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  1. The Sheikah Cadre The Cadre is the ruling body of Hyrule's seven Sheikah Clans. Composed of the elders of each clan, the Cadre forms a council that is moderated by the high Maz Koshia, or eldest Monk. While each clan has their own laws and acts with a degree of autonomy, the rule and order of the council can and will dictate what the Sheikah as a whole do. HISTORY The Sheikah as a people are ancient, dating back to the times of Akkala. While records of their deeds are few, many legends surrounding the Sheikah placed them as mediators between Hyrule and the Oocca. The Divine Oocca would use the dark arts of the Sheikah as an instrument, rooting out corruption and demons. This role seems to survive into modern day despite the absence of their Oocca masters. The Cadre's goals are not explicit to outsiders, though it seems in general they wish to direct history and avoid cataclysmic disaster and change. To accomplish this the Sheikah have adopted extremely subversive and secretive methods: Spying, bribing, black mailing, and assassination to change the course of events rather than military or diplomatic might. If there is a great and powerful monarch in Hyrule, odds are the Sheikah are responsible for putting them there and keeping them alive. THE SEVEN CLANS The Cadre are currently composed of seven Clans. Throughout history there were many more, and indeed there may be additional clans that have long since departed Hyrule. Each clan operates much like an independent state with oversight from the Cadre council. They provide resources through tribute, as well as spies, information, and soldiers. The Sheikah Cadre's military is small but highly disciplined and skilled, due in part to the long lifespan of their people. It is usually segmented and broken between each clan, but multiple clans will form combined armies when directed by the Cadre. PLAYSTYLE The Sheikah are few in number, but their soldiers are generally stronger than those of other armies. Within the Cadre's roster there is a high emphasis on speed, dealing damage, and most importantly: stealth. Many Sheikah units have the ability to hide under the noses of enemies, which can lead to many sneaky strategies and circumventing enemy armies. For more details on the Sheikah Heroes and their unit roster, check out the spoiler below:
    6 points
  2. I would say the walkway planks should go perpendicular to the wall, not lengthwise (if a wooden catwalk is even desired). I like the water spouts. Let's hope they aren't disputed by the historians. My only concern with fat walls is that now the turrets have to be 4x fatter than other civs' wall turrets to make them work.
    2 points
  3. especially IV. It has several thousand palisades and berry bush similar to the old model. Your Mongols could be similar to that of Empires Apart or our Xiongnu. We had the idea of using our cavalry to hunt. The scale of our game is better. sacrificing immersion in a history RTS game is a mistake.
    2 points
  4. sorry but Carthage have swordman as mercenary, I don't see useless, at least that unit.
    2 points
  5. No need to pay tribute to Age of Empires, 0AD > AoE, so it's more like AoE needs to pay tribute to 0AD.
    2 points
  6. Wowgetoffyourcellphone told me that only the five winning maps will be in the official version of 0 A.D.
    2 points
  7. What about giving each player the tech "cartography" right at the beginning instead, for free? I don't really see why it should be good that the tech has to researched first, especially as it has been removed from the market. In my opinion the tech "diaspora" should also be easier to get, wouldnt that be more fun?
    2 points
  8. 2 points
  9. I spent last 2 of my evening on the implementing of the addition light system in the pyrogenesis to find implementing bottlenecks for new objects. And I found some places, but that's not the topic. How additional lighting system looks: Fully dynamic lighting. And all light sources can be attached as props (i.e. to bones): "May the Light be with you..." But what restrictions do we have? We have 2 main: The lights can't throw shadows, because performance (we can implement it, but only few powerful videocards can handle it). There can't be many light sources in one place (at least for low videocards and since we don't support deferred rendering). Because shaders have own restrictions, particularly uniform sizes. But probably it's not the real problem. So I have a question: do we need additional light sources in near releases? Would it be real useful? P.S. I found strange normal values for some model, it should be investigated (probably the shader problem).
    1 point
  10. suggestion (please see the updates in last postings)
    1 point
  11. This is me trying out if spear-men cavalry can perform as a good counter against skirmishers and can deal with superior numbers of cheaper infantry.
    1 point
  12. It looks great, very close to what was requested with the references, if any historian is available for an analysis now it would be good, even if it is just a "This is really very good".
    1 point
  13. I think it is important to make wonders a risky but potentially rewarding undertaking. I think there is no reason why we can't have both a pop expansion upgrade for free at a more expensive wonder (like what @chrstgtr said) as well as a civ specific thing there (like what @Dakara said with upgrades). Perhaps building the wonder for some civs could unlock some interesting unit that maybe some civs could only train from the wonder itself. I think wonders providing tie-breaking capability is good, but it is important not to make wonders a tie-breaking necessity. Ties should be rare, and balanced and contentious battles should leave each side one mistake away from severe losses that should often spell doom, rather than a reinforced, stabilized game-state that is inalterable by player choices, be they mistakes or 1000 IQ plays (like in a24). <<<--- TL;DR Issues: Endless 4v4s are a really serious problem in the game. I think some factors contributing to them are: metal availability: people can not afford to lose siege weapons and eles so they are rarely risked once metal runs out. slower time to make new army: decreases willingness to risk, decreases rate at which attacks can be mounted stone and time excess: such slow gameplay tempo and excess of stone causes building proliferation, with forts, towers, ccs, temples, stuck between frontlines. Also towers and forts seem to have more arrow damage, arrow range, and hitpoints. military movement speed: most units seem slower this alpha, so most offensive movements turn into 2v1s or 3v1s. Also defensive building gridlock combined with pathfinding changes has made it more costly to punch through defenses and the reward of being on the other side is reduced. opposing archer armies need more space to not engage each other, so armies can attack each other from their own defenses and bases. I am sure you guys could name a bunch of other features that introduce gameplay overstability and stagnation. But I would like to describe the effect this problem has. In a23, players could roam the map or go to unexpected places to attack, and turtling usually meant that you were trapped in your base which used to be a bad thing, since your allies could face a 2v1 in your absence. It is not that more players in a24 are choosing to turtle, it is that the gameplay has become more turtle-like in general, and their hand is forced. A standard a24 4v4 on mainland on "medium" (what used to be "Normal") map size has less mobility that a PIZZA(4v4 tiny mainland) did in a23. In a23, armies would wriggle their way around enemy team bases and cause maximum damage and force favorable fights by using rams and eles to threaten key buildings, in a24 such a move is almost certainly resulting in a loss via 2v1. Truly, in a24, it is rare and often inconsequential to catch someone off guard. Possible Changes: Some measures that could be undertaken to make gameplay in a25 as dynamic and exciting as it was in a23, while being balanced are: nerf archer infantry speed---> archers should be powerful still but can be out-maneuvered by most other army comps, this way they can not protect the whole base from the woodline, and an attack to the vulnerable part of a base with rams will cause panic and a defender can not patiently organize a huge defense army before serious damage is done. return archery tradition to a trade-off to suit different situations (perhaps minimum range? ----> check out my post to @letsplay0ad mod) return stone cost to some upgrades and make fort cost 100-200 more stone than in a24. Or perhaps keep tower damage but increase stone cost by 100% so that most bases will have defensive holes. increase training rates somewhat increase lethality of overall battles. decrease HP, arrow damage and range from forts and towers and CCs (back to a23 levels) This is an underlying cause of many seemingly unrelated frustrations people have with a24, and is a problem that I feel must be addressed by a25. If you disagree or agree please tell me how you feel about this. It is a very complex problem and I hope I have been able to summarize it in one post. And in the end, the changes could be many things, but they need to reward: movement, risk, maneuvering, and action.
    1 point
  14. Currently, the only situation where mercenaries would be advantageous as an overall army composition (rather than just anti-ram) is trading. Since traders get all resources at the same speed and mercenaries costs less total resources, then a player with mercenaries will beat a player without mercenaries if both are using trade as primary resource gathering method. Most games of 0ad do not see significant amounts of trade. I am not sure about the specific value changes that are needed for mercenaries, but I think keeping their inability to gather res is ok. If mercenaries costed the same in total resources as regular citizen soldiers, and with an increase from their current cost of wood and food and a mild reduction of metal cost maybe to a value between 25-50 (not sure). Example cost: 30f 40w 30m for infantry and 70f 40w 40m for cavalry. Also, maybe the "good mercenaries" (expertise in war?) upgrade should increase mercenaries rank to veteran rather than just advanced, but increase the training time of mercenaries and still cost some resources.
    1 point
  15. Indeed it must be the other way around, that in real life rarely happened. At least under normal conditions, the cavalry served to end these pests.
    1 point
  16. (Just an Idea) There could be a special category for balanced maps for 1vs1 competition and normal maps for players who don't care about feature symmetry etc. who just want to play a beautiful map with lots of things to explore.
    1 point
  17. Ptolemies, Seleucids, Carthage and Macedon all have the same problem of useless but expensive mercenaries. This will surely be improved in A25. If you happen to play these civs I recommend just using native troops: spam archers with Carthage, Spam pikemen for Macedon and Ptolemies, for Seleucids use javelineers and a mixture of spear and pike to counter enemy ranged infantry. They all have decent siege and champion cavalry so use them instead. The hack damage of spearmen allow them to destroy siege weapons and pikemen more effectively. Pikes have insane pierce armour but little hack armour.
    1 point
  18. To be honest my favourite map is Mainland. Some recommendations for designing competitive maps: 1. Even distribution of resources. (Arcopolis bay is pretty good at this) 2. Symmetrical landscape. If one team has a higher ground then that is an advantage. 3. Dense woodlines. Savanna biome and Anatolian Highlands is a negative example of this, as they will favour the Mauryans and Ptolemies too much. Two Seas could have more stone and metal placed on land. 4. Some large water body connecting the two teams' territory. This offers some sneaky naval and fishing opportunity but please don't make it all water as most players prefer to fight on land. (this is why Corinthian Isthmus is great, although the strip of land in the middle could be wider so that formations can be fitted in). 5. Mixture of biomes. Different players like different biomes so this can please all players. 6. No hostile gaia please! One or two Sus Scrofa is fine but packs of wolf or gaia infantry champions is too much.
    1 point
  19. unnecessary and therefore a bit annoying and i something i do it wrong (seldom but happens e.g. when I've already turned the map). then it happens i attack in the wrong direction for trying get help a partner. or i build house-walls at the wrong side. ( sometimes the partners are not so nice to my in the team chat. as if I were doing it on purpose. some beginners don't say it either. was the same with me. ) maybe the effort to program this is too great
    1 point
  20. Still working on it.
    1 point
  21. Procedural generation of buildings using blenders geometry nodes (no tutorial, but maybe someone has not yet heard about it) :
    1 point
  22. A great start, if any historian has anything to emphasize, this would be a good time.
    1 point
  23. Honestly, I see the m7600 texture much closer to reality than mine, mainly because it depicts successive layers of compacted earth.
    1 point
  24. Perhaps Chosen Hoplite can be used? Europa Barbarorum translate it as Distinguished Hoplite, but in Europa Barbarorum 2 they changed it to simply Elite Hoplite.
    1 point
  25. I begin the process of posting this to mod.io if no one else has any bugs or requests.
    1 point
  26. Hello, I'm totaly agree with Edwarf. We need give more interest to all useless building. WONDER :First delete the tech for bonus population and replace with a bonus linked to civilization once the wonder is built. A bonus military. Tech proposed by Edwarf sound good too. For a medium cost like 400 FOOD 200 METAL for the tech "Reduce all unit cost", look absoluty neccessary for spam champ and 400 FOOD 200STONE for tech "Reduce all building cost". We can by this way give a strength to civilisation by this way. Below the bonus by civ: TO ADAPT Athens : Spear Infantery +25% HP / +1 Range Attack Brits : Slingers +2 armor pierce + 8% speed attack Carthage : Mercenaries damage +20% et 10 HP / Spear +1 pierce armor Gauls : Looting unit +100% and Cav +15% attack speed Iberians : Skimish +2 armor pierce +1 orther armor and Infantery +5 HP Kushite : Monk +30 HP +2 Heal, Infantery +5% move speed Macedonians : Cav Melee +20 HP / Siege Weapons +20% HP +1 Hack Armor / Crossbow +10 Range attack +5 move speed. Mauryas : Elefant training time -50% / Elefant +3 % HP Persians : Immortal +20 HP + 20% Damage +10% move speed / Les unités infantery melee rang 3 deviennent des Immortal Ptol : Piques +1 hack damage +1 range attack +1 move speed Rome : Sword infantery +50% damage / Heroes +500HP Spartans : Melee Units +10% Move Speed + 10% Speed attack +15% move speed / Ram +20% HP Seleucids : Cav +10% Move speed +10 HP +2 Attack range it also good if ennemy can know you have WONDER. They take fear. If you agree how to implement this? The list of players in a card dashboard that has a wonder? in the diplomacy menu a wonder icon?
    1 point
  27. Roman siege walls were more useful when the army camp could make sieges and catapults wouldn't die to archers. I am not sure I would like to see wonders being frequently used in general. Once a player manage to get his wonder, the game is often over if he has time to use it. But I would agree that changing the repartition of the cost between how much is spent on the building and how much is spent on the tech makes sense. Civilization that have advantage on technology cost or research time might benefits a bit too much of their bonus there.
    1 point
  28. This is one of my most disliked changes. Vision tech needs to be restored. Otherwise, it is not worth bothering with.
    1 point
  29. 1 point
  30. Hmm, perhaps tag it to player score? Or even better, make it customizable for the match setup what the victory criteria would be. Population race? Resource race? Number of buildings? Score? Number of kills? Best 2 out of 3?
    1 point
  31. One thing people in this thread need to start realizing is; that everyone is working on a similar side. The goal is producing an excellent game, which many other, much bigger and financially supported companies have failed at creating. We all desire it to be nice, but everyone has diverse ways and thoughts of how he processes these actions. Why don't we set them together instead of declining the opposite and create a 'middle - solution for all those, that appreciate the game and aren't fixated on establishing their mindset?
    1 point
  32. Still working on this. Will eventually make a separate Git repo after A24 is launched. Recently worked a bunch on the Nubia terrains. Compare:
    1 point
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