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Sure make another thread. See also https://trac.wildfiregames.com/wiki/Localization And https://trac.wildfiregames.com/wiki/EnglishStyleGuide2 points
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The Gauls are another of the mainstream protagonist in the Scenario. They start with a town in Holland, and two other Celtic towns as allies. One is in modern what is suppose to be Belgium in the map. and another one in southern Britain. The Britons are included in the scenario as allies of the Gauls.2 points
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Syracusans/Sicilian Greeks Civilization Profile Overview and Introduction Flavour text for the struture tree Long as Syracuse championed its citizen’s and fellow Greek’s independence, be it against Carthaginians or Romans. As a Doric colony it kept ties to other Doric cities in the Greek mainland. Although brief respites form their conflict with Carthage did occour under some of its rulers, the city's history is dominated by their wars with Carthage and other Greeks and the eventual concession of its autonomy to Rome. For my first faction I designed so it has a less orthodox playstyle to what I became accustomed during Alpha 24, my aim was to make an amphibious and mercenary civ where a rush or semi-rush pays off. So, I tried to bring new ideas to table and these will be further discussed during the champion and hero rosters sections. I also tried my best to make a civilization that doesn’t require too many new assets because people’s time is short. As for the values present, these can and will probably change with each revision of this document. Disclaimer: I do not know nor studied attic, doric and koine greek so the few names of the units that I present can and will most likely have speling errors, not be in the right order syntax wise and probably not be all from the same dialect but I tried to post this by standards of similar posts. I had images for this but they did not show up when i copied this from Word and adding them is a pain so... #NR means not researched...,yet. Faction Bonuses Jewel of the Mediterranean Grain gather rate increased by 10% gather rate Mercenary Loyalty A lot of mercenaries were employed for life under some of the tyrants and not just in time of conflict like the Sileraioi who were given land and accomodations, so in a way this a precursor the cleruchy system of the sucessors. The metal cost of italian and iberian mercenaries ( italian swordsman, iberian swordsman, tarantine cavalry) is decreased by 45% Team bonus: Trade Empire +10% international trade goods for self and allies Unique techs Archemides' Screw More water = better sanitation, better crops, more hydration = healthier and more citizens. Also in the abssence of conveyer belts water canals can and would be used to carry crude mineral chunks. Replaces the "Gather training" upgrade at the farmstead. Phase II, farmstead +10% grain gather rate for all units +10% faster metal collection for all units Cost: 300 wood 300 metal Ballistics Phase III, artilery foundry Adds/Increases area damage on siege engines by (x) aumount and increases their projectile speed. 300 stone 300 metal Archimedes Odometer Phase II Available at the CC Structures are built 20% faster. Cost: 100 stone 200 metal Secret Police Phase I, sentry tower +10 meters of LOS ( line of sight) to all structures. Cost: 400 food Solar Tower A complementary upgrade for the sentry tower, now the player has the choice to upgrade it to the stone tower or to the Solar Tower which does reduced damage to units but excels in damaging ships and siege machines. Phase I, sentry tower Upgrades the sentry tower into the solar tower Cost: 150 wood 150 stone Mamertines A one time, instantaneous shipment of 20 mamertines (italian swordsmen, same stats as the roman champ swordsmen) to the Tyrant's Palace. Available at CC, p3 Cost: 2000 food 3000 metal Doric camaraderie A one time, instantaneous shipment of 20 spartiates (spartan champ hoplite) to the Tyrant's Palace. Available at CC, p3 Cost: 2000 food 3000 metal Technology Tree Structures As Syracuse was a colony of Corinth, it should heavily feature Doric Architecture, much like Sparta. Although unlike the Spartans, Corinth and Syracuse seemed to have inherited a love for monumental buildings and public works from the Attic region. In short, make it so their buildings have the Sparta template but more embellished (and maybe replace the roof tiles with the roman ones). I don’t expect any new models to be developed ASAP for this and it is acceptable since I haven’t the skills required and am at the mercy of some good souls willing to model these. As for buildings available, these should be standard Greek roster available to Sparta, Athens and Macedon but I do propose 2 unique/special buildings for this faction (whose names in Greek I have yet to research) and I also propose that Syracusans only be able to build/have one Civic Centre, representing Syracuse itself and making for a risk reward type thing when attacking/rushing. Seaside Outpost/fortified port Syracuse itself went on to expand their influence over other territories through colonies of its own although these were more akin to fortified trading posts than full blown colonies, much like the Portuguese Feitoria. Can only be placed along shorelines and functions like a cross between a military colony and a market, where one can send caravans to. Can’t train ships except for the merchant vessel but can heal all ships, otherwise it can train caravans, one champion and some of the mercs available to this civ. This building will also have a technology that improves trade goods received by caravans that visit this building, again building on that risk/reward thing. Its cost should also be between a military colony and a CC. Tyrant’s Fortress/Palace A reference to the fortress of Euryalos. Essentially a better fortress that trains two of these civ’s champions(crossbowman and tyrant's bodyguard) and its heroes in addition to the “will to fight” tech that all civs have. A player can only have one of these per match (if not possible to implement this, then it could have a max count of 1). It won’t be any more expensive than a normal fortress and doesn’t replace it. Serves as an territory anchor like a CC. Wonder: Hieron’s Altar Unit Roster For my first draft of this civ I have 11 units planned, 3 citizen soldiers, 5 mercenaries and 3 champions. For this next section I will specify which buildings train what units using the following template, building, citizen soldiers, mercenaries, champions. Citizen soldiers -Syracusan Hoplite Generic name: Syracusan hoplite Specific name: Hoplites sikeliotes Pierce armament: Dori spear Attire: Unit variants should bear the Montefortino, Italo-Attic and Corinthian helmets . Rank 1 gets a tunic and one of the greaves, rank 2 gets the linothorax and both greaves and finally rank 3 gets the feathers in the helmets mentioned and a tri-disc cuirass over the linothorax. Aspis shield should have marine elements in it (dolphins, tridents, nymphs like the oceanids, pegaeae or the nereids or hell even Arethousa herself). Stats: Health: 100 Hack Damage: 2.5 Pierce Damage: 3 Crush Damage:0 Interval: 1 Range:4 Hack Armor: 5 Pierce Armor: 5 Crush Armor: 10 Walk Speed: 9 Run Speed: 15 Cost: 50 food 50 wood Loot: 5 food 5 wood 100 exp - Sicanian skirmisher Generic name: Sicanian skirmisher Specific name: Peltastes sikeliotes Ranged armament: Javelins Attire: Pelta shield obvs. Rank 1 has a straw hat, simple tunic and no greaves, rank 2 gets a chalcidean helmet and a decorative unic, rank 3 gets padded armor and a chlamys. Note: to make this a more “aggressive” civ and to drive the player to use mercs and champs these should have slightly worse stats than a standard skirmisher, -10% health. (Also, I don’t like how armies right now are like 4/6 ranged and 2/6 melee so that is also a factor in this choice of mine). Stats: Health: 40 Hack Damage:0 Pierce Damage: 16 Crush Damage:0 Interval: 1.25 Range: 30 Hack Armor: 1 Pierce Armor: 1 Crush Armor: 10 Walk Speed: 10.8 Run Speed: 18 Cost: 50 food 50 wood Loot: 5 food 5 wood 80 exp -Greek Lancer Generic name: Greek cavalry Specific name: Hippeus Melee armament: Xyston Attire: Rank 1 has a straw hat, linothorax and no greaves, rank 2 gets a boeotian or a boeotian-variant helmet and a chlamys, rank 3 gets a plume in their helmet. Stats: Health: 160 Hack Damage: 4 Pierce Damage: 3 Crush Damage:0 Interval: 1 Range: 6 Hack Armor: 4 Pierce Armor: 4 Crush Armor: 15 Walk Speed: 18 Run Speed: 25.5 Cost: 100 food 50 wood Loot: 10 food 5 wood 130 exp Mercenaries - Italian Swordsman Generic name: Italian Swordsman Specific name: "something" xiphophoros Melee armament: Xiphos Note: we can use the swordsman merc model of Carthage’s Italian embassy. I named them italian swordsman because making a unit for mamertines, campanian, sileraioi and samnites mercenaries is redundant. Stats: Health: 100 Hack Damage: 5.5 Pierce Damage: 0 Crush Damage:0 Interval: 0.75 Range: 3 Hack Armor: 5 Pierce Armor: 5 Crush Armor: 15 Walk Speed: 9 Run Speed: 14 Cost: 20 food 35 metal Loot: 2 food 6 metal 100 exp -Cretan archer Generic name: Cretan archer Specific name: Toxotes Kretaikos Note: There is already a model for these in game so no point in describing this one further Stats: Health: 60 Hack Damage: 0 Pierce Damage: 6.7 Crush Damage:0 Interval: 1 Range: 60 Hack Armor: 1 Pierce Armor: 2 Crush Armor: 10 Walk Speed: 10.8 Run Speed: 18 Cost: 20 food 60 metal Loot: 2 food 6 metal 100 exp -Tarantine Cavalry Generic name: Tarantine Skirmisher Cavalry Specific name: Hippeus Tarantinos Ranged armament: Javelins and pelte shield Attire: NR Stats: Health: 100 Hack Damage: 0 Pierce Damage: 18 Crush Damage:0 Interval: 1.25 Range: 30 Hack Armor: 3 Pierce Armor: 1 Crush Armor: 15 Walk Speed: 15 Run Speed: 21 Cost: 50 food 50 metal Loot: 6 food 8 metal 120 exp -War Elephant Generic name: African War Elephant Specific name: NR Note: The only mercenary elephant in the game and as such it should have a very steep cost. Stats: Health: 500 Hack Damage: 30 Pierce Damage: 0 Crush Damage: 70 Interval: 1.5 Hack Armor: 10 Pierce Armor: 10 Crush Armor: 20 Walk Speed: 9 Run Speed: 15 Cost: 300 food 160 metal Loot: 30 food 16 metal 250 exp -Iberian Swordsman Generic name: Iberian light swordsman Specific name: Hacker armament: Falcata and buckler Function: These are to be a pseudo glass cannon, less armour but more hack damage and more speed when compared to the standard merc swordsman. We can recycle the Iberian CS model. (Bootleg skiritai) Stats: Health: 80 Hack Damage: 6.5 Pierce Damage: 0 Crush Damage:0 Interval: 0.75 Range: 3 Hack Armor: 4 Pierce Armor: 2 Crush Armor: 10 Walk Speed: 11 Run Speed: 16 Cost: 20 food 30 metal Loot: 2 food 6 metal 70 exp Champions The champion infantry of this faction can only be trained intialy at the regular fortresses and at the special buildings mentioned above but will be available at the barracks after the player researches the "unlock champions" tech. -Syracusia (Ship) Note: historically it was known to have been a gift to the Ptolemies and was more of a show of whealth but you can´t make a champion function as a ferry only. Generic name: Syracusia Specific name: Syracusia Armament: ram and arrow towers Function: A really big ship, should be extremely expensive and slow but can be garrisoned like a tower to increase its firepower. It must also be capable of holding 50 soldiers. -Crossbowman Generic name: Crossbowman Specific name: Gastraphetephoros Armament: gastraphetes Attire: Similar to their Macedonian counterpart Stats: Health: 120 Hack Damage: 0 Pierce Damage: 40 Crush Damage: Interval: 2.5 Range: 60 Hack Armor: 5 Pierce Armor: 5 Crush Armor: 20 Walk Speed: 10.8 Run Speed: 18 Cost: 80 food 60 wood 80 metal Loot: 8 food 6 wood 8 metal -Tyrants’ guard/bodyguard Generic name: Tyrants’ Peltasts Specific name: Somatophylax tou tyrannou Melee armament: javelins, kopis and aspis Attire: As per the nature of their role and their value as a hybrid, high priority unit, they should be easily recognized in game, so I’m going to kill two birds with one stone by making them the flashiest units in game. Certainly, a tyrant would want show his wealth not only by investing in his personal image but also his entourage’s, the more decorated the panoply, the better. Firstly, their body armour, bronze muscle cuirass or an iron linothorax, like the one Phillip II uses in game. Both greaves made of bronze/iron and of course a cape. The helmet could be either a thracian or a late attic plumed . Function: The star of the roster for sure, this is meant to be a hybrid unit, a heavy peltast, cross between a skirmisher and a swordsman that is capable of both ranged and melee damage. The idea came to me after browsing Yekaterina’s post about making such a unit, basically my idea was that the damage type be exclusive to each “mode” of the unit, these “modes” could be toggled manually via formations but if this isn’t possible then have them only get in melee when right in front of another unit (< 4 meters). As they are also swordsmen, they can deal with CS infantry with varying degrees of cost-effectiveness. Naturally their counter would be cavalry. Finally, as to balance them I was thinking they could have an increased prepare time or downright less attack speed on their ranged stance. These should also have just a bit less health (than normal champ swordsmen) so that lose to other sword champs if none of their shots landed or if they hadn’t had a chance to fire but should be able to win if at least two or three shots connect before going into melee. Range Stance's Stats: Health: Hack Damage: Pierce Damage: Crush Damage: Hack Armor: Pierce Armor: Crush Armor: Walk Speed: Run Speed: Cost: Loot: Melee Stance's Stats: Health: Hack Damage: Pierce Damage: Crush Damage: Hack Armor: Pierce Armor: Crush Armor: Walk Speed: Run Speed: Cost: Loot: Heroes For this section I choose not to include any post Pyrrhus heroes and instead opted for the first dynast of each dynasty pre epirote influence . Gelo/Gelon I Elitism: Champions and cavalry train 15% faster while citizen soldier infantry train 10% slower. Cavalry Commander: Citizen and mercenary cavalry within a (Y) radius of Gelon receive a +2 crush, hack and pierce armour in addition to a 30% line of sight increase. To fit his bonuses and history, he would have to belong to the spear cavalry category but it is imperative that he posseces a more classical look than the following heroes, maybe a boeotian helmet with a laurel crown and a simple plume would fit him nicely: #Here is the crowned boeotian helmet in-game, to which I have added 3 plumes( i think they are props), just to give an even better idea of what I am talking about: Stats: Health: 1100 Hack Damage: 16 Pierce Damage: 14 Crush Damage: 0 Range: 6 Interval: 1.25 Hack Armor: 11 Pierce Armor: 10 Crush Armor: 25 Walk Speed: 19 Run Speed: 25 Cost: 300 food 200 wood 250 metal Loot: 10 food 50 metal 400 exp Dionysius I One the most infamous tyrants of Sicily, his contributions go from upgrading the walls of the city to furthering the development of siege machines. Dionysian Walls: Defensive structures get a 10% health boost (palisades, stone walls, fortresses, civic centres and all towers). Court Engineers: Siege units have their attack speed and movement increased by 20% in a (k) radius. As for his physical model I couldn't find much but following picture gave me the idea of giving him a linothorax, maybe scaled, underneath a chlamys, kinda like Themistocles in-game: #i also think he should be a sword cav hero Stats: Health: 1200 Hack Damage: 20 Pierce Damage: 0 Crush Damage:0 Range: 5 Interval: 0.75 Hack Armor: 11 Pierce Armor: 9 Crush Armor: 25 Walk Speed:18 Run Speed: 25.2 Cost: 300 food 100 wood 200 metal Loot: 10 food 10 wood 50 metal 400 exp Agathocles Another famous ruler that, much like Hannibal during the 2nd Punic war, brought the fight his enemy’s doorstep, somewhat shielding(not really tho) his own territory. He also burned his ships after disembarking in Africa, that way his mercs and soldiers were in a do or die situation. Natural Leader: +50% capture points in a (j) radius for both allies and your own troops. Relentless Advance: Mercenaries and citizen soldiers gain experience 10% faster (this, I think can be done by multiplying the experience points given by enemies in (x) radius or by multiplying the experience received by friendlies in (x) range of him). For his appearance and unit class I was thinking that he could be an infantry spearman, something like this: # Maybe a cloak or something to make him more distinguishable. Stats: Health: 1000 Hack Damage: 10 Pierce Damage: 10 Crush Damage:0 Hack Armor: 10 Pierce Armor: 11 Crush Armor: 20 Walk Speed: 10 Run Speed: 18 Cost: 200 food 300 wood 150 metal Loot: 5 food 15 metal 400 exp1 point
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Github Repo: https://github.com/Mare-Nostrum-0AD/mare_nostrum Hey everyone! I haven't been active on this forum before, but you might know me from the mod I've been maintaining, Random Civ Selection Groups. I've been working on this mod for a while now; I originally built it for A23 last year during quarantine, and I've spent the last month updating it for A25. It's the culmination of a lot of ideas I originally thought of developing as individual mods, but eventually I realized I had enough new concepts to package together as a total overhaul for 0AD. I loved this game when I discovered it last year, but I was a little disappointed that the city building usually involved turtling around your starting civil center instead of spreading out across multiple cities. I got into RTSs through Rise of Nations, so that's the style of gameplay I was expecting. This mod, Mare Nostrum, is at its core a mod that aims to reimagine 0AD as a game where you build your nation from a small, defenseless village to a vast empire spanning multiple cities. The biggest concept introduced in Mare Nostrum is that each civil center gets a "population" representing the number of citizens who theoretically live in it (this is separate from the "Unit Population" that we're used to, which represents the soldiers and laborers you've recruited from your civil centers). Each civil center starts off as a village with only 100 citizens. Unlike civil centers in Empires Ascendant, villages in Mare Nostrum have low health and capture points, and cannot fire arrows. This makes it much more feasible to launch a successful rush in the early game. To grow your civil center's population, you have to build civic buildings like houses and temples and, especially in the mid-to-late game, promote trade between civil centers. As your civil center's population grows, it automatically upgrades to a higher level; first, to a town at population 500, then to a city at population 5,000, then finally to a metropolis at population 25,000. Each subsequent civil center upgrade has more health, capture points, and arrows than the last and, most importantly, unlocks the next phase in the game (i.e. your first town unlocks the Town phase, your first city unlocks the City phase, etc.). As your civil centers grow, it becomes increasingly more difficult to grow their populations with buildings alone, so building new civil centers and promoting trade between them becomes critical for phasing up (a civil center's population grows by about 2-3 citizens per unit of goods that arrive at the nearby market). This makes raiding your enemies' trade routes and capturing their nascent colonies (as well as defending your own) a more pivotal and engaging aspect of gameplay. There's a lot more great features I've added to the mod along the way (Siege Towers can capture buildings, every faction gets to build a temple to a "Patron Deity" that provides certain bonuses), which you can learn about in the README at the github repo: https://github.com/Mare-Nostrum-0AD/mare_nostrum. I'm going to make a tutorial soon, but for now I recommend getting a feel for gameplay by either playing a sandbox game or watching the AI play against itself for a match or two (the new AI, Delphi bot, is actually decent at the city-building part of the game now). Note that, because of the greater emphasis on building multiple civil centers, you should choose maps that are at least Normal sized, if not larger; each player should have enough space to build at least 3 civil centers at a decent distance from each other. To install, just clone the github repo I linked to above. It's currently compatible with the development (SVN) version of 0AD. I'm hoping to release an official A25 version on mod.io within a week of Empires Ascendant. Also, I'd really love for some of you to join in and contribute. I'm very much not an artist, so having some help on that front in particular would be great. Here are some screenshots of how the new civil centers look: An Athenian Village An Athenian City All four Carthaginian civil centers: Village, Town, City, and Metropolis I hope you all enjoy playing this as much as I enjoyed making it!1 point
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You're definetively right about the food bonuses, the historical basis for this is that much like Egypt, Sicily did provide food for west meditteranean for example Gaius Octivius had to deal with Pompey's son because he controled Sicily and was holding out on grain, making Rome starve. The gameplay logic i was going for was that food bonus= more food and in less time= less women gathering = more resources and pop to make soldiers to either rush or further develop your eco. Sicily does have large sulfur depoits so maybe a metal or stone gathering bonus would also be fitting. I mean A25 is going to make elephants less dominant and a mercenary elephant would be costly.1 point
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Thanks for the offer. On Transifex, I am pretty much self-sufficient - I can promote people to reviewers, you were just faster with Ceres People can just ask me. It has also been a while since someone new applied as a translator. However, I do have some questions about Transifex in general, but I'll open a separate thread for that. Also, I will try to create a Phabricator account so I can submit patches (it will probably be text changes) and actually propose changes on the side of the source strings. It's true, some of the English strings (a patchwork from the past 10 years) may have potential for optimization.1 point
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Well i gave them a sicanian skirmisher with less health because the sicules had early conflicts with syracuse. But that should cover the weak ranged inf. no? I mean slings are pretty useless i think. So with Gelon's reform tech some mercs become cs, can they gater resources now? Well i actually agree that either xbows or bolt shooters should be a phase II champ and artillery respectively but I'm afraid of making them op. Anyway we kinda need to streamline these concepts early. Mercs in phase I? Wich ones? Gelon's tech, what should it do,? Make the other cs available ? Or make 3/5 of the mercs turn into cs? Or should it lower the shuffle the cost of mercs ( more food , less metal or something else, as to represent having more population available) or should we have another tech for that?(see mercenariy loyalty in the doc) Special buildinds: The Fortified port: I thought its cost could be between a military colony and a cc, should it be lower? What mercs should it train? Stats for it? Tyrant's Palace/fortress Stats for it? Only place that can trian heroes? Only place that trains the hybrid champion or should we let barracks or even other fortresses train them? Which units for phase I, II and III? Should we add slings too? Merc or cs? Xbows in pII? All mercs by pII or we leave some like the elephants for pIII? @Yekaterina @Lopess @LetswaveaBook @Player of 0AD @alre @Lion.Kanzen Cast your votes now!!1 point
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this is how I would make it: - cs from the beginning: spearman, spearcav and a nerfed ranged troup that could better be a slinger IMO, because sicules were mercenaries to Syracuse - mercs that become cs after passing the reform: skirmisher, swordman, and maybe jav cav too - mercs that don't become cs: archer, maybe a beefier champion/merc like the tyrant's guard the second category could be dealed with by enabling cs training and disabling merc training, or just by enabling cs. I'd actually like if, in addiction to this, all those mercs that you already have become citizens (and keep their experience of course, you paid for it).1 point
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If mercenaries are avaiable to phase 1, this will be a possibly very aggressive civ, and I think that's quite fitting, Syracuse was indeed much involved in aggressive warfare. One can imagine trying to get and mantain an edge since early game with mercenary rushes (since they can't gather resources, you would train mercs only to build a couple of buildings maybe, and then send them to war). Since they Syracuse doesn't have a cheap outpost (according to the design by @PyrrhicVictoryGuy they can't even get a second cc, and I like the idea) and they don't have a particularly good cav either, they can only keep striking right on, which is not very convenient. To help them, I'd like to propose a new/different unique bonus: every time you conquer/destroy a house, you get 1/2 slaves at your cc (depending on the capacity of the house). The inspiration comes from the fact that Syracusan tyrants often resorted to deportation on the population of submitted cities, lower class citizen would become slaves. If things don't go well with mercs, or if the strategic situation is against them, a player would have the option to pass "Gelo's reform" (in p2?) and invest into fortifications and trade. Both things Syracuse was well known for. Another thing Syracuse pioneered is bolt shooters, so they could maybe have them in p2, as a further help in defense, after the set down caused by switching to CS economy only after passing a costy tech. Or also as a groung control element when rushing, since they only have bad options for territorial expansion.1 point
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Because they could have. As I said, it was just a question . I'm not an English speaker so some words can be synonymous in Portuguese or be something very close.1 point
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I don't know if the idea was something like in age of empires 3, which I believe is not possible in the current 0ad (not sure) But we can create a technology that releases the recruit of up to 20 spartiates for 0 resources.1 point
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Way ahead of you. When I updated the doc. I included the following tech, haven't come up the cost however. Doric camaraderie A one time, instantaneous shipment of 20 spartiates (spartan champ hoplite) to the Tyrant's Fortress.1 point
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I remember they were allies of Sparta and at one point the Spartans helped them, can we have Spartan mercenaries?1 point
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@Belisarius17, I am truly sorry that my post made you feel this way. As @Grapjas stated I was merely trying to help. As you can see you are _waaaay_ cooler than me, for you have more reputation per post than me.1 point
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@Belisarius17 He was simply giving you constructive criticism, you're taking what Freagerach said way to heavy. Part of learning as a new contributor is to accept constructive criticism and work on it. Not run away from it.1 point
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Hi Fregarach, thanks for your reply... Point taken....just be gentle with me....I'm new...treat me like this is my first time......you know....I may not look like a new guy to you, because you probably have seen my few posts before, with pictures talking about the scenario I'm making, But if you check my profile, you will see that I have been around here only a few times, to see what you guys are talking about, and take tips, seen other mapmakers and moders designs....and learn....then I get exited, and go like wow...all that people most be the coolest people ever...Let me make a super gigantic map, base on the ancient world share this with the whole community...see how they react, listen at others suggestions, ideas, and then, show everyone how much they are popping my mind with all the inspiration they are providing and try to be that to others as well.... But, so far...that haven't happened... to be honest, so far, aIl the attention I have been getting came from less than 5 people, few opinions, and one guy, that seems real cool, speak Spanish gave me a suggestion about making a map for The Native Americans' civilization mod, base on the American continent, or one about Central Mexico, during the times of the Aztecs... ..(I do really love the idea, by the way, ) and then, guys like you coming publicly to help me on one side, and then publicly making me feel shame for coming to the forum to share those posts and my enthusiasm with others and with good intentions....So, please, out of courtesy, next time you feel like complaining to me, do it in a private message, When people that don't know each other personally have differences online, they should always resolve those different away from everyone, complaints and negative criticism as well... Unless you want to use me as an example to others, of what they can expect, if they become to enthusiastic on the forum, about their projects and sharing them with others, specially among new players.... Anyway, I have no negative intentions to anyone nor come to compete with anyone, just want to share and see what others are making and have fun with their mods and maps as well....I have no bad intentions for anyone here nor in the administration...I will always be courteous to you, publicly or privately, and like to resolve difference with other men in private, as gentlemen do. I'm a man of ancient times at hearth and spirit......( I'm summing that so you as well. And I don't know why you say I ask questions......I was not looking to kidnap anything....I did take the opportunity to share my enthusiasm....but braking rules was not my intention...My mistake, so sorry about that....But ....I hardly talk or ask questions here on the forum...and if I do, is because I do really need to know....or want to share and to let people know what Im doing and share it as they share themselves...with love and enthusiasm... If I ask....is because I don't know.... Not because I like to ask.... If I look for attention, it is because what I have to share is something I believe to be cool....and I believe the same go for everyone else that share as well...and to me that's great....the more , the better. if I tell you, Im new..is because I'm ....I have only 46 points...compare that to yours...or Leon...my god....I don't even know who you guys are....I do know that Leo speak Spanish and is bilingual as me... and I tell you more.....I have never played other players yet....I have played the game itself maybe some 20n times, to learn the ropes, strategies , and still learning, I have expended over 6 weeks working on the scenario, and putting as much love as you guys do, doing yours...And because I assume that everyone around here is cool and as motivate as me , I show and share what I'm doing, to see what mind alike show up, and meet others.....By the way, so far ..to be honest, I feel like the uncoolest guy in the forum now, because of having this talk with you publicly here.... And as you say, I'm kidnapping the forums, so your time. I feel real bad, because I assume you feel bad or uncomfortable with my presence too... Just remember, I'm new...so be gentle with me... You welcome to chat with me in private anytime...I am looking for friends...not enemies... Thanks for the Share....so your time and attention Fregarach... Peace be with you and prosperity...Bye for now.1 point
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I don't think you can call yourself new anymore? Also, please refrain from asking the same question in several topics. Because: 1. the question is likely to be off-topic, like here; 2. you hijack other treads (if people would answer); 3. it risks to someone answering the question but it getting lost in some random thread instead of the original question one. Please be patient when waiting for an answer.1 point
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I put off modding for a while at least until A25 is released. But I can give you some pointers if you like. You can customize radius texture and thickness in aura JSON. Like this. I just configured the influence of each building using addInfluence. Check the code here. Basically addInfluence tells AI to build a structure in relative distance of other structure with specified classes. You're going to need something that use manpower. I take it that both Manpower and Population represent the amount of people residing in the city, albeit in different way. Manpower seems to represent realistic city population, while the Population represent RTS game population. So if the map has 300 population limit, at lategame you may have a Metropolis with 25,000 manpower, but only have 300 units. What are the rest 24,700 people doing then? I suggest you put the manpower to work. Here are some ideas I had: Make structures cost manpower as well, a lot of them, as structure employees. Introduce negative effects of unemployment, give negative trickle for certain percentage of unemployed manpower. Give manpower upkeep. E.g. one manpower consume one food per 5 second, so the more manpower, the more food you have to provide. Or perhaps just create technologies that reduce batch production time in structure with specific class, make it cost manpower, and make it automatically researched (set autoresearch to True).1 point
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I deliberately made the back a U shape to make more visually interesting in case someone presses " q " or "e" during gameplay. I will if requested do a proper thing in Solidworks.1 point
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As far the wonder i proposed there are only a few piles of rock remaining, thankfully some people have taken to the making of virtual reconstructions but i can not verify these. I again show the folloing picture taken direcly from the design document, and following that a pretty rough 3D model in paint 3D, because I completely forgot had SolidWorks . Yellow cilinders -> statues Green Rectangles -> doorways1 point
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In regards to what few structures are left we have the temples close to Akragas, also the big bronze boy ain't the only one so it is safe to say that statues like this could have appeared elsewhere in Sicily. In the following 2 pictures one can see more details from the temples here. I mentioned the temple of Athena that was tunerd into a cathedral, well here is a piece of the facade in the frist picture and the latter illustration depicts the side on the temple, pay attention the upper part.1 point
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What i have: Turkey (Domestic) Tapir (Not animated) Tucan (Ramphastos sulfuratus) Generic Nopal Palo Verde (Tree) Terra Magna Cactus Jaguar Mantarraya/Giant oceanic manta ray Agave Cactus.1 point
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Nice, I had the idea from AOE 3, were ranged troops automaticaly switch to melee mode with attacked by a melee unit and a post here on the forums. I only gave them one spear cav unit and a skirmisher cav, do you think they need more? And what about their infantry skirmisher being weaker than normal skirmishers.1 point
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I mean by the time of Agathocles, Syracuse would have also reformed their skirmisher corps into a heavier version,the heavier peltast would be the elite part of such corps and it would reasonable to assume that a ruler would want these to be with him on the battlefield. Peltasts on wings ready to both flank, harass and who else is the wings, namely the right wing? The general. But yeah you also make a good point since there are no real evidence for this type troop being a bodyguard.1 point
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Having the player juggle between citizens, women and slaves for resource gathering is not more convenient.1 point
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I have updated that first tech's description but I think giving mercs a decreased coin cost in exchange for an increased cost of other resources would work fine I think. As for champions you mentioned i wanted them to be javelinners and swordsmen, but i don't know if this is possible, if it is then i would make them use javelins if target is more than for meters away (4 < x ) and use swords if target is within 4 meters of them ( x < 4 ).1 point
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In any case, I suppose Syracuse should really have slaves, to make mining more convenient.1 point
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Here ya go! I used a Spartan stoa to represent Doric architecture and a couple of stalls to represent the merchant nature of the colonies. You'll need someone to add a ramp, and the wooden fencing makes it look a bit Brythonic, but I feel like it conveys the concept pretty well. Make sure you change to civ to "syra" when you've actually implemented it. I set the civ to "spart" so it won't throw any errors when you open it in the scenario editor. merchant_colony.zip1 point
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Hey @wowgetoffyourcellphone, glad to get some feedback from you! Feel free to take anything you want from this mod, just link to my github repo in your contributions page. Also notice that there are olive groves and date palm groves as "cash crop" fields, which are good for diversifying your civs. Take a look at the pastures too, those could be useful now that you're starting to work with nomadic civs. And the patron temples could be good for more civ diversity and filling out DE's Empire Phase. And there's some things I think I'll "steal" from DE too, if you don't mind. The cult statues will work perfectly with my patron temples, and the mixed-gender citizen icon will be good for the unit production menu. Thanks for pointing out that I need to document Manpower better. I've done a lot of work documenting the city-growth elements of the game in tooltips, but some things kinda slipped my mind. Though tbh, Manpower isn't really my favorite resource to work with, as it's hard to find a balanced trickle rate that doesn't slow down the early game too much without making it too plentiful in the later game. I created it as a way to give a definitive late-game advantage to players who managed to grow their cities more, but now that I've learned more about how Value Modifiers work, I'm thinking of other ways to do that. Maybe an "Aura" that scales with city population that progressively reduces the batch production time in nearby buildings, to the point that someone with a Metropolis of 100k+ citizens can spam units almost instantly. So I'll probably remove Manpower in a later release. Glad you like the government centers. They're ultimately meant to be a lot more than a "Hero Barracks" though, they're going to be the main way of implementing civ-specific technologies and bonuses. Right now they're a bit cookie-cutter because I haven't had time to think of a lot of civ-specific techs, other than the "Democracy vs Tyranny" techs for Greek city-states and the Cura Annonae for the Romans. You've created a lot of techs for Delenda Est, maybe you could help me with that? Oh yeah, and <Icon> doesn't support {phenotype} in the base game, I rewrote Identity.js and some of the gui code to support that. Don't try to implement it in DE yet! I'll try to submit that as a patch for A26.1 point
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The Persian Seluicides are another faction to play in the scenario. The Selucides are in to expanding their empire to the west. but they need to take on Egypt and all its treasures in order to have all the resources they will need to invade Macedon, the Greeks, and eventually the Romans themselves so anyone that try to put a stop to their Empires ambitions.1 point
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Hey everyone, With the game in Commit Freeze, it's extremely unlikely that there will be incompatible changes, so if you had not kept up with SVN, you can definitely look into porting your mods to A25 now. We've maintained a wiki page listing some of the major changes affecting modders this time around: PortA24ToA25. Note that there have been major changes to notably UnitAI & to the GUI gameSetup. Depending on what your mod did, you might find it easier to start from the A25 files instead of trying to update your older files. Let us know if you run into difficulties.1 point
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Uploaded a quick update to smooth some things out. Now the AI won't always be sandbox, there's a few more enemy civilisations, and you can pick your civilisation & starting province (+ you can scroll around the map if you move the mouse to the border).1 point
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For bonuses i am thinking Heavenly Horses (Faster cavalry, maybe make them able to round up horses like with elephants) and Hill Country (Something like losing less territory, or buildings being harder to capture). Team bonus could be the same as the Persians (Silk Road, benefits trade). For special techs, Elephant Roundup, and Greco Buddhism (The later makes temples and healers heal faster, perhaps it could also make temples cheaper ?).1 point