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  1. Introduction My aim is to create and further expand upon the two Hellenic states bordering India, namely the greco-bactrian and indo-greek kingdoms. I decided to make one faction isntead of two for two simple reasons, the first is that that they share the Euthydemid dynasty and I think in my humble opinion that differentiating one from the other, in terms of gameplay is a challenge that I am not willing to take on right now. It is also safe to say that this is not the final version of this civ. Special thanks go to @Sundiata, @Genava55, @Lion.Kanzen and lastly to @Ultimate Aurelian for posting and elaborating on these two civs and regions in the following topic: This mod will give more emphasis to the first two dynasties, the Diotodid and the previously mentioned Euthydemid lines. In regards to their structures, a mix of persian and hellenic styles would be ideal but without unique models and textures the illusion is broken so this first draft will instead look at everything else regarding this civ. Almost immediately two questions rose up, how to make the roster work?How to make it both fun and unique at the same time. Of course my biggest fear was to make a "bootleg" version of the Persians. In summary : strong cavalry and ranged infantry but mediocre melee infantry and siege and a truly awful navy. Civilization Emblem Civilization Bonuses Hellenic Architecture Already in game and common to most greek civs . Equine Husbandry Cavalry -30% food and -20% metal cost. Team Bonus Bactrian Wealth Allies gain a 0.5 metal/second trickle for the duration of the game. Unique technologies Archery tradition Already in game, given to eastern civs. Buddhist Evangelism Phase III Research at temples + 10% healing rate for temples and healers +1 crush, hack and pierce armor for all citizen soldiers Cost: 400 metal, 500 wood, 300 food Bactrian Camels Phase III Researched at markets Traders +20% movement speed and +20% health. Cost: 200 food, 200 metal. Cavalry Tradition Phase III Researched at the Royal Stables unique building Basically the inverse of the "nisean horses" tech Cavalry +10% movement speed Champion Cavalry +2 hack, pierce damage All Cavalry +20% train time Cost: 500 food, 200 metal Unique buildings Muster Field Replaces the normal barracks and stables, combining both into one building. Trains citizen infantry and citizen cavalry Cost:200 wood 150 stone Royal Stable Trains heroes, champions and elephants. Cost: 200 wood 300 stone Military Colony Identical to their seleucid ant ptolemaic counterpart. Trains women and mercenaries Wonder No idea what it would be. Structure Roster -Phase I House Storehouse Muster Field Farm Farmstead Sentry Tower Scout Tower Corral Palisade Walls -Phase II Military Colony Defense Tower Royal Stable Temple Armory Market Stone Walls -Phase III Wonder Fortress Theater Arsenal Unit Roster: Very limited choices of infantry, starting with hillmen and levies and ending with thurophoroi and phalangites. Credit goes to @Ultimate Aurelian for coming up with the initial roster ideas . Citizen soldier roster Phase I / II Generic Name:Baktrian Hillman Specific Name: ? Class: Axeman/swordsman Hacker Armament:Axe, kopis , spear Appearance: Basic: Robes, barefoot, wicker shield Advanced: Cap, robes with boots, pants and a wooden shield (Round or Oval) Elite: Bronze helmet in eastern style, more colorful tunic, shield has boss Function: Basic "all rounder", no doubt weaker than most units but it is necessary for a faction like this.These are untrained levies so the following stats make sense and I wanted to give a sense of exponential growth with this civ. Special: Only 1.5 x cavalry, 90 health, 4 pierce armor and 5 hack armor, 0.9 repeat time. Generic Name:Baktrian Light Lancer Specific Name:? Class: Cavalry spearman. Hacker Armament:Xyston . Appearance: Basic: Cap, persian robes, small round shield. Advanced: Boeotian helmet, persian robes/ padded linothorax. Elite: Thracian or Boeotian helmet, scaled linothorax/musculata cuirass. Function: Replaces the spearman as the basic cavalry counter. Special: x2 vs calvary, 3 pierce armor. Generic Name:Dahae Horse Archer. Specific Name: Daha Ashanabara Class: Cavalry archer. Hacker Armament:Bow and arrow . Appearance: Basic: Cap, persian robes Advanced: Eastern helmet, persian robes Elite: Eastern helmet, minimal armor, horse may have front scale hauberk. Special: -10% health but +10% movement speed. Phase III Generic Name:Settler Pikeman. Specific Name:Katoikos Phalangites Class: Pikeman. Hacker Armament:Sarissa . Appearance: Basic: Cap, tunic and sandals, small round shield. Advanced: Pilos helmet, tunic and sandals, small round shield Elite: Thracian or Phrygian helmet, composite/scaled linothorax, pants, bronze or iron greaves. Function: Basically an upgrade to the levy spearman for the meatshield role. Special: -. Generic Name:Armored Horse Archer. Specific Name: Hippotoxotes Phraktos Class: Cavalry archer. Hacker Armament:Bow and arrow . Appearance: Basic: Cap, persian robes Advanced: cap, padded linothorax, small round shield(pelte) Elite: Eastern helmet, scaled linothorax, pants, horse may have front scale hauberk, small round shield(pelte). Special: 3 hack armor , 2 pierce armor and + 10%(110) health. Generic Name: Indo-Greek Thureos Skirmishers. Specific Name:Hippakonkistai Thureophoros Indohellenikos Class: Cavalry javelinist Hacker Armament:Javelins . Appearance: Basic: Cap, tunic and sandals, thureos shield. Advanced: Pilos helmet, tunic and sandals, thureos shield. Elite: Thracian or Phrygian helmet, light composite linothorax, elaborate thureos shield, unprotected horse. Function: Special: 3 pierce armor and 3 hack armor. Mercenaries Phase II Generic Name:Parni Raider. Specific Name: ? Class: Cavalry axeman. Hacker Armament: Axe. Appearance: Basic: Cap, persian robes Advanced: cap, persian robes, wicker pelta shield Elite: Eastern helmet, scaled linothorax, horse may have front scale hauberk, small round shield(pelte). Function: Good for capturing or destroying unprotected buildings. Special: 8 capture attack, -10% health and 25 crush damage. Generic Name:Sogdian Archer. Specific Name: ? Class: Infantry archer. Hacker Armament:Bow and arrow . Appearance: Basic: Cap, persian robes Advanced: cap, persian robes. Elite: Eastern/calchidian helmet, scaled linothorax. Special: +15% attack speed. Phase III Generic Name: Indo-Greek swordsman Specific Name: Xiphophoros Indohellenikos Class: Infantry swordsman. Hacker Armament:Xiphos . Appearance: Basic: Cap, indian cloth/tunic and sandals, indian shield Advanced: chalcidian helmet , padded linothorax Elite: Phrygian/calchidian helmet, scaled/composite linothorax. Generic Name:Indian Elephant Specific Name:Elephantos Class: Elephantry. Hacker Armament:Tusks, sarissa . Appearance: Driver: Basic: simple elephant, no armour. Advanced: Some armor and a tower. Elite:Scaled armor and tower. Function: More of a siege killer than a battering ram. Special:40 crush damage only. Champions Generic Name:Baktrian Cataphact Specific Name: Xystophóros Kataphraktos Class: Cavalry spearman. Hacker Armament:Xyston and mace . Appearance: Crested/ plummed late hellenistic helmet, bronze scale linothorax / musculata cuirass, even the horse has a complete bronze scale panoply. Function: Very heavy lancer. Special: In addition to the normal 1.75x vs cavalry they also have a 1.20 vs infantry. Generic Name: Armored Noble Hoplites Specific Name:Hoplítēs Eugenēs Class: Infantry spearman. Hacker Armament:Dori . Appearance: Thracian/boeotian helmet, musculata cuirass/ mail shirt /iron scaled cuirass , aspis/ thureophoros/ boeotian shields. Function: Elite spears that are even more resistant to ranged damage, the most versatile meatshield money can buy. Special: In addition to the standard champ spearman stats these have + 1 pierce armor. Siege Units Ram Stone thrower Siege tower Ships Merchant ship Fishing ship Bireme Heroes Demetrius I Specific Name:Demetrius A' Aníkētos Class:Cavalry swordsman. Hacker Armament:Kopis. Appearance: Konos/boeotian helmet, iron musculata cuirass, aspis. Aura 1: Cavalry +25% health. Radius 60. Menander I Specific Name:Menándros A' Sōtḗr Class: Cavalry archer Hacker Armament:Bow and arrow . Appearance: Thracian/boeotian helmet, musculata cuirass/ mail shirt /iron scaled cuirass, pelta Aura 1: "Alkidemos" -> Human Units +1 hack,pierce,crush armor. Radius 80 Aura 2: "Convert" ->Global, temple -20% construction time, healers -20% resource cost. Eucratides I Specific Name: Eukratides A' ho Mégas Class: Cavalry maceman. Hacker Armament:Mace . Appearance: Lion pelt helmet, iron scaled cuirass , aspis/ thureophoros. Aura 1: Enemy units -2 hack,pierce,crush armor. Radius: 60 # Shame we don't have the following helmets helmets, guess I or any other willing to take the commission will have to make them. Starting conditions Civic center 3 women 1 horse archer 1 lancer 3 hillmen Roster Distribution Civic Center: - Hillman(p.I) - Woman - Bactrian Light Lancer(p.I) - Indo-Greek Thureos Skirmishers(p.III) Mess Hall: -Hillmen(p.I) -Bactrian Light Lancer(p.I) -Dahae Horse Archer(p.II) -Armored Horse Archer(p.III) -Settler Pikeman (p.III) -Armored Noble Hoplites (p.III) Military Colony(p.II): -Woman -Parni Raider(p.II) -Sogdian Archer(p.II) -Indo-Greek Swordsman(p.III) -Indian Elephant(p.III) Royal Stables -Armored Noble Hoplites(p.III) -Baktrian Cataphracts(p.III) -Indo-Greek Thureos Skirmishers(p.III)
    4 points
  2. I actually made an attempt at a historical reconstruction of a Greco-Bactrian temple in Blender. It's not really finished and I wanted to render a higher quality video, but my laptop will explode if I try. Anyway, you're free to use it as concept art. I just uploaded what I have to Youtube. The Temple With Indented Niches, in Ai Khanoum, Afghanistan, 3rd-2nd century B.C.. Some artistic liberties were taken with those triglyphs and metopes for example. Not entirely without justification, but still a little unlikely, I admit. The interior is also mostly educated guesswork. Some renders: For those of you curious about trying out Blender, here's a quick illustration of my progress: With well over a million tris it goes without saying that this not suited for the game. But it could serve as inspiration for the Greco-Bactrian temple. I'd love to see this faction become part of the game...
    4 points
  3. Here is the third 'Release Candidate' of Alpha 25 - Yaunā We've entered Commit Freeze, which means we only now fix Release Blocker issues that we might yet find. Downloads - Current bundles are for SVN revision 25840 Linux data and build MacOS Windows Things to note: Mind your mods -> they might introduce issues or Out Of Sync. Save your A24 config file somewhere, ideally. Notable changes since the last bundle: Map Generation Issues fixed Autociv not cancelled when buildings are captured by the AI fixed Units glitching when gathering praise in Delenda Est Segfault fixes on Linux Translation fixes and credits. Currently known issues: We've had a few crash reports. Please provide crash dumps or stack traces, when able. What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes? Update your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
    4 points
  4. My observations so far Better looking graphics, especially many of the new tree models are really nice, also i like the 3-d grass a lot. I think though, that metal/stone is harder to distinguish with updated textures. Melee units (inf and cav) seem very strong, especially pikeman, skiritai and sowrd cav, while archer units barely do any damage. Ofcourse archers needed to be nerfed compared to last Alpha, but they got nerfed a bit too much. Updated pathfinder improves gameplay a lot. Also big armys with siege manage to navigate relatively smoothly through narrow passages between houses The gameplay is more fast overall, encouraging agressive play, early fights, which is making the game more intense, that is a good thing in my opinion Champions seem to be viable option to go for, especially in 1v1 or 2v2 games ( also in a24 possible), but i cant find p2 champs ( which i liked in previous versions)
    3 points
  5. Launching RC4 with above fix, should be available somewhere tomorrow And with that I think we're done for this version.
    3 points
  6. Windows people, can you test this one? Warning: incompatible with other versions pyrogenesis.exe
    2 points
  7. In this case it's the opposite. In the video below, units move to the point, detect the enemy, run towards it, kill it, stop there, then run back to the formation controller. My understanding is that the formation controller should move but doesn't. Confirmed that the flag doesn't move triggering the run. Not a good idea. Else you could have A25 in two years
    2 points
  8. Archer damage wasn't changed. The accuracy wasn't nerfed much either. Archers were vulnerable in a24 but other factors like slow train times, slow movement speed, and op defensive structures made archers seem better than they actually were in open fights. Archers will win in lots of range only fights, but if melee ever gets to them they will be shredded. The key will be making diverse armies to take adv of higher dps range units while still being able to use melee to cut through range units' weak armour. I agree. These should be at least (partially) coming back in a26.
    2 points
  9. Working on some Roman Cataphracts, based on 2nd or early 3rd century examples. Right now they use Seleucid cataphract armor, but what they really need is a whole new horse armor set, like this mount here (full set): (rider's helmet would be a bonus) And/or this half-set here: There isn't currently a set of horse armor in the game that looks like this that covers the neck as well as the chest. Also, the awesome chamfron for the horse's face would be a separate piece. Currently, the only chamfron in the game is the Seleucid cavalry chamfron ith a transverse crest which is clearly not Roman.
    1 point
  10. This is the first time I tried a25 (RC3), a chill 1v1 with @alre, being on voice chat. Nice boom, nice graphics, everything feeling smooth overall. We decide to invade each others base and since it was a chill game we didn't consider defending home a priority. It ended up with me losing my army and him losing all the buildings and having no resources for building a new cc. I was feeling like I won an undeserved match, when he told "I think I should resign". I shouldn't have replied with a "btw I'm 80 pop now". I didn't really understand the importance of forge upgrades in a25 and… of charging. He just raided me from time to time, using charging for killing pretty much all my soldiers, while gathering from a dock all the resources he needed. With charging it is impossible to escape when you are in inferiority. Your units will get caught and die if you can't garrison quickly (it is horrible when the opponent is on the voice chat saying "you can't escape, I'll kill them all" and then making some stupid noise with his mouth that he thinks is a "funny fast-forward sound"). Because of the anti-turtling changes (that are welcome, btw), there is nothing you can do to defend efficiently. While there are probably some strategies that can prevent it (having all the units always near to each others, having some building where to garrison them always near…) the gameplay would have been heavily affected by this bug. Thanks for fixing @Stan` and @Angen!! metadata.json commands.txt
    1 point
  11. I must clarify the mechanic of garrisoning on walls: instead of putting units inside a structure, the wall defines some garrison points near it, and the 'garrisoned' units stand on their garrison points completely unprotected. Then the wall offers an aura that increases the pierce resistance of garrisoned units, which makes them harder to kill. This isn't so difficult to apply to ships but it will look quite strange when you have 30 units garrisoned in it...
    1 point
  12. Hello, We need to make the naval games more interesting and fair. Easy balance and more fun naval. Several adjustments together : 1-Ships no longer fire arrows without garnison. Force people to garnison some guys with adjustement 2. Less spam boat. 2-Max 5 arrows but boost garnison(now it 10 units). It a nerf of boat dammage but more dommage to orther ships to compensate(maybe damage multiplier only vs boat? X2 or X3 let's see? ). This is to help the noobs who do not know sea battles, it is so unfair for newbies they have no chance of winning a sea battle and reduce the dammage against units on land.The boat should not be a castle that moves on the water. 3-We cheat on the hitbox of boats, reduce it. For an artificially better maneuver and less annoying. Easier to garrison troops as well. @Yekaterinawhat do you think about this easy proposition? -------------------------------------------------------------------------------------------------------------------------------------------------- For later with more development. Not easy to implement cuz it creates 'usable land" or by defaut a garnison system like stone wall. Change the naval battle system. this is an unusual idea. A trained military ship does not belong to you, it is an object. You can only control it if you assign a crew to it (1 units is enough for playability). All player can assign crew. So if your crew die, orther player can come control the ship if he want (or just control ship then sabotage the boat (delete)). The boat once emptied of its crew belongs to no one. Anyone can take control of it, it is a terrain object in the service of the crew. Would give an interesting axis if the "boarding" and "spurs" were to appear one day. The ships serve only as a carrier if not more than 1 crew member (the unit that allows you to have control of the boat). The units are garrisoned like garnison on a wall, they can attack if they are ranged units. Siege weapons included. If you want to go further it would be good to be able to move your units on the deck of the boat. If two boats are stuck we right click on the boat so that the units pass. In this way it would be necessary that the boats could not be destroyed only by flaming arrows, rocks, deliberate suppression of the crew (sabotage) or iberian boats. Single shots would do absolutely no damage to ships. If you want to destroy the boat you will have to stick to the other boat and ungarnison (or right click to move according to the system used) on the boat in question. The ideal would be to be able to move your units on the deck of the boat. To be able to make boats in shipyards on land and then push them to the sea. Image you can make a bridge cuz 2 or 3 ships stucked..can be fun. :)
    1 point
  13. It works good to me, charging doesn't happen anymore. I tried on Altlas everything I could think about moving and formations.
    1 point
  14. mod.json bact.json Here are two empty files for the convenience of modders. Planning to make a youtube video tutorial on how to make mods at some point.
    1 point
  15. I think naked fanatics, black cloaks could come back
    1 point
  16. in A25 you can have overlapping spearmen surrounding a ram which is very very good anti-ram, I assure you. The same applies for pikes; you can stack 3 layers of pikes together and let them poke a ram. The ram disappears almost instantly. Swords can't stack as easily because their range is 2 metres only. I like this idea. Slow working speed simulates mutinies and laziness of mercs.
    1 point
  17. I’m not familiar with the bug so feel free to ignore...but isn’t it caused formations with units running to get into place? It seems like making units only move at their walk speed would fix that. Players in previous alphas used to use formations to dance anyways.
    1 point
  18. Yes the normal formula is 4/4/1 but I'm proposing a 3/3/2 start , maybe it will work out. I think the 30% food discount should be enough for initial tests.
    1 point
  19. Apparently it depends who you ask. The plan is that if it's not fixed at the end of the week, we will move on with the release. Balance is always broken anyway and can always be better; If we can't fix it by then, it's unlikely it'll be fixed soon anyway. Currently we don't know what caused it, we just know it was not visible in A24. If you want to help, you can try to figure out when it started occurring.
    1 point
  20. The first Greek Cataphracts.
    1 point
  21. Thanks so much for taking a lead on this. I have 4 more missions to complete (the plan is to end at 44) and after that I'll get to updating. Currently, when I do "sudo apt-get install 0ad" on a linux system, the version I get is a23 so I wanted to make the campaign for the typical user. In a few weeks once I've finished all the missions, I will go back from the beginning and start converting them. If template names have changed and if the API has changed significantly, it may be some work. Quick question, do you think it makes sense to move to a24 or just go to a25 directly?
    1 point
  22. Suggest some P2 champs? Agreed
    1 point
  23. Nah they look good just didn't have much time lately
    1 point
  24. There is Conan, https://wildfiregames.com/forum/topic/26142-using-conan-to-get-windows-dependencies/?tab=comments#comment-376743 And of course what we're doing which is not really an approach
    1 point
  25. Yes, its pretty much the same thing to be fair, except that visual studio plays nicely with vcpkg, in that it tries to emulate a /usr/lib/. What other approach is there for Win? For certain libraries like nvtt, one would need to patch the portfile too. Painful, but its the least painful way I have found.
    1 point
  26. Ok, previous one broke. This one looks stable.
    1 point
  27. Snapping: Territory decay: Triremes: Roman army camp: Autoqueue: Carthage Sacred Band: Catapult: Embassies & Mercenary Camps Experience trickle: Fishing: Forge: Gathering: Kush Pyramids: Outposts: Palisades: Quinquereme: Resource counter: Map flare: war elephants whales Forge Formations Biomes Iberian Fireship Tresures Barracks Cavalry stables Elephant stable
    1 point
  28. Thanks, I always have trouble seeing these chickens without your mod. Your mod has been slightly extended by adding two files to make the fish red. ("animal_fish.dds" and "animal_fish_generic.png")
    1 point
  29. One problem is that as long as we're in Feature Freeze no-one else can commit interesting stuff.
    0 points
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