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If formations were working there would be a lot of room for differentiation based on how the units are moved around the battlefield. On a separate note, more support units like trumpets, drums, flag/standard bearers, supply wagons, etc would be another way to further change how civs are played. An elephant in the room is that people want to play sometimes vastly different games. For some, they want the game to be over and done with within 20 minutes, some even less. Others might enjoy longer games. Some want a deathmatch with boundless resources. Perhaps a further refinement of the game types available would be one way to branch off the different ideas. I wouldn't want to split the community too much, but like with all games there are different "groups" who play a certain way that don't quite understand how other people can have fun doing something else (like not taking advantage of every last disparity between units and civs). Personally, as someone who has studied ancient civilizations in an academic setting and into my adult life, I'd like to see more attention paid to things like formations, defenses, economics, logistics. From this perspective, terrain and strategy should account for more than it currently does. Ideally there would even be seasonal changes within the game which affect the pace of the match (in the eastern Mediterranean the summer was the fighting season and the winter was farming, in part due to temperature/precip patterns but also due to changes in wind and seaworthiness of the vessels at the time). That said, I don't need free open source Total War clone: the current game is still a lot of fun, I simply find that there are a lot of elements of this game and its genre that haven't been pushed forward much lately. It is too easy of course for someone without coding ability to say what would be nice or not, so I leave this here not to say this game isn't playable, but rather as a general wish to see some refinement on the above.4 points
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Hello! I'm upping this thread because I think there are a couple of interesting ideas going on. None of this is highly a priority in the dev schedule, but maybe is a worthy discussion idk.. Anyway I was recently messing around with map building in the atlas editor and I've realized there's a lack of proper "villages" in the game. Especially if you want to simulate the aspect of a rural countryside, you're forced to drop a CC to place other buildings around, and this "ruins" the purpose. I like the DE alternative of giving free room to dropsites even outside the player territory, but I was thinking that another alternative could be to consider a "village center" for early expansion. I think it may have been mentioned also in other threads, but basically this would be a cheaper sort of military colony with some root territory around that can substitute the CC effectively. Some people have mentioned that great game of Imperivm in another thread (happy it enjoys some popularity!), and that's basically what I'm thinking of: a small center dedicated exclusively for economic activities that allows you to expand further and have more room for farms and dropsites. Possibly, military buildings can't be built around this territory (so to not exploit this), unless such village is upgraded to full CC, gaining then full features. I think such a feature can maybe encourage expansions earlier in the game, and, again, make more use of the whole map. What do you guys would think of this? Too dumb? Unnecessary? I'm curious to hear some opinions!3 points
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Hey everyone, Last month I had the opportunity and the privilege to be interviewed for Scott Hanselman's podcast. You can now listen to it: https://www.hanselminutes.com/810/building-0-ad-a-free-open-source-game-of-ancient-warfare You can subscribe to them. The podcast is also available on iTunes, Spotify, Google Play or can be downloaded as MP3 Transcripts are available here3 points
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Skiritai. They're your fast flankers and ranged-infantry killers (give them extra pierce armor, with less hack armor), while the Spartiates are your tanks who kill melee things (uber hack armor).2 points
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I created a fork of the Balanced Maps mod by @badosucalled Balanced Maps 2 Description: A collection of balanced maps that are especially designed for competitive play Releases The first version I released (v0.25.0999) I just tried to get *some* maps to work. Some maps are still not loading depending on the biome selected. Temperate seems ok. I've done very little testing myself so far. Open a ticket if you notice anything serious1 point
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Hi everyone, Today I want to show you, what will be in the a19 release about atlas. The main idea is to give to all map makers more space to work over map. I hope you like, I will try to keep updating this post about my work. Here is the video New map: Object List filter(Include inside template content) Display Template, Entity Settings (with variations) This videos show terrain tab, Display settings, environment settings and Actor Viewer tool1 point
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also, everyone knows that to make a differential, you just need a number of gears.1 point
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I need to warn you. @Player of 0AD is a dirty boomer WierdJokes=boomer.zip1 point
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I think it would not help to push the game to the public. I think games that are popular result in high prizepool tournament. I don't see it automatically working the other way around.1 point
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@user1 My Lobby Name: DerekO Offender: Thomas13012m He left game after first attack and I didn't notice so I finished the game just to see I did not get my reward he didn't contact me in anyway commands.txt1 point
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I'm skeptical that with the small multiplayer base you would get anywhere near 1000 in donation and even if you did I'm not sure if this would be the best purpose of use. Secondly you have to keep in mind that the game is not really cheat proof. There are ways to get an unfair advantage that are not detectable and such an high prize money would just be an incentive for people with bad intentions.1 point
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Since it's free we could open up more spaces for prize money $500 for Winner $200 For Second $150 for Thir $100 for Fourth and $50 for Fifth. This would open it up for other players We need to think of a way to get the money though. We could do through Donations, or Open up a Go-Fund-Me/Kickstarter any thoughts?1 point
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Some concepts I imagine as the structures of the AoE. Only instead of housing a fountain it will have a statue. This would be the average city model. The Roman one in the upper corner has several props, which will serve as inspiration. I would only widen the ground. There are several 3D work I did for the Roman CC 2nd phase.( Bit finished yet). The basic Hellenistic-Iranian model would be a sacred fire. That would be the basic model for this whole mini project. The worship of the elements is the most primitive worship that exists alongside astral worship.1 point
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for now I have an idea of the dimensions of these places on the maps. It will vary from the size of a statue to the size of a civic center. There will be at least 3 sizes. And 3 levels of variation: rural, Town and city, this corresponds to the sizes. And several cultural themes. But this is just the map factor. The first will be Celtic- Germanic , Asian European nomads, Hellenistic, Egyptian, Semitic and Iranian or Indo Iranian. The props in the eyecandy list will be very useful. Ideally, start with the base according to the sizes given.1 point
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Not a bad idea, but I think there's a "catch-22." A large cash tournament like this would bring a lot of new interest and expand the multiplayer community, but at the same time, since the community is so small, there is already a small group of top players that would more than likely monopolize the top 3 cash-winning slots.1 point
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About Hellenistic religion. [...]At the local level, the landscape was filled with sacred spots and monuments; for example, many statues of Nymphs were found near and around springs, and the stylized figures of Hermes could often be found on street corners.1 point
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I find it good that some civilizations are poor in siege units. Rome is ROME. Is a highly developed civilization with excellent siege capacity. Wall, military camp, long-range siege. To counter them the Gauls can send cavalry raids in ennemy base, attempt to kill the sieges with sword cav. Rome is good design differentiation. Gauls lacks something, but it good too. Gauls has the unit which decreases the enemy attack it is nice and the buildings are faster to build. Good food production in the fields. We can have little idea very easy. Delete all tech for boost monk (druid) on temple and remplace by an unique tech which teaches druids to morally boost their allies. When druide heal ally they boost 20% dammage for 5 seconds of the unit. Very usefull on infantery fight. So we can imagine druide with mounted druid (but produce in temple or in stable if temple is already built ?) If the idea about the druids refused. We can create new unit produced from house. A pillager unit with flashlight and a small dagger, very fragile and bonus plunder multiplied by 3. This unit can burn building, but they are very weak in fight ! Fast moving like a skirmish unit. 40 wood 40 food and the unit pick up ressource at 0.4 Ratio -> it will be well written that this is a poor collection unit.1 point
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why? Surely he was the god of the sea? He had a fight with Athena and removed gender equality from athens?1 point
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Or build a (cheap) colony and have the option to upgrade that into a military-focused (train CS), economy-focused (dropsite) or political-focused CC (more territory influence).1 point
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I was thinking: If one really wanted more realism, a solution could be to build three functionally differenct CCs, instead of just upgrading the first and only one. For example: Village phase CC - rural center, works as a dropsite, has limited garrison power Town phase CC - acropolis/hilltop fort, doesn't work as dropsite, but has high defensive capacities City phase CC - agorà/central square, mostly economic building, doesn't defend Note that the historical position of such locations would not be the same, and that they could coexist. Anyway, such a different approach to phasing makes more sense if looked as a more nuanced progression (instead of neat numbered phases), where completing some building gives you access to other buildings which give you access to further buildings and techs, until you have unlocked all the progression tree.1 point
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Well it needs D1958 and night support. Though one could argue you could use the moon light1 point
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I'd say that the second temple would be a cool asset even if it's only for scenario purposes.1 point
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No cavalry in America after ice age. the cavalry was bring here from Spanish, then English , French, etc.1 point
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Wow, awesome work, Enrique! It's totally looking like a ziggurat pyramid. Noooo, my programmer's OCD can't take it! Would it be impossible to copy all the textures you need into a new image?1 point
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Persian wonder, Hanging Gardens of Babylon. The size is the same as the big pyramid in atlas. It's a Work In Progress render with AO in Blender. (Hopefully it looks similar with baked AO in-game) The water is a placeholder until Myconid implement pretty water with reflections in buildings. Credits to Pureon, I modified some assets he made used on the structure. Hope you like it1 point
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For the Republican Romans, Mythos_Ruler suggested the Temple of Jupiter Optimus Maximus, and I agree that it is the best choice.1 point
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I'm not proposing we use this as the Carthaginian wonder, but it is a 'special building' so thought I'd post about it here too (not just on the staff forums): The Mausoleum of Prince Ateban (2nd Century BC) I modeled it after seeing some nice high res photos on wikimedia. It's built to the real proportions, although may or may not be to scale in-game, with a small amount of artistic license added mostly to the textures. Interesting read: http://www.historum....s-carthage.html1 point
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Great Altar at Pergamon? Theres also tons of Celtic monuments and wonders, even germanic ones. They werent primitive Barbarians you know...1 point