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Showing content with the highest reputation on 2020-06-18 in all areas
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-Posible símbolo de facción ; Chacana (cruz andina) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Líderes; -Sinchi Roca (1230-1260) -LLoque Yupanqui (1260-1290) -Mayta Cápac (1290-1320) -Cápac Yupanqui (1320-1350) -Inca Roca ( 1350-1380) -Yahuar Huácac (1380-1410) -Huiracocha (1410- 1438) -Pachacutec (1438-1471) -Túpac Yupanqui (1471-1493) -Huayna Cápac (1493-1525) -Huascar (1525-1532) -Atahualpa ( 1532-1533) -Túpac Huallpa (1533-1536) -Manco Inca Yupanqui (1537-1544) -Sayri Túpac (1545-1558) -Titu Cusi Yupanqui (1558-1570) -Túpac Amaru (1570-1572) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Posibles edificios;(21) (necesita revisión) Edificios comunes;(15) 1)-Centro Cívico ;---------------------------( Qhapax wasi ) 2)-Casa ;--------------------------------------(Wasi) 3)-Almacén;---------------------------------(Churana wasi) 4)-Granja(Alquería);-----------------------(Pirwa) 5)-Corral;-------------------------------------(Kancha) 6)-Torre defensiva ;------------------------(Pucara jark'akuy ) 7)-Herrería;----------------------------------(Nina Wasi) 8)-Templo;-----------------------------------(Qhapana) 9)-Muralla;-----------------------------------(Qincha) 10)-Huerto;----------------------------------(Mayqa) 11)-Mercado;--------------------------------(Khatu) 12)-Puerto marítimo;-----------------------( Quchapata wasi) -Puerto fluvial;-------------------------------(Mayupata wasi) 13)-Fortaleza;--------------------------------(Pukara) 14)-Cuartel;-----------------------------------(Awaqanakuy wasi) 15)-Maravilla;--------------------------------(Coricancha) Edificios especiales;(6) 1)-Centro de enseñanza;-------------------(Yachayhuasi) 2)-Colegios femeninos;---------------------(Acllahausi) 3)-Posada;-------------------------------------(Callancas) 4)-Depósitos;---------------------------------(Collca) 5)-Comuna;------------------------------------(Ayllu) 6)-Calendario astrológico;------------------(intiwatana) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Posibles unidades;(27) (necesita revisión) Infantería ligera; (6) (Fase 1 -cacicazgo-incas del Cuzco) (tropas incas) (Centro cívico-cuarteles) 1)-Guerrero inca con lanza;--------------------------------------(Auca Runa apay Suchuc Chuqui). 2)-Guerrero inca con Honda;------------------------------------(Auca Runa apay Huaraca). 3)-Guerrero inca con hacha;-------------------------------------(Auca Runa apay Chictana). 4)-Guerrero inca con javalina;-----------------------------------(Auca Runa apay Antañauichi ). 5)-Guerrero inca con lanza extra larga;------------------------(Auca Runa apay Turpuna). 6)-Guerrero inca con boleadoras arrojadiza(3 cabezas);----(Auca Runa apay Liwi). infantería ligera;(6) (Fase 3- Tahuantinsuyo-) (tribus integradas al imperio) (Ayllu-Callancas) 1/7)-Wisa Picunche;-------------(Guerrero Colla- con boleadoras de 2 cabezas o "chumé "). 2/8)-Wisa Cañari;------------------(Guerrero Cañari-con lanza mediana y emplumada o "ilaka"). 3/9)-Wisa Chincha;---------------(Guerrero Chincha-con maza de cuerda de 1 cabeza "Liwi"). 4/10)-Wisa Chimú;---------------(Guerrero Chimú-con mazo muy largo o "Huactana"). 5/11)-Wisa Machigüenga;-------(Guerrero Machigüenga-con arco y flechas o "Huacachina"). 6/12)-Wisa Charca;---------------(Guerrero Charca-con macana o "Chambi"). Unidades de Héroes;(3) (Fase 3) (Fortaleza) 1)-Pachacútec . 2)-Túpac Yupanqui . 3)-Huayna Cápac . Unidades Marítimas ;(3) (Fase 2- etapa de expansionismo inca-) (Puerto) 1)-Balsa pesquera ;------------------(Wampu chawaq) 2)-Balsa mercante ;------------------(Wampu qhatuxkuna) 3)-Balsa de guerra;-------------------(Wampu awqatinkuy) Infantería pesada;(3) (fase 2) (cuarteles) 1)-Teniente;------------------(Piccka Chunka Kamayuk) 2)-Centurión;----------------(Pachac Kamayuk) 3)-Jefe de Batallón;----------(Guaranga Kamayuk) Infantería campeona;(3) (fase 3) (Fortaleza) 1)-General de brigada;----------------(Hatun apu) 2)-General de división ;---------------(Apusqui randin) 3)-General del ejército;---------------(Apusquipay) Unidades civiles; (3) (fase 1) (Ayllu-Casas-Centro Cívico) 1)-Mujer;--------------------------(Warmi) (fase 2) (templo) 1/2)-Sacerdote;-------------------(Amauta) (fase 2) (mercado) 1/3)-Mercader;-------------------(qhatuqkuna) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Bonificaciones posibles ; -Bonificación de facción; 1)"Ayllu" o comuna (edificios que se pueden construir en territorio neutral además de que reproduce gratuitamente unidades aleatorias de infantería de bajo rango cada cierto tiempo) 2)Afiliación ética ( las unidades de la misma etnia luchan mejor juntas) 3) "Yanaconas" o siervos( Las unidades vencidas por las unidades de los héroes se convierten a tu bando en unidades de infantería ligera inca ) - Bonificación de equipo; 1)Espionaje(sobornar a los mercaderes es más barato) 2)"Ayni" o Ayuda mutua (capacidad de que tus unidades depositen recuros en los edificios de los aliados) 3) "Chasquis" o mensajeros/corredores ( el envío de tributos es más barato) -Tecnologías especiales; 1)"Collcas"o depósitos ( se pueden construir en territorio neutral y son estructuras en las que puedes depositar todos los recursos , tanto madera , piedra , alimento o metal ) 2)"Mita" o trabajos estatales ( edificios básicos como casas , almacenes ,huertos , corrales o granjas-alquería , son más baratos) 3)"Chunka" o trabajos de emergencias ( las unidades de infantería campeonas y pesadas también pueden reparar edificios , solo reparar y no construir)2 points
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I think he is talking about the ambiguity in this thread where there are Yayoi and Kofun era material. Yayoi with its bronze weapons is quite different from Kofun.2 points
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Would be nice if we could have a "bow wave" and "tail wave" for ships something like this: (Pictures taken from https://skotschir.de/2019/04/anno-1800-schiffs-uebersicht/) Without this the ships seems to be floating:2 points
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Hi everyone, I am happy to present a 5-part campaign titled "Macedonia: Rise to Power"! The campaign covers the times of Philip II and ends shortly before Alexander the Great gains control of the kingdom. Some screen shots are included later in this post. The scenario files for A23 can be found here:; https://github.com/SciGuy42/Macedonia_0ad For A25, conversion is still underway. The first 5 missions have been converted and can be found on the a25 branch of the github: https://github.com/SciGuy42/Macedonia_0ad/tree/a25 To install, you must download all files from the maps/scenarios/ folder in the repository and place them in the /maps/scenarios folder where your custom scenarios built with atlas are saved at by default. On Linux, this should be at /home/<user>/.local/share/0ad/mods/user/maps/scenarios. Note that for A25, you also have to put the Trigger.js file from the repository into your custom mod folder. Most of the scenarios rely heavily on scripts so make sure to also download the .js files which also go in the maps/scenarios folder containing your scenarios. The scenarios feature more or less typical build and conquer mission, as well as sieges and battles without much building involved. Make sure to read the text in the description of each mission before you play it. Often, there are intelligence reports that can be quite useful. In many cases, there are multiple ways to approach the mission strategically. The AI should be set to Petra, I recommend Medium or Hard difficulty with Balanced option. It's totally fine to play it on easier difficulties as well, especially on the first try. Hope you enjoy! I am definitely looking for feedback -- there may certainly be some bugs or inconsistencies or issues -- please make note and post! I am looking to do a round of updates in about 2 weeks but need to take a break now. If my wife hears the opening music of the game one more time, I'm in trouble UPDATE Nov 2021: - The campaign is now complete with 45 missions, starting with Phillip's rise to power and ending with Alexander's death. Conversion to a25 from a23 is currently underway. UPDATE Oct 2 2020: - Added Missions 16 and 17, covering Alexander's conquest of Tyre. Also made small changes to some scenarios based on feedback from the users. UPDATE July 27 2020: - Added Missions 11-15 covering Alexander's conquest of Asia Minor UPDATE June 19 2020: - fixed some of the winning conditions bugs that were reported - added support for difficulty levels -- switching the AI between Medium, Hard, and Very Hard will now often result in effects beyond gather rate (e.g., more troops garrisoned in enemy towers, better starting teach for enemy, etc.) - Enemy units that spawn and attack now usually march in formation - Added wall towers to fortified cities and settlements I will shortly be posting the next set of five missions. Thanks for all the comments and private messages. And here are some screen shots: UPDATE June 25 2020: Added the next set of 5 missions, comprising Alexander's Balkan Campaign. Features a naval map, new scripts and triggers, and another siege. Enjoy! Some screenshots (minor spoilers): Some screen shots from missions 11-15: Shots from 16 and 17, the conquest of Tyre:1 point
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Hello guys, this is my first message in this forum and it will be my first contribution to the 0ad community. First of all I'd like to thank to everyone for creating this great game. I have started developing ArchMod to improve 0ad gaming experience according to my expectations from an RTS game. In addtion, I would like to improve current PetraBot AI as an alternative AI bot. I never think to replace the current PetraBot AI. Actually, I was very surprised when I saw only PetraBot in my first installation of this game. I think there should be many different AI bots. I would like to create a new AI called ArchBot for this purpose. Of course, my starting point is PetraBot Installation: After extracting the compressed file to the data/mods path, you can easily install it from Mod Selection section. ArchMod-0.3 [ ArchMod 0.2 + Game Modes ] : ArchMod-0.3.tar.gz Now you can play 0ad in different Game Modes like as in Civilization. This option changes only tech costs, tech upgrade time and correspondingly barter trading mechanism. ArchMod-0.2 [ ArchMod 0.1 + Extra Options ] : ArchMod-0.2.tar.gz Bug fixes, Zero starting resources, Gigantic map size and extra game speed options. ArchMod-0.1 Initial Release Announcement [ AI Handicap ]: ArchMod-0.1.tar.gz Most of the RTS games use AI cheating for harder AIs. I don't like to play against these cheating codes. I think good AIs should beat even expert users without any extra bonus. ( I have started to contribute AI development by forking Petra as Arch Bot.) I think instead of embedding in AI difficulty, AI bonus/penalty setting should be a separate option like AI difficulty. Therefore, I have created an extra option called "AI Handicap" for AI players. I wish the developers will add this new feature to the next release I've kept default penalty settings for AIs easier than Medium AI, but I fixed bonus rates to 1 for other AI levels. In addition, I've added 10 more Very Hard AI levels for AI development and called them as Insane AI levels ( I - X ). These levels are also playable with default AI PetraBot, just an AI index increment. Installation: After extracting the compressed file to the data/mods path, you can easily install it from Mod Selection section. ArchMod-0.3 ( ArchMod-0.2 + Bug fixes, Different Game Modes ) ArchMod-0.3.tar.gz ArchMod-0.2 ( ArchMod-0.1 + Bug fixes, Zero starting resources, Gigantic map size and extra game speed options ) ArchMod-0.2.tar.gz ArchMod-0.1 (Initial Release, AI Handicap Setting & Insane AI levels) ArchMod-0.1.tar.gz1 point
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UPDATE: WORKING NOW, THANKS EVERYBODY Now committed to the Delenda Est Git repository: Github: Delenda Est Original: 0 A.D. Delenda Est Civ Choices Mod https://github.com/JustusAvramenko/Delenda-Est-Civ-Choices-Mod Adds the civ choices dialog allowing to select one of mutually exclusive technologies at the start of the match. In Delenda Est's case, it allows the training of 1 selected hero from the beginning of the match. Based upon work by Alexander Olkhovskiy: https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod The first test civ is the Macedonians, the 4 heroes being:1 point
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Thanks. I need to make a few adjustments to the random map and then I'll release it as a mod.1 point
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My idea to include them was because of Jingu's invasion of Korean, and maybe for balancing their roster (In case cavalry is considered too essential). For armor techs my idea would be to replace the more generic ingame names: Leather/cloth Body Armor - Upagakë/Uwagake (literally "upper covering") Wooden Body armor - Mokusei Katchu Iron Hero Armor - Tankō or maybe ''Tatehagi Ita'' (The later is not the name of the armor itself, but of the plates).1 point
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Hey, There was indeed an issue with the lobby server. It should be fixed now.1 point
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Persian are changed already for the next release. You have two ways directly or through modding. https://trac.wildfiregames.com/wiki/Modding_Guide1 point
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To make archers unique, what if archers have circular splash damage: same damage as normal, ~1 meter or less range with friendly fire. Then, if they miss and hit a different unit, it would still deal damage.1 point
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Greetings It's been about 2 years in the procrastinating but I've finally launched my Youtube Channel aimed at newer, less experienced 0AD players. The idea is to feature a match each week, highlighting some of the basics, plus the basic errors that most of have made early in our development (am still making in my case!) I've got enough material for the first three episodes but I'm probably going to need a few submissions from players to keep it fresh and interesting. So I'm hoping a few of you good people can help. I have some base requirements; 1) The caliber of players Ideally looking for matches with players rated from low to about 1400, although if there is a great tactic on show, some truly incredible action and drama, I'll certainly consider submissions from higher rated players.Ideally though I'm looking for matches between players still somewhat finding their way. Some moments of tactical greatness are welcome, but it's a warts'n'all thing - I'm looking for people making errors and blunders as well. The perfect games will be where there are lessons to be learned and good points for new players watching to take away and work with, but packaged in an essentially exciting game. 2) No silly walk over victories I'm not talking about a good early rush that ends a game early, I want those! I mean the games where a player spends the whole game building up an impressive force, only to find the opponent has done nothing but chop down a single tree! Or built a fence! The caveat to this would probably be team games - I don't mind the odd game where maybe one of the players is genuinely clueless but the others are going for it! 3) Be nice! The aim is not to make an opponent look thoroughly foolish 4) Replays of under an hour Most of the replays will be broadcast at insane speed, so anything under an hour fits nicely as a full episode, however I'll waive this is if the game is genuinely seat of your pants exciting. 5) Replay files If you can PM me a link where I can download the files that would be awesome. I'm on a Windows PC, and forgive my ignorance - I've no idea if the replay files for Mac or Linux users are essentially identical and cross platform, but assuming they are - all are welcome. Now, I've deliberately not spammed this topic with details of the channel as no-one appreciates people who use forums as gratuitous personal advertising opportunities, but if you do want to check it out, search on Youtube for 0AD Newbie Rush and you'll find the first episode that went live last Sunday. Many thanks for your time Jim1 point
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I have tried the svn, and the siege workshops are all the same price, it is not logical In order to produce tastings, bolts, siege tower and rams, you need a greater capacity, size and tools than to produce just one ram for example the Macedonian siege workshop has to be somewhat more expensive, have more health and capture points, since it is the one with the highest capacity instead the Celts would be cheaper since they only produce one thing Could the castle of Athens and Sparta be given the improvement of the bulwark tower? so it would be useful against a siege of slingers I love the new sounds of javelins, bows and slingers I like the new regular unit icons I need to try more to comment more, the A24 looks good the Iberian brulets, need a favorable balance, now they are a huge expense that can bankruptcy in the naval games, especially against cata ship, rome and especially ptl, if the fire could be activated when taking damage or at contact, it would be useful and not1 point
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Nice idea I believe @wraitii and @vladislavbelov did some prototyping with waves https://code.wildfiregames.com/M41 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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