult technologies. Lithobolos Catapult Unlocked by building a Siege Workshop. Buildable by units in the field. Oxybeles Boltshooter Trained from the Workshop Covered Battering Ram Trained from Workshop Helepolis Siege Tower Trained from the Workshop Dock As with other seafaring civs, the Dock has been split into a Dock, which trains fishing boats and merchant ships, and a Shipyard, which trains warships. Fishing Boat (I) Merchant Ship (II) Naval Shipyard As with other seafaring civs, the Dock has been split into a Dock, which trains fishing boats and merchant ships, and a Shipyard, which trains warships. Dieres (II) Light Warship Trieres (III) Medium Warship Hexeres (IV) Trainable after researching "Naval Arms Race." Factional Mercenary Camp The game has 2 different types of Mercenary Camps, which are capturable Gaia structures dotting the map. Native Mercenary Camps have mercenaries available based on geographic location and ethnicity of the map. Factional Mercenary Camps are those with mercenaries available for hire based upon the owning player's civ. Mercenaries cost no population room and between 100 and 150 Coin resource to hire. They have a training limit of 30, increasing +10 for each subsequent Mercenary Camp captured. Mercenary Greek Hoplite (II) Advanced Rank Thracian Black Cloak (III) Elite Rank; costs extra coin Cretan Heavy Archer (II) Elite Rank; costs extra coin Odrysian Skirmish Cavalry (II) Special Buildings Library "Scholarship" aura: Reduce the cost and research time of remaining technologies by 10% with every Library owned. Research some special technologies. Special Technologies Silver Shields (IV) Allow Hypaspist Champion Infantry to upgrade to Silver Shields for a small cost, for greater attack, health, and armor. Royal Bodyguards (IV) Allow Companion Cavalry champions to upgrade to Royal Bodyguards for a small cost, for greater attack, health, and armor. Metropolis (IV) Civic Centers +100% health and double default arrows. Antikythera Mechanism (IV) All units +5% speed and +10% vision range. Naval Arms Race (IV) Unlock the Hexērēs heavy warship for the Macedonians. Hegemon (IV) Unlocked when a Macedonian or Epirote player captures a non-Macedonian or non-Epirote Civic Center. Heroes +25% health. Making use of the Upgrade feature The Macedonians make extensive use of the 'Upgrade' feature in the game. By upgrading a Barracks to a Royal Barracks, it unlocks new units and techs. Same thing for the Stable: upgrading it to a Royal Stable unlocks new units and techs. The champion units (Hypaspists and Companions) can upgrade to more powerful versions after researching unlocking techs at the Royal Barracks and Royal Stable. The Heroes have a new unlocking feature that I want to role out to all the heroes in the game. They start life as "foot" versions and then can subsequently be upgraded to a mount, which gives extra health, speed, trample, and other things.
    1 point
  6. Me and a couple friends are planning to make an RTS game and are looking for an engine. I believe Pyrogenesis will be the one we stick with in the end so I wanted to ask some questions about the modding capabilities. Is it possible to: Render 2D sprites into the environment? Additionally changing them dynamically to represent different directions of movement? Similarly to the StarCrafts mod. In case it isn't possible in the current engine, how hard would be to change it? Introduce/modify a day/night cycle that affects the gameplay? Introduce an experience system? Make branching techtrees with incompatible options? Have the terrain affect unit stats while being walked on? Make units with active abilities and if so how would those be limited (targetting units/ground with an ability, a buff/debuff system etc.)
    1 point
  7. I've not played for a while but Rams were the biggest gameplay annoyance for me. They broke emersion for me by being illogically hard to kill by infanty/troops that got along side. I presumed they would be being pushed around by men inside. So if undefended and enemy infantry get alongside, the Ram crew would be very vunlnerable and slaughtered. It seemed wrong when a lot of soldiers couldn't stop a single undefended Ram quickly. It's not a sealed tank. I'd suggest it should be quite weak against infantry, more so than cavalry, as the weakness relates to the idea that people on foot could quickly get inside, or stab inside, and wipe out the crew. This weakness could be relative to if the Ram is Moving/Ramming. So if it's stopped, the crew can be 'defending themselves' and increase its defence much higher but if it's Moving/Ramming then they are very vulnerable to infantry (unless extra infantry inside). This would need infantry to be able to keep up with the ram.
    1 point
  8. Depending on the type of weight of the sling projectile, I think that there is a valid reason to give them the ability to ignore armour to a limited amount. Javelins, being even heavier should have even better abilities to penetrate armour at the cost of requiring a good deal of micro to not get caught out after launching a volley with their short range.
    1 point
  9. The Gallic Wars, Book 5, Ch. 43: On the seventh day of the attack, a very high wind having sprung up, they began to discharge by their slings hot balls made of burned or hardened clay, and heated javelins, upon the huts, which, after the Gallic custom, were thatched with straw. These quickly took fire, and by the violence of the wind, scattered their flames in every part of the camp. By the way about the range: https://en.wikipedia.org/wiki/Sling_(weapon)#Today
    1 point
  10. Highly skilled slingers like those from Rhodes and the Balneares used metallic projectile. And indeed, stone cost is not really justified even for the regular ones. Historically, Rhodian slingers have been used to counter Persian archers. See Xenophon in Anabasis 111.3. 7 to 20.
    1 point
  11. Maybe slingers should be able to make only damage up to a certain point for buildings as realistically they cant take down a castle but do can make mid/small damage.
    1 point
  12. Fix: Disable "post-porcessing" in Menu -> Options -> Graphics to fix. Cause: The mod also adds "screen effects" like FXXA (antialiasing) + image sharpening + chromatic aberration effects. The code for those effects seems to not work quite as intended for some graphic cards and make the image "pixelated".
    1 point
  13. Hi I have a problem with the mod. Now, the image ingame is pixelate. Yesterday was fine when I installed it. Now, it looks like it's always the case. Is there something I have to do to for it? Here is the screenshot :
    1 point
  14. Easter egg material?
    1 point
  15. Nah I was just having fun
    1 point
  16. One thing which is not possible anymore is to have terrain movement cost handled by the pathfinder. So if ever you succeed to do something which slow or boost speed of entities, your units will still take a path which doesn't take that into account when automatically tasked.
    1 point
  17. rally_point_goth.xcf deer.svg rally_point_goth.xcf deer.svg
    1 point
  18. 1 point
  19. Is having more than three heroes a Macedonian bonus; or do you plan to roll out that to other civs too ? Also the cuirass on Craterus looks great, very detailed texture.
    1 point
  20. https://www.jstor.org/stable/26307245?read-now=1&refreqid=excelsior%3A3513a6b224a76d82766e0fd1ff32a2b1&seq=6#page_scan_tab_contents
    1 point
  21. you need a new Emblem?
    1 point
  22. Nice job. Are these flags for athenian and spartian shields?
    1 point
  23. Since they did not use much armor, clothing and shields will be the best way to distinguish rank. Here is my suggestion for citizen spearman shields: Basic: Rectangular or oval shield, wooden boss Advanced:Rectangular oval or hexagonal, wooden boss Elite: Rectangular, oval or hexagonal shield; wooden boss, but some might have a reinforced spina or simple boss Patterns differ too, basic units could have very simple ones (Painted in a single solid color or unpainted except for designs):
    1 point
  24. The tribes of the Xingu region still cultivate the tree of the pequizeiro, being used with a kind of inheritance from father to son.
    1 point
  25. Been researching their ships, according to Tacitus boats like the Hjorstpring one were still in use by the Suiones centuries after that find. They will probably be a very weak civ navally, first find of a larger boat is the one bellow from the 4th century (Based on what i read in previous posts, it seems the civ's timeframe ends after the Marcomannic wars in the late 2nd century). , There are a couple accounts of north sea tribes raiding in rivers or by sea but the accounts just mention boats without much specifics. Some possible names Fiskarijaz Baitaz (Fishing ship) Kauponabaitaz (Trade ship), Skipa (Light war ship). The first post says that units will have tribal names, possible tribes for a warship would be Suardones, Angles and Chauci (Last two are not exactly Suebian but sometimes joined them in wars).
    1 point
  26. I totally agree. My personal taste is the second approach (in fact now it's to not use any of those stats) but I finally bent for something close to the first one (I could explain why but off topic). There are a lot of other stats, features to use (even without bonus). It's something recent. It was just the merge of the experimental gameplay branch of that time https://trac.wildfiregames.com/changeset/15713#file143. There are forks and mods where it is easy to commit! We can't disagree! Thanks for the input. Properly done (something like in 0abc), it makes sense: if spearmen and pikemen are differents, axemen should be too. Yes! In my opinion what we call a spearman or an hoplite in game is just an abstraction (I It sounds also a bad idea for a clear classic RTS gameplay to introduce or to generalize mulitple weapons for a unit (as in getting a brown soup with all ingredients mixed). Proper history tooltips or docs would help. OK, I just saw https://code.wildfiregames.com/D1354 about that.
    1 point
  27. The fundamental problem of 0 A.D. is that it's a mismatch of different approaches. One approach would be that melee units inflict melee damage and ranged units inflict ranged damage. I believe that's the approach taken by Age of Kings, and also Delenda Est. To differentiate unit types one then needs bonus attacks. (In principle you don't even need any different damage types at all.) Another apporach would be to have several damage types (e.g. blunt, hack, thrust, projectile), which allows differentiating units by giving them different armour levels (e.g. if you want to make swordsmen strong vs spearmen but weak vs macemen, raise their thrust armour and lower their crush armour), removing the need for bonus attacks. This is the approach taken by Empire Earth, and also in my 0abc mod. And no, you don't need to introduce a damage type for every weapon (e.g. “axe damage”); units can combine different damage types (e.g. axemen inflict hack and crush damage). 0 A.D. takes aspects of both approaches (e.g. spearmen inflict both hack and pierce damage, but also have a bonus attack vs cavalry; humans have very high crush armour levels, thus necessating artillery to inflict pierce damage in addition to crush damage) and is inferior to either. But that's how it is, changing it would be a fundamental overhaul, unlikely to be committed (the consensus is to favour the status quo). Yes, as anti-structure units, they're inefficient compared to rams and war elephants, and as anti-soldier units, they're ineffective because humans have high crush armour. Maces were not as uncommon as 0 A.D. might suggest, not just in India and the Near-East, but also in the Americas and other parts of the world. Having a separate parent template makes sense, I for one would be in favour of introducing a citizen maceman template too, as well as separate templates for axemen. (But I'm biased, of course.) 0 A.D. also differentiates between spearmen and pikemen. Historically, different weapons had different purposes: thrusting weapons (e.g. spears, daggers) were to inflict deep wounds, severly damaging vital organs; cutting weapons (e.g. machetes) to make broad, painful wounds; blunt weapons (e.g. maces) to break bones. That said, regardless of the weapon or wound, wounded are unable to fight properly, and wounds could get infected, so they might die afterwards. Moreover, soldiers tended to have multiple weapons (e.g. spear, javelin, and sword for Greek hoplites, or bow-and-arrows, axe, and dagger for Scythians), but that's something not possible to reflect in game. PS The Kushite “Nuba clubman” is really a maceman: all variations of its weapon consist of a stick with a clearly visible macehead.
    1 point
  28. As of right now, balance wise they are not very useful. It could perhaps be interesting to make them efficient vs armored units and less cost effective against lightly armored units . Could be done maybe by introducing new attack type and having other units have very little armor against it.
    1 point
  29. Slightly outside the period but interesting https://www.ancient-origins.net/news-history-archaeology/two-rare-swords-found-6th-century-underground-tunnel-tomb-japan-006879 https://decouvertes-archeologiques.blogspot.com/2017/02/la-plus-longue-epee-de-lancien-japon.html?fbclid=IwAR2annmyLp-HF_fzo-Lux4M3W3KMQgubwHVhEyvBxAr2EfO75OHuFjexrBU
    1 point
  30. @Herly what a nice voice ... nice tuto, perfecto hombre
    1 point
  31. 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 Altar
    1 point
  32. Second wave of designs. _________________________________________________________________ this only must work with hexagonal shield. here an Alternate if I miss with the first.
    1 point
  33. @andrea.bettini Please take a look at this: With hard work and dedication, together with the help and support from everyone that's interested, I hope to create a fully functional mod to include the Kingdom of Kush as a fully playable civilization, and show the development team that the addition of the Kushites to the vanilla game is a logical addition of value, in terms of historically relevant diversity (ethnic/religious/cultural as well as ecological, biotope/maps), interesting and unique gameplay, beautiful aesthetics and a fresh, exotic new faction to boast about in a future alpha release. A similar, much more developed (playable) mod has already been developed, featuring the Han Chinese, called Rise of the East: https://wildfiregames.com/forum/index.php?/forum/423-rise-of-the-east/
    1 point
  34. Surprisingly enough, it's more accurate than a lot of the stuff in this thread. And the leg guards are based on Roman Manica, which we know the Sassies used, as well as the Romans. Most of what we know of the Sassies is from their Art as they don't leave much in terms of Artefacts. Not like we could waltz into Iran and excavate anyways. But yeah, it has its issues. Nazeem on RomanArmyTalk is a Sassanid Reenactor and knows what he's talking about. There's another guy on that forum too that's a Sassie.
    1 point
  35. Don't trust that model, I have seen it before. Not accurate at all. If you want to know about Sassanids, check out the INVASIO BARBARORVM forums for Rome: Total War and contact Gaiten http://www.twcenter.net/forums/forumdisplay.php?113-INVASIO-BARBARORVM-%28IBFD%29-%28BI%29 http://www.twcenter.net/forums/member.php?21774-G%E4iten He is almost literally an expert on Parthian and Sassanid Infantry, Cavalry, Culture, Language, etc.
    1 point
  36. To clarify, and to have a more detailed description and summary (maybe this could be interesting for Matt from AMD support). I have not tabbed out of the game. As, I said the slowdown occurs completely randomly. Sometimes you can play 1-2 matches without a problem, then in another match it occurs after one hour playing, yesterday on Linux it occurs directly after loading the map. So, I can't find a pattern here. When the slowdown occurs the fps display is frozen, that means it displays the last fps. As @Mr.lie said the fps could be very high, or even low, depending on the last situation. Defining slowdown, I would subjective (as I have no working fps display) say, there is no big fps drop. It's more like changing the game-speed (like the option in replays) from 1-times to 0.1-times speed. In difference to changing the game-speed in options, also the mouse-speed and the speed of moving the camera is dropping in the same way. As the slowdown occurs directly after loading the map, and it was my first match this day, overheating (throttling) could be definitive rejected as a possible reason. I' m using an 3700X in combination with an Alpenfoehn Brocken 3. From what we can say the problem is based to the Zen 2 CPUs, we also know the problem doesn't depend on the OS. A little workaround, which is only working rarely, is to pause and continue the game. But even it is working again, the slowdown will occur a few minutes later again.
    0 points
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