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  1. Link to my fork: https://github.com/Yekaterina999/xiongnu/tree/82533199e7442c4201e6642657ce8d906ec06d8f Here is the default Xiongnu Structure tree freshly cloned off github: Proposed changes: 1. I like the idea of archer women - increase their attack slightly to 4 pierce? 2. Since they use the double curved bow, make their default cavalry archer offer stronger attack than default value for other civs, but less than champion archers? 3. Some P3 buildings perhaps? 4. Increase the armour of some units? 5. Give them a dedicated corral for animal farming and a cavalry stable, so that units are trained faster and animals can be bred faster? 6. More champions?
    4 points
  2. Mh, given the wide range of options we have, this does seem like something I'd be open to. Think elexis was a bit too strict there.
    3 points
  3. As you can see, the Thracians are much more complete in comparison and have their own buildings and unit models. Meanwhile, the Illyrian actors are just a combination of Spartan and other Hellenic models. The Thracians can already run on A25 without many errors whereas the Illyrians are unusable. Looking at the structure tree here are the proposed fixes / improvements for each of the 2 civs: Thracians: 1. Give them some siege weapons 2. Fix training units and add units to correct buildings (with reference to the standard roster of A25) 3. Give them some champion units 4. Give them some team bonus 5. Give them their own wonder and more original unit models (thanks to the art team in advance) Illyrians: 1. Fix all their bugs first! 2. Replace Spartan models with more Illyrian stuff (art team needed here as well) I will be working on them for the next few weeks, as I have more urgent mods to take care of right now (bellum) before feature freeze.
    3 points
  4. This thread is about making the mods for Illyrians and Thracians compatible for A25. By default they are compatible for A23 or A24, and these are the screenshots of the current structure roster and unit rosters. Illyrians: Thracians:
    2 points
  5. @Stan` @Gurken Khan The patch has been made here https://code.wildfiregames.com/D4056
    2 points
  6. Hi Yakaterina, I like it, cool concept.... Just one small suggestion on the Thracians...make all the roofs of all buildings, the same color... About those Illirians, I think that those guys did some piracy for some time under a Pirate queen, I watched a Kings and Generals video in Youtube, telling the story.... It will be great to make an scenario base on that war... The Roman Republic end up sending an Army to Illiria to get them.....anyway...is looking nice.... I like them.... .I am new to the game, and fallen in love with the Atlas Editor. Been playing and experimenting, learning and at this moment, working on a Scenario, that I have been going around showing to other players here on the forum, for the last few weeks...to see if anyone with experience at modding, or designing scenarios can help me polish it, either by testing, or by programming, or art design... I named 0 AD Empires at War, and is for 8 players or one or a few players against the Al....the scenario is base on the central European and Mediterranean world, and look like a Huge caricature of all that region, is a gigantic map, and have the 8 main civilizations of the age that tend to be the most popular or mainstream, or most History books. I have the Illirians and Pirrians as buffer states in the scenario, so a few Gaul tribes spread across what is supposed to be France, Germany and the low countries... I don't have the Thracians because I understand they were Macedonians or very closed related to that civilization, and are therefore well represented by the Macedonians, Someone should make the Germans, some day...anyway...... I do really like what I see on those pictures of your mod and would like to add those 2 to the 0 AD Empires at War scenario...what can you tell me about them as civilizations in the game,????? what kind of tech and military powers make them exalt as a Civ in the game????? And where can I download them??/ link please...... By the way, I want to take the opportunity to tell you that, a few days ago,I got in communication with one of your top modder's team members from the forum, but the man look very busy.... and he hasn't written me back...and I don't want to bug him neither.... But I do really want to let you know...that I'm looking for someone to help me polish the scenario for testing, fix any bugs, and for publishing on line, so people from all over the world can play with it.... In my personal life I am a Commercial graphic designer and have my own print shop ( close now by the way...because the virus) so I have been like a month working on the design of the map and have a few Ideas about the concept...that constantly change...but....I'm learning as I go.......and I do reckon that I do really need someone that know his ways around the game...for real man.... and know it's design engine, programming, triggering, and have a huge imagination... bigger and better organize than mine....mine is insane....LOL........so you know, to make it happens.... I'm putting a lot of love on it, man, for real......I do really think it will be a great Scenario because it will be educational for it's histical content, for all players from the start. Players will start with some buildings and units in the regions that really represent that region of the world....and a map like this one...if is done right by the right people...will kick ass....I'm sending you a preview...take a look and tell me what you think....what can make it better??....if you like what you see....let me know...and let's make it happens, tell some of your brothers at the forum about it..in case you can't, is cool with me...may be one or a few of your brothers may do...let them know........ and thanks for your time and attention Yakaterina....that name of your sound cool..where you from???? Here is a small preview of how is looking so far....thanks.
    2 points
  7. Ptolemaic Cretan Archer (left) vs. Seleucid Neocretan Archer (right) Possible updated look for Seleucid spear cav?
    2 points
  8. Might be fanciful, but a large wooden horse was my idea. Horses (and other animals of the steppe) were sacred to them, as shown in their artwork and jewelry. A huge wooden horse would be "permanent" enough for a wonder, but impermanent enough to have wasted away due to time.
    1 point
  9. Hi, thank you for reading through my post. The decay is on purpose, though whether it should be changed is an open question. Not sure what you mean about train time. Sorry, I mean seconds not minutes. Training of soldiers for Romans in barracks, with team bonus, is now 9 sec and in the army camp it is 11 sec. But it might also be on purpose because soldiers from the camp have already rank 2? Thank you I appreciate that very much. I also thought this is not a simple task. You are indeed incorrect, there are no other bonuses in A24/25 (so far) Well, good to know. I remember the wiki ( https://0ad.fandom.com/wiki/Infantry_Swordsman ) where you still can see some bonuses mentioned. But this then is outdated very much. Nonetheless, there are still some secrets which I could imagine are interesting for more people to know. For Ptol its sometimes possible to build more than 1 CC. I don't know under which circumstances this is possible? I also wonder about the promotion of elephant archers. The pierce attack doesn't approve, but you find more archers on top of the elephants. Is there any effect on the pierce attack or just an increase of health and armor? I also don't know how many kills an unit needs to get promotion. I guess this has not much to do with the a25, but access to information about things like that is interesting for players like me. I don't necessarily disagree, but I think removing towers was a good move and we don't really have more than 3 town-phase buildings as things stand, so it's simply not possible. Its even 5 structures of P1 needed to go to P2. Anyway I understand there are no more P2 structures. But why where towers removed? Was there a discussion somewhere? I would like to read it.
    1 point
  10. Here is a test run with the Iberians against the Ptolemies. Please take a look and tell me if unit turn times and training times are reasonable. 2021-06-02_0005.zip Also if the champion units do too much crush and hack.
    1 point
  11. While fixing solooy0's error, I encountered this while checking the replays: I have the bellum mod installed and I just wanted to check my singleplayer replay. Can someone fix please
    1 point
  12. I think the problem is caused by too many Persian AIs. At the beginning of a match the Petra Bot picks a name from a list of available names for each civ. Two of the AIs have decided to pick the name Darayavahush II (Darius the Second), so it adds an extra II to distinguish. Possible solutions: 1. Add more AI names. This hugely reduces the probability of this happening but it still remains possible. 2. Add a command to the Petra AI that bans the use of names already chosen. This is more difficult to implement and also needs more names as there are 6 Persian names as far as I am aware. So we need historians @Thorfinn the Shallow Minded to come up with more names for each civ.
    1 point
  13. We can compare what i have drawn this situation(although it is a bit extreme) to this video below , just imagine that the janissaries were javelineers, if the lancers didn't have the stats they have like melee resist and bonus vs inf this fight would be a disaster.Even so you can clearly see the problems that i posted before too.
    1 point
  14. @soloooy0 Thank you for the video. I will try to fix that ASAP. I must say I have never encountered anything like that.
    1 point
  15. Statue of Chanyu? Can you make one please
    1 point
  16. @soloooy0 what does 'cargando informacion del mapa por favor espere' mean? When I enable the mod I also get error messages in the mod selector, but non in the actual game. It is a balancing mod which only changes templates so it shouldn't produce gui errors. Can you record a video of how the whole process went wrong and attach the logs here? Thanks. I have just tested it and got no errors in real game.
    1 point
  17. @LetswaveaBook here: https://trac.wildfiregames.com/wiki/BuildInstructions Copy and paste the corresponding commands for ubuntu/debian into the terminal, then hit enter. You don't need to understand what they mean. Here are probably the exact commands you will need. Copy them in and execute one step at a time please. Exclude the bullet points. cd ~/ sudo apt-get install build-essential cmake libboost-dev libboost-system-dev \ libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev \ libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev libogg-dev \ libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev \ libxml2-dev python rustc subversion zlib1g-dev sudo apt install wx3.0-headers libwxbase3.0-dev libwxgtk3.0-gtk3-dev sudo apt install libwxbase3.0-0v5 libwxgtk3.0-gtk3-0v5 svn co https://svn.wildfiregames.com/public/ps/trunk/ 0ad cd 0ad/build/workspaces ./update-workspaces.sh -j5 cd gcc make -j5 Note the number after '-j' is the the number of cores (including hyperthreading) that you have, plus one. At this point your build of 0AD is finished. To run the program in the future: cd ~/0ad/binaries/system/ pyrogenesis
    1 point
  18. I guess that's ok, although I'd liked the mercs! Of course I wouldn't want to upset the balancing advisors either, although I don't know if Wild Lake is a popular MP map as it seems pretty unbalanced.
    1 point
  19. Hi Yekaterina. ( Kate) didn't know you were a lady, sorry about that. I am from Miami, Florida.
    1 point
  20. It would certainly help on improving performance at the cost of removing some identity of the biome. India gives off a really cool and unique vibe compared to the others, at the cost of performance. The biome is similar to what Jungle is currently. Fine for 1v1s and small tgs but with more players the performance drop compared to the usual is very noticeable. Can certainly try and mess around with the tree resource value and spawn count, but I'd prefer for the biome to keep its identity.
    1 point
  21. I should have mentioned the OS. I am using Linux mint, which is similar to Ubuntu. To be honest, the only way I normally install software is with the software manager, though I can put things in the terminal. I don´t know the commands for using package managers and such. Also the OS has a package installer that I can use if I have a package file on my PC, but I am not a command line wizard.
    1 point
  22. @soloooy0 try this one: bellumMod.zip This is intended for A25 only.
    1 point
  23. Please use the SVN version of A25. I don't think it is fully compatible with A24.
    1 point
  24. Download the zip from github here: https://github.com/Yekaterina999/bellumMod
    1 point
  25. So do you want the mercs to be available or do you want me to just change the description? I guess I will just change the description for now so as not to upset the balancing advisors.
    1 point
  26. My position is that it should be added to the game so I don't have to add it to Delenda Est. It's a nice feature, and one I think AOE2 had back in the day. I'm not sure why elexis was so hard core against it.
    1 point
  27. @Yekaterina maybe a patch for you ?
    1 point
  28. I can do that in A24 as well. I agree that better pathfinding makes booming faster.
    1 point
  29. Does this mean you are bringing Delenda Est to A25 already?
    1 point
  30. What's the period why are talking about? Lysimachus' hellenic thrace or the Odrysians? Th Ardiaei for the illyrians?
    1 point
  31. The game is quicker because: shorter production time of units less turning time less bumping in each other just 3 buildings needed for P3 Around 13 mins for P3 with civs like Romans or Macedonians without much hunt or extra berries is easy and I just have rating around 1400-1600. I guess better players can do it even in shorter time.
    1 point
  32. I have encountered a problem: A25 and A24 have dramatically different xml files, meaning the mod can only work for one of the alphas. Should I make it A25 only? I will try to finish it by tomorrow evening UK time, which is late morning in Honduras.
    1 point
  33. @Player of 0AD @chrstgtr @LetswaveaBook @ValihrAnt @borg- You guys are the best-skilled 0AD players I am aware of so can you test out booming in A25 to check just how fast it is? Thank you.
    1 point
  34. I stumbled over some things they might to be changed and sorry if I repeat anything because I didn't read all comments in the thread. Maybe some of the things can be still added/changed in a25. General things: Cav can be garrisoned in barracks, but Inf can't be garrisoned in Stables, also units rank up when garrisoned in barracks but not when in stables, this is kind of inconsistent. I think there are several solutions. I find it alright when all kind of soldiers can be garrisoned in military buildings and also when the rank upgrade can be achieved in barracks and stables. It would make sense when Inf just could be promoted in barracks and Cav just in stables. Roman army camp should not lose ownership in neutral territory or in enemy territory from alone. Training time of units in the camp is 11 min. Is this on purpose? Other buildings have less training time now. When AI captured my Kush mercenary camp they were able to produce Kush mercenaries. The enemy had Gauls. As far as I know this wasn't possible so far. Is this new? In fights it easily happens that one gather resources instead of attacking the enemy. It would be good if attacking other units had priority before gathering resources. What I mean is, I wish that the mouse cursor would primary choose the enemy unit instead of the resource in front of the enemy unit. Civilisation overview needs to be updated, bonuses changed e.g. pop bonus of Pers and Maury, trade bonus of Mace I miss open knowledge of counter units and fighting bonuses. For spear men there its written 3 vs Cav, but its missing for other units, as far as I remember there are more bonuses, or am I wrong? If Team bonus of a Civ is valid for the Civ itself now, bonuses could appear in structure tree, e.g. Iber cost reduction of javelineer, Kush elephants, Brits healer, Maury temple, ... The stone mine can be mined from 48 men now, making the stone techs needles, you just use more soldiers instead of wasting metal. Why was it changed? Balancing things Archers are to strong, just getting the same accuracy with upgrades wont solve the problem in mid or late game. From P1 to P2 you need 4 buildings of P1, but to change from P2 to P3 you now need just 3 buildings of P2? Feels wrong to me. Should be the other way around. For a later phase you should need more buildings than for an earlier phase. Kush are already strong, so getting the own team bonus will make them even stronger, elephants are very cheap then and they already have stronger rams. This is not good for balance. Maybe normal rams and the elephant bonus would also do it? For Ptol the mercenary with the hero Ptolemy I will be really cheap. 39 M for Inf and 52 M for Cav. I think its good if mercenaries will come back to the game, but I think this might be OP. As someone mentioned before mercenaries which just cost metal you just need trade as economy. Why were Food cost reduced? My general feeling is with the actual changes the game will be much faster than it was before, might even be faster than in a23.
    1 point
  35. @Lion.Kanzen well, in general, non-archer civs lose to archer civs for a24. I hope that this is not a strong trend for a25. If a25 is more exciting and balanced in play, I think it is a great position to make progress with civ differentiation.
    1 point
  36. A tupi villager in the middle of India xD
    1 point
  37. I don't think they will solve it overnight.
    1 point
  38. If the pikemen don't absorb arrows then who will? I think only the Roman Testudo was on par with Macedonian pike phalanx.
    1 point
  39. Pikemen typically formed a phalanx, in which the sarissa of the men in back rows are lifted at an angle, forming a dense matrix of spikes (like a hedgehog). The sarissa points are capable of deflecting incoming projectiles. Very few projectiles can actually pass the columns of spike and reach the soldier. Even if they do, the soldiers have helmets to protect them. At the front the Sarissa prevents enemy from reaching them, and can intercept incoming projectiles like how you would play tennis / baseball.
    1 point
  40. Spearmen: mainly pierce but also hack. Good shield Swordmen: high hack. Roman swordsmen: medium hack and high pierce. High shield. Pike: a bit of everything, insane armour Javelineers: high pierce, medium range, low shield. Slingers: a little pierce and crush, but very very inaccurate. Spread > 5. Long range >60m, no armour Archers: no armour, some pierce. Range around 72m Melee cavalry: high armour, high health. Spear cav: high pierce and medium hack and medium crush
    1 point
  41. -Mercenary camps system. - Trading post - Advanced diplomacy. -Battalions -Advanced Tech tree. -Advanced trading -Player vs environment features.
    1 point
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