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Showing content with the highest reputation on 2021-08-14 in all areas
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I've seen quite some videos on A25 already and what I noticed is that (not very suprising) no-one uses the new ability to push an order to the front of the order queue, hence I thought I'd make a forum post about it. Since https://trac.wildfiregames.com/changeset/25020 it is possible to push an order to the front of the order queue for a unit. We all know how to use (by default) <Shift> to queue an order to be executed later. However, one can also set a hotkey to let a unit execute an order NOW and then continue with the previously set orders. An example: You are gathering wood with a few ladies, but are close to getting housed. You could select the ladies, task them to construct a house and <Shift>-click them back on wood thereafter. Or you could select the ladies and task them to construct a house while they automatically go back to chopping wood. That saves a whopping 50% of your clicks! (The name of the hotkey is "Push order in front" and it is not set by default.) For the people being curious about what happens when using both hotkeys: You can keep constucting houses but each is pushed to the front of the queue (so Push order in front takes precedence). Please tag anyone you know who could benefit from this. At least I know @ValihrAnt could.6 points
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This was discussed off and on in the past. I was thinking it would be nice for the game to name the different Civic Centers based on historical city names (similar to how the AI is given a cool historical name). In a standard match, the names would be pulled from a pre-made list (either in the civ.json or {civ}/civil_centre template). Secondarily, Atlas could be extended to allow scenario/campaign designers to give custom names to Civic Centers on the map (or done with triggers).2 points
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Perhaps remove the wallpaper on what can be assumed is a fortress in the middle since it is against the faith to make images and the like. Enjoying this so far however here are a few small things that if fixed could bring this into being. Some things from testing this. The corral allows the faction to make pigs. The light hoursemen is standing on his horse. The companion cav is fine though nothing over the top. The Temple seems to have some zoroitian symbols on it(the thing with wings)? The healer from the temple looks like a generic one as well not covering his shoulder and without some sort of headwear. Also perhaps auras for heroes that reduce the williingness of the enemy to fight like enemy infantry would have less damage and what not? Judaism has a big theme on peace it is why we always greet each other by saying שלום, which means peace, aka peace can be made by disarming enemy soldiers haha.2 points
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Another update: If I disable the optimizer in gcc the game actually runs, just played a game in wine. The only issue I noticed 0ad refuses to write a user.cfg. Also packaged tinygettext from upstream and using it as external dep. libsdl2 and rust got an update and no longer need any changes to be usable. So the current status is: Mostly runs with all optional stuff except for lobby disabled. Nothing from ./libraries, nor premake nor tinygettext from 0ad are used. Only spidermonkey and 0ad need patching. Fcollada needs a minor fix wrt pkg-config file. The rest is vanilla (Gentoo patches only if there are any). No wseh nor wdbg in 0ad, I'm gonna leave that out. Slowly getting there.2 points
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To accompany the first draft of the bactrians civ, I give you a playable version of this modest mod: ------> Bactrians-mod.rar<------ In the future I would like to add unique buildings of course. Besides the artwork, which must definitively be improved, I'm looking for feedback on the units mostly.2 points
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The Germans Cimbri, Suebians, Goths https://github.com/JustusAvramenko/delenda_est/commit/74653b71376ba38593f675e4051586769292b59b https://github.com/JustusAvramenko/delenda_est Need halp from our resident historians, artists, and reference gatherers. Units Since the Suebi were a tribal confederation, units will have tribal designations, for example: Marcomanni Spearman, Quadi Light Cavalry, etc. Goths will represent the "later" Germans, with round shields, more helmets, more chain mail, greater cavalry. Suebian units look like "early" Germans, with hexagonal shields, fewer helmets, less chain mail, greater reliance on infantry. Basic units - Bare chested or Animal hide. Pants. Shield. Weapon. No helmet. Advanced units - Shirt. Pants. Shield. Weapon. No helmet. Elite units - Shirt. Pants. Cape. Shield. Weapon. Simple Germanic helmet. Champions and Heroes - Heavy body armor. Germanic helmet. Suebian Heroes Ariovistus Leader of the Suebi and other allied Germanic peoples in the second quarter of the 1st century BC. He and his followers took part in a war in Gaul, assisting the Arverni and Sequani in defeating their rivals, the Aedui. They then settled in large numbers into conquered Gallic territory, in the Alsace region. They were defeated, however, in the Battle of Vosges and driven back over the Rhine in 58 BC by Julius Caesar. https://www.wikiwand.com/en/Ariovistus Maroboduus King of the Marcomanni, who were Germanic Suebian people. He spent part of his youth in Rome, and returning, found his people under pressure from invasions by the Roman empire between the Rhine and Elbe. He led them into the forests of Bohemia, adjacent to the Quadi who already lived nearby, and established a large alliance. https://www.wikiwand.com/en/Maroboduus Ballomar Leader of the Marcomanni. At first a Roman client ruler; during the first Marcomannic War he formed an alliance with other Germanic tribes and invaded Italy. https://www.wikiwand.com/en/Ballomar Arminius Was a Roman officer and later chieftain of the Germanic Cherusci tribe who is best known for commanding an alliance of Germanic tribes at the Battle of the Teutoburg Forest in 9 AD, in which three Roman legions under the command of general Publius Quinctilius Varus were destroyed. His victory at Teutoburg Forest would precipitate the Roman Empire's permanent strategic withdrawal from Magna Germania. https://www.wikiwand.com/en/Arminius Found in the Mercenary Camp. Goth Heroes Alaric I History Wiki Link Theodoric I History Wiki Link Theodoric the Great History Wiki Link Buildings All wooden, less health than "standard" civs. "Walls" are a wooden stockade, halfway in strength between palisades and stone walls. "Fortress" is wooden. Building "shapes" should roughly follow Empires Ascendant standard, but with a Germanic veneer or aesthetic. There can be some unique exceptions for visual variety however. Maybe houses are longer than they are wide with a rectangular footprint, in contrast to other civs whose houses generally fit a square footprint. Suebians Rally Point Flag General Look References Civic Center House Storehouse Farmstead/Corral (combined building) Dock Market Temple Glory Statue Forge (aka "Blacksmith") Defense Tower Barracks Stable Archery Range Great Hall (Special Building) Siege Workshop Fortress Town Walls Wonder Goths Civic Center House Storehouse Farmstead/Granary Dock Temple Glory Statue Forge (aka "Blacksmith") Defense Tower Barracks Stable Archery Range Siege Workshop Fortress Town Walls Wonder Gameplay Suebians still use standard territorial gameplay, but have an ox cart dropsite. Later Goths will have more of a nomadic gameplay (like Huns or Scythians) with no territory. It would be interesting if Hyrule:Conquest's hero selection UI could be used to "split" the Goths into Visigoths and Ostrogoths. Art Needed Each one needs its own civ emblem. Unit head models with the "Suebian Knot" and beards for the Suebian units. New unit body and shield textures. Some new helmet models. New building art set.1 point
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Played a wild lake map last night that most of the apparently open area around my CVC was the tall grass. Women farmers literally disappeared in the grass and foundations were not visible at all. Even the completed farms were indistinguishable from the grass (perhaps erasing the grass when the foundation is laid would help?). The last straw (no pun intended) was when I heard ram attack noises and found essentially invisible Iberian rams attacking my civic center, who I only could locate by hovering the mouse over the area with my selected soldiers. Its ironic that I could occasionally spot something in the grass if the actor was passing by an adjacent tree by the colored silhouette. It would be nice if the grass had the same effect but I suppose that would totally remove the total immersion effect. I think I may have seen random references to this effect on the forum, but this was my first major taste. Also those tiny shrubs that sometimes count as 'wood' were scattered in the grass making placement of large buildings difficult. End rant1 point
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This is an innovative new feature too, right? Atleast I don't remember seeing something like this in any other RTS game I've played. It's really cool and definitely something to play around with.1 point
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1. Comments on the actual models: They look mostly great, congratulations to the artists (@Obskiuras and @MrLux). I would only like to say that the stone circle from the temple is using too much ground space (maybe it would be better to decorate it with those religious totems). As for the civic center, I think it still looks small (specially when compared with the barracks). The entrance corridor also looks very long, almost like in the first model of the temple, maybe increasing the useful space of the CC might it make look slightly shorter). The covered entrance from the first model of the CC was nice too. 2. References for textures and (possible) wonder: Here I share the references that I found. 'Alamannen museum' (museum of the 'Alamanni'; from a quick look on wikipedia, they also were included in the Suebian peoples, tho, it would be interesting if Merovingians are also going to be included in the Carolingians (or more like the Frankish Empire) as for recreating the iconic battle of Tolbiac). I think this can be useful at least for developing realistic textures (and differentiating their architecture from the Gaulish one): http://www.alamannen-museum.de/das-freigelaende.html Particularly, if this could be possibly used as for the coloration / textures: https://upload.wikimedia.org/wikipedia/commons/6/63/Panorama-Wohnstallhaus.jpg more references on the 'Langhaus' (Long house(s)) and others related with the 'Steinzeit' (Stone time (age)): https://www.museum-quintana.de/content/?attachment_id=284 http://www.archaeopro.de/archaeopro/Strukturen/Langhaus1/Langhaus1-Rek.htm https://www.ndr.de/ratgeber/reise/binnenland_elbe/Willkommen-in-der-Steinzeit,steinzeitpark125.html https://www.steinzeitdorf-randau.de/ I was also thinking of using one of those Long houses from the artistic depictions shared by @nifa as their wonder, along with giving them those small storehouses (with a number limit and only after having built a big storehouse, I had this same idea for other 'barbarian' factions too; Iberians, Gauls, Britons and Lusitanians). And introducing another special building for the Suebians (I'm going to share information about it later). 3. General comments: It also makes me wonder up to which point it is viable to include some factions for which it's almost impossible to even find reliable and detailed information about their leaders (like Batavians and Galatians). That not even considering having to differentiate each of them and providing them with different buildings / technologies / boats / wonders. Or if it's more realistic for their units and even some of their (few) leaders to be trained both in the Suebian and Gaulish fortresses (or special barracks), respectively. On the other hand, Visigoths and Ostrogoths could be more easily splitted into two different factions (it's much easier to find more information about them, along with their architecture and unique characteristics). This also should be encouraged considering the Battle of the Catalaunian Plains, probably one of the most important battles in European history. The other day and on another post I remember having read a comment about how the game 'already has 5 Athenian factions'. I think at least each of these 'Athenians' had much more cultural relevance, they left some relevant buildings behind (whose remains can still be found today) and they became famous because of something else that just one single battle that was noted by one historian. It really makes me think which of those possible factions are really worth of the title 'Empire'. As in 'Empires Ascendant' .1 point
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This is such a silly feature, but I love it too. When Delenda Est comes out for A25, I'll try to make it compatible. There are cool little details in it. For example, some units bleed from their noses when they die, which doesn't add to the gameplay, but it's just great that the developer took the time to add that detail.1 point
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Hey folks, so I was a bit erratic in my presence here because I'm juggling jobs and gigs. For the time being I'm not able to continue the suebians building set. However I hope that the blend file was clear enough for anyone to pick it up. If you have question, I can always answer. I doubt that it's the first time that something like that happens, but hope to be able to come back.1 point
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How can we pursue this? Suggest 8-12 non-hero ruler names, have the historians approve them, write a patch to make the game prefer not already used names ( @Yekaterina?)? I'm no historian by any means, but I'd be willing to take on the Britons if we agree on a procedure.1 point
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Just one big Thracian faction. Illyrians + Dacians + Thracians is enough I think?1 point
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These could be names of Seleucid heroes (local dynasts in Persis, subject to the Seleucid Empire): Ardakhshir I Baydad Wadfradad I Wadfradad II Wahbarz1 point
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Athenians Britons Carthaginians Epirotes Gauls Han Chinese Iberians Imperial Romans Kushites Macedonians Mauryas Persians Ptolemies Romans Scythians Seleucids Spartans Thebes Xiongnu Zapotecs1 point
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I think it would be nicer to have names with historic relevance; not a 'Peter Smith' or sth like that to lead the Britons.1 point
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What damage do you suggest for his whip-attack? Insta-kill on females? Or just a regular attack bonus.1 point