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Showing content with the highest reputation on 2021-10-24 in all areas

  1. Players should not start with 5,000 Stone and 5,000 Metal right next to their Civic Center. I understand that not all maps have that setup, but since mainland is the primary map that people play this should be implemented for mainland maps. And most maps :p. Here is why I think the change should happen: For a fair amount of games, 5,000 may be all the metal and stone a player needs for the entire game. That is too simple. Civilizations that use slingers or mercenaries (I'm looking at you, Ptolemies and Carthaginians) have the bonus of having their resource gatherers be protected by the Civic Center. This gives 2 advantages: Miners are protected from early raids Farmers are more easily protected from early raids since you can just garrison the miners in the Civic Center and then ungarrison them toward the enemy. Instead, there should be 1 small stone mine and 1 small metal mine having no more than 500 of each resource, similar to how there are a few straggler trees near the CC at the beginning of a game. Then on the outside of their starting territory should be larger mines, similar to how there are large forests for wood. The challenge of this layout would be increased difficulty of protecting farmers from raids for all civs throughout phase 2. It would favor players raiding food economy. But there are defensive structures and building-layout strategies that can be used to mitigate the danger. (Maybe cost and/or build time of palisade walls could be adjusted to support this change?) This would also make scouting important so know if your opponent is leaving their farmers vulnerable in order to boom or build military faster. Thank you for reading!
    4 points
  2. Bit late posting this - happy Sunday, y'all!
    4 points
  3. I discovered 0AD in 2015. I started playing multiplayer in 2017. I'm still here, not getting bored of it :)) (0AD is the only game I play)
    3 points
  4. I wanted to advocate an idea for an campaign and hope we can create something. The first thing I would like to do is to find historical inspiration for the missions. Mission 1: Battle of Gaza: Together with your ally ptolemy, you defeat Demetrius the besieger. In this mission the both sides start with a big army and you get to control it. Mission 2: The Babylonian War: This time the opponent are the antigonids again. In this mission it is important to capture local/gaia CCs and get the local support. Maybe we can find a role for Local(Persian) troops in this war. Mission 3: Seleucid–Mauryan war: The opponent is the Mauryas, but I am not sure what the mission should further look like. I think that from the fact that Chandragupta Maurya accepted to marry Seleucids daughter probably means Seleucus army fought honorably. Mission 4: The battle of Ipsus: Personally, I prefer mission where u build an army instead of just starting with some armies and then fighting it out. So I do not have a lot of ideas for this mission. Mission 5: The defeat of Demetrius in Cilicia: In this mission, you will avoid a direct confrontation and instead you will opt to chose a number of fortifications in order to to trap the army of Demetrius of which they join Seleucus. Mission 6: Aftermath of the Battle of Corupedium: After Lysimachus is defeated, you are tasked with a small army to take some possession in Asia Minor. Maybe extra mission could be added. Also it would be nice if the galatians could get a role if they deserve so.
    2 points
  5. What I think could increase the playability for 0ad single players is to add campaigns, which can also give some nice stories about history. Like the rise of Seleucid the first would make a good story.
    2 points
  6. Since there are different modes and mods I don't think one has to get bored quickly with the game. But maybe someone just wanted to make an edgy remark...
    2 points
  7. Hey, nice to hear from you. Glad you've found the videos useful, and yeah - it seems if you play enough games, sooner or later someone will submit one to me, glad it was a nice surprise to see yourself involved in this one. *And yes, I swear people submit games with players with unpronounceable names just to listen to me struggle!!!
    2 points
  8. @mysticjimits a pretty nice surprise to watch myself in one of your videos!. I agree noferatius (the unpronunciable bloody name lol xD) was the MVP. He saved Akazid from the counter attack and carry on the pressure in left side. Really good and important work to let more ppl know the game, discussing games and teaching the basics. I've learned good advices and tricks watching your videos. Cheers!
    2 points
  9. It's a bit random, but I tried to throw a couple of ideas for the missing Umayyad buildings, based on the references in this thread. As I mentioned here, I would be maybe interested to help pushing a bit this mod, to make it on par with the main game. But my 3D skills are pretty basic and I'm totally not a developer, so I was wondering if there's still interest around this mod also by other more experienced users, or where should I start to look around just to experiment a bit..? Anyway, feel free to use the image below as inspiration for a couple of buildings, just in case
    2 points
  10. we used mumble to talk:
    2 points
  11. There are well-designed skirmish maps that don't plunk giant metal and stone mines at your CC's doorstep. You guys should try them sometime.
    2 points
  12. Rushing metal mines sounds indeed like a natural counter to mercenary rushes. There are however many potential side effects with this kind of change. What if in a teamgame, your mines spawn on the side where is your enemy (assuming you have no extra)? It would get quite easy to tower them and you would be at a strong disadvantage. I also wonder about how strong would be agressive cc/mc with theatron to completely deny mines, compatibility with iber walls, mountains(?) ... But I would agree that trying to get a working version of mainland with this feature in addition of keeping the current one could be a great addition to the game.
    2 points
  13. First of all, I would like people to approach things as age of empires 2 did. If you want to play a different map, you can bring your own and play on it. I think the distribution has some charm. It allows for some specialized builds, such as the Carthaginian one. Also, there is not enough wood near the CC, so the players need to move out anyway.
    2 points
  14. Introduction Basics Beginner Advanced Expert Changelog
    1 point
  15. if youre nolifer gamer prob about 3 months otherwise 6 months its a good result to be honest, but i dont think its good deal for veteran players theres only so much a game can do, especially if game is based on replaying same matches over and over theres no fun in building your kingdom and spamming units anymore PS if you think im wrong, just think about all the players who played for period of few months and then dissapeared permanently! they got bored
    1 point
  16. FeldFeld has been able to create balanced mainland and that one seems to be used. Also, if there are complaints then those people might enjoy a change. The only problem with the mod system is that it can be a little cumbersome to install mods (It can take up to several minutes!). If map mods are published on mod.io that could make it less cumbersome.
    1 point
  17. 1 point
  18. The natural thing is to go for the Iranians first. From there by the Axumites and the Roman Arabs (Palmyra).
    1 point
  19. Me gusta el centro cívico, pero prefiero un domo más grande.
    1 point
  20. Making a nice looking map preferably using the best art assets with JavaScript Triggers. And tell an enjoyable story. Then send us the xml js and pmp files fix the potential bugs
    1 point
  21. the difference is little. basically my idea was a structure with a dome and many arches.
    1 point
  22. Still waiting for skilled map makers. I'm not sure we support subtitles in cutscenes yet but I'm sure it can be added.
    1 point
  23. It reminds me of the CC of the Sasanids that I proposed.
    1 point
  24. I think a good example of this is how all battles between ranged and melee units will always go the same way: melee die first, ranged die after melee. If we add player control to the areas shot by ranged units (like attack-ground, attack-area), it adds a new way to avoid ranged unit shots and a new way to deal damage to particular sides/back of an enemy formation rather than just the front. If you think about how one-dimensional the battles are in 0ad, then you would probably realize what a welcome change this would be. And even that would be ignoring all the positive balancing outcomes that would result.
    1 point
  25. There is guy who repeatedly abuses other player, Says bad stuff that I don't want to say, Quits 1v1 matches before he looses without resigning(has high rating on some of his account like 14xx). People started to notice him that's why now he created multiple accounts to ruin fun for others. ( I was able to recognize his cause he loves to host and he lags and his talking pattern) some of his accounts are nothing29xxx(somthing) and whateverman My suggestion:- require at least email address
    1 point
  26. @JammyjamjammanI think we could safely add some more decorations or buildings. A non-capturable Gaia-owned wonder in the middle for instance? Maybe a few more hills?
    1 point
  27. Oh, sorry if I wasn't clear. What I meant to say is that in addition to the small mines near the CC, there would be a large mine within p1 range like you mentioned below.
    1 point
  28. As a 1900 rated player, I think it would be suitable to upload a 0AD tier list. I would not want to be anyone that uploads a tier list and present my opinion as a fact. So therefore I uploaded the following tier list.
    1 point
  29. 1 point
  30. yeah, kushites buildings are so cute: pyramids, camps and a huge temple ... wonder diversity are indeed beautiful, also ptolemaic libraries are cute. another interesting building for diversity are apartments, I forgot to research who made the first proposal for this building but thanks !. I don't know why only carthaginians have it, since romans had very crowded cities, see: https://en.wikipedia.org/wiki/Insula_(building) also, I am pretty sure other civilizations had it too, like persians and ptolemies who also had huge cities.
    1 point
  31. Is the image from the first post from a mod, or visually edited? I feel that's by far the best design and icon style, if work was already done on it that's hopefully the graphics and implementation being worked on.
    1 point
  32. That is opposite to what I was thinking, but I can respect that. The thing I dislike about Sparta is that they have so little variety of units, but that could say more about my views than it says about the Spartans. A good question, but I would like to rephrase it: Why does the consular bodyguard exist and have excellent stats? If it was a sub-par unit, I think it would not be such an issue from a historical point of view.
    1 point
  33. Small typo there. Allow me to show how it could be rewritten: "I think Sparta without Spartans is weird, and it is also unique to have only one champion unit and let it be available early." Jokes aside, I don't see non-citizens as a champion being a good candidate despite the mechanics you proposed being interesting. Those individuals seemed to be rather rare. Xenophon probably only was able to get such an education for his children due to his personal friendship with Agesilaus. To me the skiritae unit virtually occupies the second champion slot despite being a citizen soldier. There are definite problems with its current state (why is it so slow?) that I think would make it not just a beefy legionnaire. Removing champions in fact might be a good way of improving diversity. Rome for instance, had horrendous cavalry compared to that of Carthage, leading to much of Hannibal's success, yet in game their consular bodyguards are considered first rate. I would strongly advise removing it to better establish Rome as a predominantly infantry and siege based civilisation. Why does the bodyguard exist? Because the commandments of game design dictated that all civilisations should only have two available champions at the time.
    1 point
  34. Maybe. I agree that infantry battalions would be slow and therefore not very good at pursuing the enemy. But if we consider battalions to be stronger (in some way) to just a bunch of disorganized units, then we can use those battalions to secure specific locations or areas of interest in the map (either resource rich areas or choke points). Also, a battalion of horses should still be pretty fast regardless.
    1 point
  35. That's true, but I guess two would be better than one
    1 point
  36. why? wouldn't it also be weird to have two champios that are both hoplites?
    1 point
  37. I think Sparta without Spartans is weird, but it is also weird to have only one champion unit and let it be available early. So I would suggest something like the Trophimoi, non-Spartan citiziens who received Spartan education. That would also be fitting for the team, as Spartan education is something that Sparta provided to loyal allied nobles. I would suggest to make the Trophimoi available as a team bonus (available at the CC once p3 is reached, no upgrades required). Both champions should be champion hoplites, but the difference with the Trophimoi could be that instead of the +25% HP, they get an small aura to inspire/drill/boost nearby spearman. That is also what Xanthippus of Carthage did in the first punic wars. Xenophon had sent children to the agoge and Clearchus of Sparta was a spartan mercenary helping the Persians. The existance of Trophimoi also boosted probably the morale of the Spartan non-citizen hoplites, as it was a way to gain a better social class. So boosting Spartan CS hoplites would also be justified. I think having a champion with aura as a team bonus is more interactive than just some extra health. Anyway, I think there are a lot of "ill-designed" team bonuses, that help with all strategies but nothing in particular. Also, it is a pity to me that the Iberian&roman team bonuses are more impactful than most regular bonuses.
    1 point
  38. Hi everyone, Thanks to Palaxin for his tutorial. I was frustrated by the quality of the Atlas import, and have decided decided to tackle the expert method. The problem for me was that a script is needed, because of the way the .bmp files are encoded. After some research, I found out that .tif file have a much friendlier encoding for our use, and we can literally copy-paste the pixels block inside the .pmp as is. As long as the tif file is correctly formatted. The good news is that GIMP nowadays supports 16 bits integer images and export! I wrote a detailed tutorial, please tell me if something is unclear. Here we go: Preparation Create and save a basic map with the Atlas. Resize it and note the size, it's very important. The map is made of two files: a .pmp and a .xml. In this tutorial, we will paste the height map into the pmp. Sizes Your initial height map can be any size. I've included a resize step in the process. But, depending on the size selected for your map in the Atlas, the final .tif height map must have the right number of pixels. Here are the corresponding sizes in pixels: Tiny: 129x129 Small: 193x193 Normal: 257x257 Medium: 321x321 Large: 385x385 Very Large:449x449 Giant: 513x513 Note 1: It is essential that all your exports are: uncompressed tif images, grayscale, with 16 bit integer precision, and no alpha channel. Every other setup changes the number of digits for each pixel, and will mess up your map quite badly. Note 2: With the method here, the map will become a mirror copy of your original height map. If you don't want that, you can add the following point to the "Export operations": 2a) Image > Transform > Vertical mirror I. Elevation file export with GIMP IA) (only once per size) Create a a uniformly white image and follow the export operations. This is the .tif file used to find the extent of the pixels. You need to do that only once for each map size. I suggest you name it "white_template_size.tif". IB) Open your elevation file in GIMP and follow the export operations. If it's an .xcf file, be careful NOT to hit Save at any point during the operations. Export operations 1) Image > Flatten Image this ensures there is no alpha channel and only one layer 2) if you original file is not the right size: Image > Scale Image, select the "pixel" unit and enter the right size. 3) Image > Mode > Grayscale 4) Image > Precision choose 16-bit integer, linear light 5) (IB only) File > Export choose a name for your file, add something like "_full_height", and add the .tif extension choose Compression : none, and uncheck all boxes export note: you will probably have to try different curve settings, so it's useful to keep and reopen the "full_height" file for subsequent tries. 6) (IB only) Colors > Curves check the "linear" icon on the top right select the top-right point of the curve in the "output" field, enter a small number (I usually start with 5.00) and validate note: you can use Colors > Levels as well. Select "linear", enter your value in the rightmost "output levels" field. 7) File > Export As... choose a name for your file and add the .tif extension (let's call it MyMap_size.tif) choose "Compression : none", and uncheck all boxes export II. Height map import with hexadecimal editor You'll need an hexadecimal editor which allows to select large blocks with SHIFT. On Linux, I use the Bless Hex Editor. 1) Open "white_template_size.tif" and MyMap_size.tif with the hex editor side by side. note: on the editor, the cursor's position is referenced as "Offset" followed by an hexadecimal address 2) On the white_template file, notice that most of it is filled with "FF". This tells us where the actual pixels start and end. Go to the end of the file and place the cursor just after the last "FF". It's usually a "12". Read the offset. 3) On the MyMap file, go to the end of the file, and place the cursor at the exact same offset. It should also be a "12". 4) Scroll back to the start of this file. If you observe the white_template, you should notice that there are 8 positions before the "FF" start. Back to MyMap, count 8 double-digits and SHIFT+clic on the next one. A big block should be selected. COPY. 5) Open the .pmp file with the hex editor. Place the cursor at offset "10". It means 16 in base 10, so the cursor is actually at the 17th position. 6) Press the "INSERT" key. The info bar should now indicate "OVR" instead of "INS". 7) PASTE. 8) Save, open your map in Atlas. The relief is probably too accentuated, or too flat. Repeat the operations, starting from Ib) 6) above. Adjust the output of the curve with a different value. Don't forget to always set the curves in linear mode. Cheers, Pascal
    1 point
  39. Add a hotkey for "Push order in front" Queue up some orders e.g. gather berries, build a house, ... Press the key combination and select something that needs to be done NOW. The units will do it and still remember all the unfinished orders. push_order_front.mp4
    1 point
  40. Buenas ; Este es un nuevo boceto en color de una casa Arsácida ; Elementos ; -cúpula. -bajo relieves . -mampostería. -postes de madera (que sujetan el techo) -terrazas. -arcos . -chimenea . ...como no domino muy bien la aplicación aún no he podido poner o resaltar todos los elementos arquitectónicos... ( con arquitectura más inspirada en persa aqueménida , preislámica de Asia central ( siglo 1 A.C) y algún elemento que parece Arsácida/arsacid excluyendo elementos griegos ya que opté por la arquitectura más oriental que tuvo el imperio de los "Arsacids" , por que creo que entre ; Atenienses , Espartanos , Macedonios , Seléucidas y Ptolemaicos [en desarrollo] ya hay suficientes civilizaciones con arquitectura helenística ) Disculpen las molestias .
    1 point
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