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Yes of course it's an over simplification of the problem. When I came around ten years ago I saw something like age of empires with a total war style of fighting, with anim sync arrow volleys etc. I've never been into the grand strategy thing, nor an overly complex economy. The thing I loved the most about Age of Mythology was the mythology strings, and the scenario editor especially any kind of building that was out of the ordinary. I'm not interested at all in the competitive part as I am the worst player amongst the team member and it's just hopeless. I just enjoy building stuff and looking at the art. So I am a minority inside another one.5 points
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Okay, here an example of how these civs can be developed. Here's the Muscovite Rus' (just a draft). Muscovite Rus' The Grand Duchy of Moscow (or Muscovite Rus’) was a Rus' principality of the Late Middle Ages centered on Moscow, and the predecessor state of the Tsardom of Russia in the early modern period. It was ruled by the Rurik dynasty, who had ruled Rus' since the foundation of Novgorod in 862. Ivan III the Great titled himself as Sovereign and Grand Duke of All Rus'. The Muscovite Rus’ is a great commercial empire, spanning from the Baltic Sea to the Bosphorus. For centuries this land has been territory of passage between the germanic tribes of the north and the hellenic civilizations of the south and a crossroad between East and West. The trading of furs, wood and precious metal is the source of the richnesses of the Russian Grandduchy. For this reason, one of the key buildings of this civilization is the Trading Post, a unique building available at a early phase that can be placed in neutral territory and act as universal dropsite and trading hotspot. It allows a quick expansion into the map, and it can be upgraded as a Civic Center (economic expansion), or as an Army Camp (military expansion). Army The core of the Rus’ army is its light/medium cavalry and ranged units, due to their tradition of hunting wild game in the forests. One of the special units is the scout, a light cavalry unit always followed by 2 hunting dogs that can be used for exploration or early incursion. The infantry is generally very basic and weak, composed mostly by peasants (citizen-soldiers). The élite is composed mostly of mercenaries coming from the north: the Varangians, while the cavalry relies on “Qazaqs” from the Caspian steppe and their military traditions. Economy The Russian civilization has cheap and fast buildings and relies heavily on three resources for its sustainment: food, wood and metal. This makes the civilization very competitive in forest-based maps, but weaker when this crucial resource is lacking. However, due to their trading bonuses they can often trade the underused stone to compensate. The enormous extension of Russian plains allow for an extensive food production: Rus’ farmfields are 25% larger and allow up to 7 farmers to each field. A later technology called “Serfdom”, allows to train “serfs” (slaves), cheap and productive units that can sustain the rest of the army.4 points
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Hola guys! Premise: so I was thinking how to make a good medieval version of 0ad that can be fun to play and can stand together with the main game. I think it could be a strategic choice, given the recent hype surrounding the release of AOE 4 (which is, after all, the progenitor of 0ad itself) and the latest interest surrounding classic rts games in general. An alternative mod that can be presented together with the main game could be also another element that showcases the potential of pyrogenesis engine and, hopefully, attract new talents and devs that could enjoy working for the game. For this reason, I think Millenium AD provides already a solid base to work upon. It's been updated to the latest alpha version (thanks Yekaterina!) and it works quite flawlessly. The name itself works very well in a continuum with 0ad and re-inforces the overall brand of games that can span from ancient wars to modern times with a set of different titles that can offer various gameplay experiences. But the project seems to be abandoned. The last messages in the forum date back to 2-3 years ago and I have no idea if there're still people interested in the project anymore. The original creators also seem to have left and what remains is an interesting work with some good ideas but a lost potential. Since the mod relies mostly on the features in the vanilla game, I think the work required to revamp the game would be mostly cosmetical: - new civs, new assets, UI update etc.. because all the other gameplay features would just follow along each alpha release of 0ad. So what I want to propose is a simple roadmap to refresh the mod and make it enjoyable to play, despite the long hiatus. -Very simply: stick to a more indefinite timeframe around 1000AD (from the fall of the Roman Empire up to 1200-1300 ca.) and compress the two original parts of the mod into a single one that can "generically" evocate medieval times in that timeframe. -Focus on 3 new civs only that can offer enough variety in the game together with the other civs already present. In synthesis: Kiss. Keep it simple, stupid! ahaha Seriously though. It would be nice to have a fun and playable mod, and I think the shortcut would be to focus on simple goals that can be manageable and can keep the game fresh without too much strain. So for now we have: Europeans: - Carolingians - Anglo-Saxons - Norse Arab: - Umayyads Middle-Eastern: - Byzantine And I wanted to propose: Nomad/Turks: - Avars East Europeans: - Muscovy Russians Asian: - Feudal Japan Hopefully this set of new civs could give enough choice and variety to the gameplay by having some unique characteristics. (*Further it may be expanded with some European civs, like Holy Roman Empire and Italian States, and Goryeo or Song Dinasty in Asia, but only after this first roast of civs) Now, the tricky part: I'm no developer and no 3D artist (but I can learn this part!). I only tried experimenting with some concept art for the Russian civ and I had quite some fun with it, so I think I can design a detailed concept for each civ: buildings, units, techs that can be more easily adapted into 3d assets and into the game. But then I have to defer to more experienced people in the forum if they want to chime in and participate with their talent and expertise. And, generally, if you guys think it's a wortwhile project, alongside the current schedules. Or if simply you have suggestions, how to start with a mod etcc.. I don't know. I have no idea about the current schedules of 0ad development, so this is only for the funsies! Beside, let me know your comments! This is just a proposal, but I'm very interested to hear opinions, suggestions or anything that can be helpful to the discussion!3 points
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There have been thoughts about it already. All stopped basically on pathfinder and unitmotion needing quite of work for bridges to function properly.3 points
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While formations may have a great potential for changing the game, I still think that first of all, we should avoid units overlapping like breezes. I'm very convinced that the pathfinder can work perfectly without units passing trough each other all the time. I attach here a simple mod I made that tweaks the parameters of unit pushing to limit what I think are the shortcomings of this new pathfinder: wild unit overlapping and irrelevance of chokepoints. From the video below you can see that the number of units is always easy enough to guess from the size of the mob, and that cavalry slows down a bit when it has to pass trough a chockepoint. Remember that this is just a demonstration made trough the simple tweaking of some parameters, one can achieve much better results by changing the c++ script that defines unit pushing. Atlas - Scenario Editor - maps_scenarios_prova.xml 2021-10-27 09-56-42.mp4 Atlas - Scenario Editor - maps_scenarios_prova.xml 2021-10-27 09-56-42.mp4 For instance, the aura that I gave to cavalry to enforce friction between units next to each others (not the same as in Res gestae mod, although I invite you to try that as well), could be integrated into the unit pushing system whitout much problem. Also I tried giving it to infantry as well, but the game wouldn't allow me because of limitations on the rendering of auras, which would not be a problem if that was made with c++. In general, it could be possible to change the game in a finer and also more effective way by tweaking the engine instead of just trough a mod, I can try it, I just don't know how to compile the engine (and my VS try license expired). Please let me know what do you think. I believe there is no reason for not trying to change this, and I hope I convince you as well. As always, I claim no right on the mod attached, which isn't really that creative so... you can add it to the game and whatever. stronger_pushing.pyromod2 points
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I think an ultimate strategy game would allow you to "city build" your capital or home city, while using basic Total War-style city management for your colonies or conquered cities.2 points
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@Yekaterina, if you didn't want to see elephants you are in the wrong place2 points
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most of us artists are immersive. Alexandermb, I among others, we like more to enjoy what we create. When we see that absurd attempt at AoE IV trying to be an E-sport we feel relegated. AoM and AoE III at least had the courage to create new gameplay. Total war is very nice, but it lacks the build feel. City building is very nice mixed with battles. If you look at the battle scenarios in AoE IV they are just combat. Little city management, little micro and macro is simple, there are many automaticisms. It became a copy of Blizzard, which are not bad, just that they are very repetitive and routine.2 points
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Mod update. For a more visual presentation check out the orignal post up top. Heres a little more detailed text version of the update: Units with ranged weapons have ammo. Units with low ammo (jav) will have very high damage. Slingers will regain ammo slowly anywhere. Most units have 2 attack types, ranged and melee. Weapon swapping will not be manual. The unit will swap to melee if It has no ammo A targetted unit is getting to close The target is a wall / building The target is a siege unit New aura called "Re-arm". All military structures (Barracks, Stables, Arsenals, Fortresses, Armycamps, Colony's) and also the forge will have this aura. Units that require ammo, simply need to stay inside it for at least 3 seconds for a complete ammo refill. This aura will only work if you have at least 1 forge. Some of these military buildings will have a large aura, and most have a small aura. Armycamp has a limited ammo pool units can Re-Arm from, and the Armycamp consumes ammo from the pool while shooting arrows. Once the pool is empty, the armycamp can't shoot arrows, or Re-arm units. Units are rebalanced according to their visuals. Check this balancing sheet for more info (also check the additional changes tab). 4th rank: Champion. If there is a champion counterpart of the soldier, it will be able to promote as one. For example, the athenian hoplite will promote into a city guard. Promotion rework. Units will not get bonus armor on promotion. They will receive a small heal, and (originally) ranged units will get a 10% bonus attack damage for all weapons. Melee only units have their default attack bonus on promotion (20%). Technology changes. Instead of 4 defensive upgrades for units there are now just 2. They give both a positive and a negative bonus. Example: Soldiers +3 crush, +1 hack and pierce resistance. 50ms attack and 0.25 movement speed penalty. Healers. They now provide healing in any structure they are garrisoned in. They can also build tents in which they can treat the wounded. Spy tech rework. All enemy unit and structure info is now hidden and cannot be inspected when clicked / hovered. When you buy the Espionage tech this information becomes available to you, showing you information like health and ammo when clicking or hovering over enemy / neutral soldiers. Charge attacks. Units have energy and will use it to charge an enemy. Energy is consumed at a rate while charging the target. The first attack deals bonus damage but consumes all energy. Rams max energy / regeneration rate / bonus damage, is based on how many people are garrisoned inside. And some more stuff. I guess you just have to find out by playing the mod! Any feedback and bug reporting is greatly appreciated.2 points
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What do you think about implementing a feature where units can build bridges across water? They'd have to be built on the shore of one piece of land and connect to the shore of another piece of land. Then they would of course block ship passage, but like other buildings, they can be destroyed by the enemy. The bridges would have to be wide enough for infantry to cross, and not be too narrow as to create a bottleneck that would cause game lag. Perhaps the bridges would contain areas where infantry could be garrisoned and fire arrows.1 point
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I could see a drag n drop system nearly identical to building walls. Cost deducted per section. Also, a max length.1 point
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Thank you for the answers everyone. I attempted to describe massive all Archer-Infantry armies, but your replies, I believe, should suffice.1 point
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This reminds me, games like Rome 2:Total War (and even super old games like Battle for Middle Earth 2 to a limited extent) add some random animation speed variation to groups of units so that they don't look like they're in 100% lock-step. No, this /can/ be done in the actors already, and is already done in some instances, but that adds actor complexity, and we still get the robot lock-step look as shown here.1 point
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I really like this style of videos. In the future, you and @Player of 0AD can just agree on a time and then join random TGs as specs, then make it a commentary video.1 point
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Hello, I want to inaugurate this new A24 replay section by dumping a few of my multiplayer replays, showcasing the new unit balance and the increased diversity of units that can be reliably trained. I have a feeling sometimes players don't make use of all tools available to them. Champions, trade and siege (3v3).zip This teamgame showcases a lot of different unit types, but notably champions swordsmen, some champion archers, some trading, catapult+ballistas attack, and camel archer lategame composition on the other side. Roman sword cavalry champions (3v3).zip Features roman sword cavalry champions, quite a powerful unit. Cavalry and champions (3v3).zip Features sword infantry champions from Seleucids, cavalry compositions from mauryan and ibers (with a few firecav champions) Archer cavalry and roman champion cav (3v3).zip A teamgame that shows those 2 units in action. Valihrant (Koushites) vs Feldfeld (Mauryas).zip Small rush early game. Features town phase CC expansion, archers and elephant archers from Maurya, against archers and nuba skirmisher cavalry from Koushites Valihrant (Mauryas) vs Feldfeld (Macedonians).zip Features town phase CC expansion from macedonians. Skirmishers and champion infantry spearmen from mace against chariot archer champions from maur. Valihrant (Macedonians) vs Feldfeld (Athenians).zip Features a moderate early game rush. CC expansion from macedonians in the town to city phase transition. Gastraphetes from mace against slingers + ballistas from athenians. Feldfeld (Ptolemies) vs cl2488 (Ptolemies).zip Features mercenary swordsmen and mostly slingers against pikemen and slingers. StarAtt (Iberians) vs Feldfeld (Carthaginans).zip Features mercenary cavalry from Carthage. ElDragon (Kushites) vs Feldfeld (Carthaginans).zip Features village phase expansion from Carthage, with a composition of Sacred Band infantry supported by archers later. Archers and pikemen/spearmen from Kushites. You can download all replays bundled here: Feldfeld's replay dump.zip Hopefully that can address a few of the complaints I have read about the new version. For example, the diversity between civilizations has been reduced, yes, however keep in mind to compensate that the new balance between units should make some civilization specific strategies (eg. a unique champion, mercenaries) viable whereas it was not the case in A23 (which was notably a lot of slinger spam). About archers being OP: yes it is true that they have a very good accuracy, possibly making them OP, but they are less efficient than other ranged units against melee units (which have been improved in this version). Remeber there are other options than making citizen soldiers ranged units. Of course this doesn't mean we won't find OP units in the future. Champion melee cavalry look quite strong, champion archer cavalry maybe too.1 point
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Thanks for uploading some A25 replays, but it would be easier to find them if you uploaded them to the correct replay section. https://wildfiregames.com/forum/forum/487-alpha-25/1 point
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@user1 Right after my match after derek, another one disconnected before I could finish him off. He was winning at first. He as ahead of me for long time but when his pop fell below 70 while mine was capped, he just closed the game without resigning His Lobby username Dihiya My Lobby username UltraMan metadata.json commands.txt1 point
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@user1 @DerekO disconnected the game session. when he was loosing. while in game, he tried to persuade me to do rematch (cause he said that he dont like the map which he chose) but when I asked him to resign first, he continued without saying anything Then after I reached phase 2, he tried persuade me again but failed so he disconnected the session causing me to disconnect His Lobby username DerekO My Lobby username UltraMan commands.txt metadata.json1 point
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Then there is the ANNO series, which satisfies the itch for city building but has horrible battles. ^^' I've always longed for a combination of the two (ANNO and Total War).1 point
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Hi @Grapjas. I'm very curious about your mod and some of the mechanics it implements (like charging and ammo), since i'll only be able to play it at the weekend i went to check on some of the templates just for fun. I found out that the template_unit_infantry archer seems to have the sword stats of it's horse counterpart, instead of the stats of the sword infantry (i.e. it has range 6 and 6.5 hack damage). This looks like a minor typo to me, so i decided to report here. Can't wait to test this mod, seems like fun!1 point
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Hello @user1, My Lobby username : Dihiya I played a rated game vs : AlvaradoJR He was the host and he closed the game after he lost without resigning. Thank you. commands.txt1 point
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Hi everyone! I would like to share some of my replays! These are some rated 1v1 games that I played in the past few days, and I think some of them were really interesting and they taught me a few key lessons. Hopefully you will enjoy them as well! :)) Elena's 1v1s.zip By the way, I would like to try my hands on a few 4v4 team games next. Looking forward to playing with more people! Also many thanks to the developers for creating such an excellent game for free!1 point
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I didn't get a rating from the Game once it finished even though rated was on Offending Player: ijavaddev My lobby name: DerekO metadata.json commands.txt1 point
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Very helpful indeed! The Atlas import function is far from perfect, and I really wanted to be able to "sculpt" my own heightmaps in GIMP and import them without loosing any quality. My initial idea was to experiment with symmetrical heightmaps, and maps where mountains/hills are not used as obstacles, but as tactical features. I have found a more straightforward way to to the second part: heightmap import. With a small command line utility able to copy binary code from one file to the other. I will complete my post when I have time. Of course, creating handmade heightmaps might seem a bit daunting. However, I'm more of a graphic guy, and that was the easy part for me ;-) I have developed some nice and accessible methods to build them with GIMP, and will share these in another post in the coming weeks.1 point
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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.1 point
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Macedonia 44 - A Band of Heroes (Part 2, 325 BC) After returning to Mesopotamia, Alexander took the time to rule his newly formed empire. New laws, new rules, power plays, and shuffling of satraps were all day to day events. Occasionally, Alexander would host lavish parties with drunken debauchery, but he also enjoyed frequent hunting trips. On one such trip, Alexander took those closest to him -- from Macedonian and Greek nobles, to Persian satraps and even Indian adventurers. The hunters used small boats to reach the hunting grounds but a surprise lightning storm wrecked havoc to the small ships. Alexander finds himself alone on the short of an unfamiliar river, his companions nowhere in sight. A local band of archers has fortified itself awaiting reinforcements -- while Alexander was generally liked throughout his empire, many of the local Persians did not pledge allegiance to him and would rather see him captured or dead. Alexander must find and rescue the remaining 10 hunters and make haste to a small Greek colony that will provide safety. Little does he know that making to a safe house is going to be only half the battle. Notes: some building have dialogue options -- move a unit close the building (perhaps circle around) to trigger them. AI Settings: Players 2, 3 and 5 (the Persian Villages) should be set to Petra with a difficulty of your choice. All others should be Sandbox.1 point
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@Huffman3829 Also get your armor (and attack) upgrades in the forge!1 point
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^New minimap in DE provided by @Langbart^ I wish we could have civ-specific UI textures. I would make the minimap background different for each civ. @Freagarach Beauty shot of the Temple of Edfu:1 point
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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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here's the video, I was killed in the battle (( Mod:Rome at war Game: Mount & Blade: Warband1 point
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From a technical point of view the games are very different. You would be better off making a skyrim clone then importing the 0 A.D. models and writing a map importer. So this is way outside the scope of 0 A.D. and isn't going to happen.1 point