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Showing content with the highest reputation on 2021-07-31 in all areas

  1. Ai never resigns as it's not made for it. Someone is working on jt. Maybe for A26
    1 point
  2. Yeah, I know. But it's a bit less painful now with the push mechanics. Before, watching my >100 army including pedestrians trying to wrap around a CC, constantly blocking each other in the process, was a real exercise in zen...
    1 point
  3. Cavalry is great. However when I send my horde 30 to 50 plus a hero to capture a building it seems they all aim for the same point and then the 'ball' slowly unwinds to eventually surround the whole building. I'm just thinking I may have to break them up into several control groups and aim them to just miss the building on different sides.
    1 point
  4. Hello @Dasaavawar About the Heroes it was very difficult to find them are real names of Zapotec rulers of Monte Alban in the pre-Classic and Early Classic period(Take a look at the reference links I quoted above.). Their names are attested (names date as was common at that time) but as we do not yet have a complete translation of the Zapotec writing system, we therefore do not have access to their recorded heroic deeds. Miltla was not a big city even in 500 BC. -1.a.c (period of 0ad) Nor in period 1 d.c. to 500 d.c. (period that I believe Delenda Est accesses in a way too). Mitla only became the city we see after the fall of Monte Alban. About the siege ram and the canoe are themes that have been and can still be debated.We have two facts 1# The Mesoamericans already knew about the wheel, but we don't have access to any information about a use in a siege ram. But that doesn't change the fact that a ram for gameplay effects becomes necessary in 0ad. 2# Canoes were known throughout America but we have to remember the Zapotecs even in the Mesoamerican context was not a civilization marked by the domination of the sea, in fact they were much more a mountain people and high altitude valleys than anything else. Sorry, my google translater english.
    1 point
  5. I think that an option for making charging a balanced mechanic would be having people move with randomly different speeds (by a limited degree, not too variable). I've been pushing this idea for some time. This would allow some kills when melee pursues fleeing units, but not all of them. Btw I still think the game would be better without running.
    1 point
  6. Originally, it seems the Iberians were designed to represent all the tribes from the Iberian peninsula. This is why Viriathus is a playable hero of the Iberians. Here an interview from a pioneer of 0AD who sadly passed away: https://play0ad.com/interview-of-tonto_real/
    1 point
  7. Thank you for this bug report, I will try to fix. Deepfreeze Error is a headache; I can't really tell where the problem lies. What I will do is maybe use a brand new template for the spearman.
    1 point
  8. Sure https://releases.wildfiregames.com/ Note that anything prior to A23B doesn't have a lobby.
    1 point
  9. 1. This emblem is a no no since it comes straight from Rome II Total war. 2. The flavor text is basically Athens' with a slight alteration. 3. , 4. , 5. Bonkers roster, again it's Athens' roster with Lopess's spearman model and with Carthage's italian cavalry put in there as a citizen soldier. ( champion unit tech does nothing too). 6. Athens' champion and the already mentioned spearman. 7. , 11. Basically these heroes are just Athens' Heroes with different names ( Gelon , Dionysius and Agathokles). 8. This structure cannot be built by anyone. 9. Shouldn't even be here as it is not mentioned in the design doc. 10. Again an Athenian unit here. 12. Athens' roster again with the inventor which I don't know where he came from. Anyway he doesn't do anything , can't even garrison him. 13. Two unique buildings missing. In game, the citizen soldiers can't place foundations, only build. Also I got those error messages..
    1 point
  10. Fixed by https://code.wildfiregames.com/D4205
    1 point
  11. As far as I know, Lord Jaguar, Lord Night, et al. were historical characters.
    1 point
  12. ^For now It might one day return as a balanced feature, could bring some extra tactics and excitement to 0ad.
    1 point
  13. Thanks for the report -> this was actually a bug in the C++ height map loading code, hence why it happened there.
    1 point
  14. I would say for the most part that it would carry over to most cultures, but the tribal confederations of the Gauls and Iberians might require a slight bit of tweaking. Again, this is a general template. As far as it distorting the truth, it allows for a simplistic yet at least viable representation of social classes. If we compare that to the current game... Everyone is a citizen. That frankly is not how ancient world worked. Citizenship was a privilege that usually required both parents to be citizens. With an RTS simplicity is necessary. Is it over simplified? It does so no more than many other games of the genre. It would make some aspects of balancing the game a bit more rigid. Helots would be poor military units by and large, but I would point out that changes could be done to the roster to adjust. Supposing that a hypothetical mercenary camel archer was represented inaccurately as a citizen. It could be replaced by viable citizen alternative that reflects the social status of the unit and is more accurate. Honestly I think that these sorts of constraints would still generally work to diversify the somewhat homogenous rosters factions have. I would point out that distinctions between freemen and citizens at least as I mentioned above would probably not impact the game too dramatically. Changes like making them possibly worse at fighting in non-friendly territory to better reflect their general roles might affect this more though. This would make civilisations more asymmetrical and definitely complicate the game. I think that provided that there would be a decent tutorial to fluidly teach these things, that would not be an issue, yet I could be wrong. I think that there could be potential for this, but it would have to be balanced with considering how much more complexity it might introduce that would not be immediately apparent. 0 A.D. already has a fairly convoluted economic system in which units that move faster for fighting purposes also end up gathering more quickly. Complexity should not be introduced for complexity's sake.
    1 point
  15. So this one of those discussions just ebbed away without any result?
    1 point
  16. A very strange behaviour of the petra bot: it sends women to chop wood at my base after a rush. I don't think this is a strategic masterpiece...
    1 point
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