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Showing content with the highest reputation on 2021-04-21 in Posts
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They weren't included in A24 for various reasons but I think it's time for A25 even if they are not 100% perfect. There will be more incentive to make them better if they are in the game than if they aren't It might attract artists that are into asian civilizations. It might also attract historian interested in such civs. There is no way it will be ever be balanced properly as a mod. It's cool civ, it's long due. I worked a lot on it too and so did a lot of people. It also breaks the thirteen number of civs :p6 points
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That's actually a depiction of Rome in the 16th C AD, when the city was still much smaller than in Augustan times and people were farming inside the old Roman city walls.4 points
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Really depends on what. Renaming 200 files and breaking all mods yeah Changing a 3D model or a texture to a better one not really.3 points
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Macedonia 33 - The Swat Valley (326 BC) Shortly after the Winter of 326 BC, Alexander the Great crossed into the valley of the Soastus (Swat). He entered this beautiful country along a small river, the Wuch, and prepared to lay siege to the ancient city of Massaga. After an Indian mercenary leader had been killed, his men surrendered. Negotiations started and Alexander ordered the mercenaries to occupy a nearby hill. However, during the cease-fire, Alexander ordered his men to attack the Indian mercenaries. Your initial objective is to destroy the mercenaries and their camp, after which the city is going to be under your command. Further up the river lie the fortresses of Bazira and Ora. You are to take them by force and establish a firm grip on the Swat Valley. Your scouts warn that Bazira relies heavily on supplies from Ora. Destroying Bazira's market, as well as taking the fight to Ora are a few strategies they suggest about dealing with the situation. Your scouts also report that nearby villages may be suitable trading partners. Finally, tribesmen from the mountain have heard of your arrival and will likely harass your forces every chance they get. AI Settings: Player 6: Petra, with a difficulty of your choice; all others: Sandbox.3 points
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Many thanks to @Stan` for creating this mod. It would be great if we can integrate Han as a formal civ into the next release A25 as they had been a major player in the world's history around 0AD. Hopefully the addition of this civ will attract more potential players. Currently the structure tree of the Chinese civ has already been determined and all of its features have been implemented in this mod: https://github.com/0ADMods/han_china I hereby call upon the balancing advisors @borg- @ValihrAnt @LetswaveaBook @maroder @badosu @Feldfeld @Player of 0AD (sorry if I didn't mention you) to give suggestions on tweaking the unit stats so that they are ready for implementation in the next alpha. There are some quite unique units from this civ and therefore we need to adapt them so that they are a fun civ to play with while being appropriately strong in comparison to the others. I have made improvements to the Chinese language packs to make this more a realistic and authentic experience, while hopefully the game will become more accessible to Chinese speakers out there. EDIT: Stan: Here is a package version of the mod compatible with A24han_china.pyromod2 points
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----Obviously our game is more realistic with the tones and proportions---- yesterday I was talking with AlexanderMB, about ideas to improve 0 A.D aesthetically. I had also shared feedback with you. We come to several conclusions. Our mines should be more diverse, those in Delenda Est are great. Gold mine stone with golden veins. Also the quarries of Grand Ages Rome / Imperium civitas III have good quality. Our farms can be improved in several ways. He talk about modular farms, like this. We talk about color variation like @wowgetoffyourcellphone suggested. As the farm growns it changes from green to yellow. We talk about dying bushes, can be done with texture variation and actor. Another thing you mentioned already concerns programming team. Charge feature. Ambushes And attacking while moving.2 points
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I agree with Thorfinn the Shallow Minded here. We can allow training such champions from the Syssition from the town phase since practicing for war is so important for Spartans. This would also make them a stronger civ than they currently are.2 points
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Yes you can indeed do that, but the/a favored layout is at the moment this: https://wildfiregames.com/forum/topic/15271-0-ad-on-youtube/page/84/?tab=comments#comment-422786 So what I hope would be gained by any of the proposed changes would be a city layout that looks more like this: https://en.wikipedia.org/wiki/File:Wolf-Dietrich-Klebeband_Städtebilder_G_123_III.jpg Yes that is exactly what I am trying to communicate the whole time. I get that my original proposal (split cc functionality) was to far out there, that's why I included other options in the discussion. And I also like turteling, in my opinion it just looks better when it is done using actual defensive structures and is less reliant on a building that looks not at all like a defensive structure. I don't understand. There are literally open tickets regarding this topic, waiting for a design decision. That is why I opened this discussion and it seems like there are people who would appreciate a more realistic approach (see the poll). I don't try to convince everybody to pick a specific solution, this is a open discussion how we could incorporate this while maintaining a fun gameplay. I fail to see why we should not try to find a solution that looks more realistic and still has a nice gamplay. To not even consider new features only because they may influence the current meta, seems like an very unhealthy attitude for a project that is in development. Then we can just stop development now and call it a day.2 points
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My two cents. There is no greater motivation for these adjustments to be made than their inclusion in an alpha, in my view.Ask the main questions about the spotlight (you have already done a good job with references in the quoted topic). Ex: I believe that a corral does not change much in some centuries, but if there are things that should not be there, they can and should be removed, but without sacrificing the entire model.2 points
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By computing the slope. eg. if the slope is too steep then your terrain is impassable I believe there are a bunch of functions in the rmgen code to tell you that. See binaries/data/mods/public/maps/random/jebel_barkal.js#L347 You can also do const heightmapHellas = convertHeightmap1Dto2D(Engine.LoadHeightmapImage("maps/random/hellas.png")); As a general note you can look at how other maps are made https://github.com/0ad/0ad/blob/f314b5b9d2be852a4d25f4b9ef40ab4acf4f2002/binaries/data/mods/public/maps/random/belgian_uplands.js2 points
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@Lion.Kanzen Ion Fury is fantastic, I haven't finished it yet because I got sidetracked with other games like classic Doom.1 point
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Hi guys, I'm new to the forum but not in the game and that is why I felt that something was missing ... And the truth is that there are many changes from the immediate previous version to the recent one. Playing with the Spartans (my favorite civilization: D) I realize that the Stoa building no longer exists. Could someone tell me why the reason for disappearing it? I loved the variety of units on that Civ. Thanks!1 point
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I am afraid it is not that simple. In literary works the more elite cavalry soldiers have a weapon that was a mixture of axe and spear: a very long spear that has a sharp tip but also an axe blade attacked near the tip, so it can both stab and chop. Sometimes wealthier recruits have their own specially crafted weapons that best suited them personally. However for laymen they used regular spears or double headed spears. The crossbow cavalry would have used small crossbows. There were semi-automatic designs as well as weapons that shoot 4 projectiles at the same time (rifle vs shotgun). They were not much stronger than a regular bow but had lethal accuracy and range, like a modern gun.1 point
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In theory that is possible. The problem is that spears are generally always preferred to swords in most situations due to better reach; the advantage of the sword was its utility as a side-arm, not as a main weapon. The idea of troops using the sword alone is generally a pure fantasy idea (with a few exceptions).1 point
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I tried the mod and the most interesting thing I wanted to try out is massing ministers. The mod does currently not increase the price of ministers, but I won´t judge it for that as it is no design flaw but an implication flaw. Some observation about ministers: 0. There idea needs some more detail. 0.1 The stats are off, you get those much reward for low investments. 0.2 The costs do not increase per minister. 1. The multiplicative effect is really strong. 1.1 10 ministers increase productivity by a factor 1.1¹⁰=2.6. So if the ministers support 30 workers, the combined effectiveness will be like 78 workers(Ignoring walking distances). This makes a population of 50 do work similar to 78 workers, freeing up 28 population space. 1.2 10 ministers make p3 very cheap as well and quick to research as monastery technologies. 1.3 a group of 20 ministers allow to build forward CCs very quick, 2. The cost increasing idea could give problems 2.1 If you batch train ministers, the game needs to know that the second minister should cost more than the 1st. So a batch of 10 should not be 10 times the cost of 1 minister. Same problem would arise if you train the from multiple government centers. Also please do not add crossbow cavalry and sword cavalry to the game. Crossbows require a lot of power to load and you would use all the muscles in your body load it, including those in your legs. By the way, you generate way more power with your legs than your arms. On horseback you cannot effectively use the muscles in your legs to aid to loading the crossbows. In addition there are other factors that make reloading a crossbow on a horse very impractical. Mounted crossbowmen(that dismount to reload) are fine to me, but cavalry crossbows are historically inaccurate. If you are able to afford a horse and a sword, you would also have the wealth to either afford a spear or some javelins. Since the spear is cheaper and more effective than the sword on mounted combat, cavalry always preferred the spear as their main weapon. I would say that cavalry with the sword as their main weapon would be historically inaccurate.1 point
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With Stan available I believe in adding two civs per alpha for 6 months.1 point
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He doesn't have the right to. One account per person unless otherwise authorized.1 point
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I think it should be planned in a roadmap. Including them in A25 could cause a delay of its release, taking again very long to finish it. Probably it is better to include them for A26.1 point
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There is a proposal to make mercenaries start at advanced rank: https://code.wildfiregames.com/D36991 point
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Please check my edit of the previous post.1 point
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Thanks for the responses! I am checking these out.1 point
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g_Map.height[x][y] could be what you want Depending on what you want, adding a PassableMapAreaConstraint, or a SlopeConstraint to your painter could be a solution. If you want an example for SlopeConstraint check the map in the thread you linked.1 point
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At the moment most people choose the idea of DE style farmlands. One option to test these changes in a cautious way (idea by @faction02) would be to implement it on a map level first. We could include a version of the mainland map in a25 which has these farmlands, so that the idea can be extensively tested. This way, we could discuss the implementation (percentage of farmland, strength of positive effect, location ect.) without changing the complete meta. Also we don't have to touch the AI. Just adding a label which say this map is not suitable for it, would be enough.1 point
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Yes fair point, but there are also options which would not restrict player freedom. We don't need to use a hard restrictions, we could also use incentives as farmlands or auras that encourage building placement around the CC. The hard restrictions were only mentioned as an option regarding the comments that these soft solutions are to "convoluted". And of course, breaking the AI is not the goal. Depending on the solution we may not even have to change that much. Also, I guess there will probably be other changes that need to be included in the AI, as the turrets for example. So I think this shouldn't be the main reason not to consider changes, as the new alpha is just out and there is still plenty of time to the next release.1 point
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I don't think any civ had perfect art before they made it in the game. According to some people the Mauryas are not really accurate, and we need to redo all the kushites roofs. Some civs had placeholder buildings, so didn't even have a full roster. Find me someone that can do that and sure. I see no one around able to make one.1 point
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While I would love to see the Han included in 0 A.D., I don't think they're ready for inclusion yet. Sure, they're more complete than other candidates, however, they're qualitatively inferior to the civilizations in game. Balance isn't the issue, art is. The mod as is contains things from much later dynasties, such as the Song (AD 960–1279), Ming (1368–1644), and Qing (1636–1912). Furthermore, some structures need to be redesigned (see this thread), a Bactrian camel needs to be added (dromedaries don't live in Central Asia), and unit textures deserve a critical look (currently it's very hard to see the player colour).1 point
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It look like this guy don't want be part our forums. @feneur He edit all his stuff (posts), and delete all( I replace them with either symbols or characters).1 point
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Let's implement China first then, but using Stan's version as his looks more compatible and balanced already.1 point
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The problem with Terra Magna is that the balancing is poor... China was way too OP for their women had 75 heath and their catapults have no packing time. Meanwhile the Xiongnu were too weak, especially in late phase because they had almost no siege and no defensive structures... Zapotecs were fine but lacked a bit in variation... This is why I call the balancing advisors to discuss the stat tweaks so that we won't get OP or UP civs1 point
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Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best!1 point
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@Carltonus See if this one tickles your fancy! Fixed the names and then added the DE Athenian Battering Ram actor fix. theban_greeks_a24_0_2.pyromod1 point
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The problem with that one is that it is designed for HD+ resolutions. At least Gomez's design fits our ridiculously small 1024 min resolution. @Sebastián Gómez I tweaked it a bit:1 point
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sometimes we should discuss, with sketches, the interface, because it really leaves a lot of sadness to see it.1 point
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Nice ideas. You may also want to have a look on this Shiyn started something similar some time ago.1 point
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Yeah, but admit it took a fair deal of investment from you and everyone in the team, @The Undying Nephalim @Exodarion can tell you Hyrule still hasn't recovered from it. We spent dozens of hours fixing stuff. A24 also took two years. If it's just using other assets you don't need artists for it, it's just XML. I've worked on new roman CC but never found anything good enough. Did we even agree on the layout? Wall towers is because they have windows right ? Given it's the same team that maintain both, and that currently I'm the only artist left active, I don't see the difference...0 points