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Showing content with the highest reputation on 2021-11-06 in all areas
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You gave precisely reason why there is no time for blender. I am much more productive coding, which is what I do all day long anyway. Would be waste of time to get into blender, if there are such excellent people around, who do the geometry thing and exporting like I am used to code. I follow basically the unix philosophy, do one thing, and do it well. Anyhow, let's focus on the Han China mod.3 points
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3 points
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As a Rome enthusiast I like the idea that Triarii have elite rank, that feels very historically accurate and overall a nice buff. Insula is also a nice addition for historical flavour. Maybe we can have our Sibylline books back too after all they only get burned a few centuries later Something I would like to suggest is the expansion of the allied troop roster, perhaps adding an Italic slinger or archer. Mercenaries could also be an option. We already have Balearic slingers and Creten archers available in the game code and Rome appears to have used both in the Punic wars, so there is historically room to maneuver within the time frame of 0 AD. Overall it would be nice to have a more flexible Roman military. On a rather different note, what about allowing captured elephant stables to train elephants for whoever has captured them? Currently they are useless unless you can already train elephants yourself. Captured war elephants feels like it could be rather fun.3 points
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3 points
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2 points
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Nice. Scythians are the most developed nomad civ so far. I would set the AI to Random/Settled Civilizations, since the AI can't properly play nomad civs yet. Also, the nomad gameplay is still in flux. I haven't finalized it yet for sure, but the Scythians specifically are definitely in a playable state.2 points
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@ValihrAnt May I suggest you try another civ and another map? Miletus Peninsula, Gallic Highlands, and Saharan Oases skirmish maps are the ones I worked the most on, so are probably the best. I was thinking about trying out a nomadic civ, so these suggestion are really useful.2 points
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If you capture a Carthaginian embassy you can train the mercenaries.2 points
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yeah, to be honest I feel that. I also started to learn Blender only recently and yeah, is maybe not too difficult when you reach some proficiency, but the curve to get there is still quite steep if you have to start everything from scratch. And not everyone is interested to learn something from scratch or should feel compelled to do so. It would be the same for me to learn, i don't know, python language or something.. I mean I certainly could, but as I'm not a developer I have no interest in building that kind of knowledge and it would feel a waste of time more than a useful investment. More so, I wouldn't even know where to start, so it would probably take me double the time of someone who has already some basic knowledge and interest already. I get the frustration of m7600 and I understand where he's coming from. I think he's right to say that more people should try out and learn, but I don't think this is the most correct approach. Sorry for chiming in, but I just wanted to spend some words about it However I encourage artoo to still try it out on your own when you can! It may seem overwhelming at the beginning, but after then it's pretty fun!2 points
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Training otherwise unavailable units from captured buildings, with some limitations, sounds like a really fun idea. I would love seeing that in game2 points
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2 points
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This can be done very easily, and it could even be limited to civs who would've at least had access to them or actually used them in combat, but sparingly. Can limit them to a 10 match limit or something. Romans would be a good candidate for this nuance; Persians and Macedonians as well.2 points
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This mod adds the map "Mainland balanced" (https://code.wildfiregames.com/D4232) Thanks @badosu for fulfilling the community's interest in balanced maps by providing a nice bunch of balanced maps for a23 and a24 Currently, only the starting food surrounding players is modified. Also, straggler berries are not modified yet (which can lead to imbalances). And the biome only slightly affects the total amount of food, and it currently doesn't affect the berry/hunt ratio, this is something I will change later. This removes Jungle (too laggy) and Nubia (wood too imbalanced) biomes until they get fixed. Alpine Mountains is also included (https://code.wildfiregames.com/D2830, ) The mod is now available through the in game downloader! (mod.io). Manual download here otherwise (updated a26, current version 1.0.1): feldmap-1.0.1.pyromod feldmap-1.0.1.zip a26 archive: Old (a25 version):1 point
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A dual release would be fitting. Either that, or release Han for A26 and have an Alpha 27 "Nomads" release with Xiongnu and Scythians. DE's Scythians already create a strong framework. I'd go ahead and make Xiongnu a playable civ. That doesn't mean some China maps can't have Xiongnu raiders and brigands (perhaps with triggers).1 point
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This is why the Han mod has been developed outside the forum mainly. I am not that bad with history, interested myself, so I don't need court historians, I spent quite a bit of reading to give some context to techs, heros, auras, weapons. Its fun, and that's where I spend the bit extra time rather than on blender. A new unit was introduced recently, the halberdier, or halberdman to match naming schema. It completes the Han army, spears, halberds(Ji), sword as melee, where the halberd is probably the most powerful anti cavalry unit there is. It gives free hand and not bound to limitations, if it doesn't get included, it can still be a shiny mod, a must have so to speak.1 point
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I'm having trouble adapting it for Youtube. The scope is way too vast and modern CGI just isn't capable of delivering believable results!1 point
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@ValihrAnt May I suggest you try another civ and another map? Miletus Peninsula, Gallic Highlands, and Saharan Oases skirmish maps are the ones I worked the most on, so are probably the best.1 point
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Mainly that maps should either be specific or generic, not both. So, if a random map is called "Corinthian Isthmus", then it should use the Aegean biome. If it's called just "Isthmus" then it can have more biome options. So, "Badlands" can have various biome options, but "Cappadocian Badlands" should use an Anatolian or Middle Eastern biome. I've gone rounds with @wraitii about this. I think he and I respect each others positions, but we still disagree. And in an open source project like this, either another programmer must champion my position and submit patches to make it happen in my stead, or I must submit the patches myself, and then the merits can be agreed upon by the collective. Honestly, I might just mod the maps myself and add them to Delenda Est to that end. I created the mod specifically so I wouldn't have to compromise.1 point
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"I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain." I like how the story intertwines Western Stoicism with Buddhism and Islam. It also turns the "messiah" myth on its head. Thug Notes gives an analysis on that last bit:1 point
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I'm not convinced by this historical/theoretical argument, since the same restrictions aren't imposed on the actual gameplay. For the most part the game is not about replaying historical events. I'm currently playing Kushites in Anatolia with a sub-Sahara biome; three things that don't go together historically. If Britons can conquer India they should have access to elephants (just like the historical Macedonians could have).1 point
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1 point
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What's the worst, most bone-headed mistake you've made while playing 0 A.D.? Here's mine: A week or two ago, I launched a major invasion shortly after moving to Phase 3. My army entered opponent's territory, defeated some units, and then captured an elephant stable. I selected the elephant stable and deleted it. Except that I had accidentally selected, and deleted, my entire invading army.1 point
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1 point
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1 point
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Interesting. I'm really tempted to actually watch it in movie theatre now to get the full audio/visual experience. And maybe engagement is the key thing that people are taking from the film when they haven't been previously invested in the books or the Lynch film? As I said, I was not bored for one second watching it, if it has that ability to keep people with it all the way through regardless, then it's nothing short of an incredible achievement.1 point
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We need a banner bearer to represent them visually.Or include one in the game.1 point
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1. deleting all the barracks instead of the one being captured by the enemy because of a double click 2. assigning passive stance to the attacking army1 point
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1 point
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Here is the situation. In one image, we see the passability map as I loaded the scenario. Then I use the modify button to raise a bunch of land where it clearly becomes not passable but the overlay doesn't update. If I save it and reload then the overlay will be correct. But it is a pain to do that, sculpting narrow passages requires the overlay to update as changes are made.1 point
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@Stan` @Freagarach Perhaps CCs should: <Identity> <Undeletable>true</Undeletable> </Identity>1 point
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How sexist XD. Cancel culture strikes yet again. I think my kush club fails are pretty high on the dumb burrito list.1 point
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I like the idea, since this alpha, aggression became the main focus, I miss the old days of walls, trading, defense and so on ... now most games I play within 15-20 min is over1 point
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As I was catching up on these posts, I was thinking that exact thing. Or maybe an upgrade to the barracks that adds a ring of training posts around it. Basically the whole idea for this is just visibility for the training mechanic. It wouldn't really rely new anims, just attack anims against a post.1 point
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Heres an idea that could possibly be more engaging for the player: Make a new building that is a small training area with dummies and stuff like that. So currently units can be garrisoned in a barracks to gain levels, but that is not very engaging, the player doesn't SEE this happening. So a training area building with say, 10 training posts. Citizen soldiers can be tasked on these buildings and will gain xp while visibly attacking the dummies and training. So then training and level techs can have a place in this new training area that increase training speed or maybe even increase max level. For example, say that you can't train a unit to elite level at the training arena without a city phase level tech, or what have you. Basically its a more engaging way to show unit training as opposed to just hiding them in the barracks, and provides a building specifically for training techs and more accentuates the fact that training is an option for players. Because the fact that you can garrison units in the barracks to train is not really readily understandable to a new player.1 point
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Github Repo: https://github.com/Mare-Nostrum-0AD/mare_nostrum Hey everyone! I haven't been active on this forum before, but you might know me from the mod I've been maintaining, Random Civ Selection Groups. I've been working on this mod for a while now; I originally built it for A23 last year during quarantine, and I've spent the last month updating it for A25. It's the culmination of a lot of ideas I originally thought of developing as individual mods, but eventually I realized I had enough new concepts to package together as a total overhaul for 0AD. I loved this game when I discovered it last year, but I was a little disappointed that the city building usually involved turtling around your starting civil center instead of spreading out across multiple cities. I got into RTSs through Rise of Nations, so that's the style of gameplay I was expecting. This mod, Mare Nostrum, is at its core a mod that aims to reimagine 0AD as a game where you build your nation from a small, defenseless village to a vast empire spanning multiple cities. The biggest concept introduced in Mare Nostrum is that each civil center gets a "population" representing the number of citizens who theoretically live in it (this is separate from the "Unit Population" that we're used to, which represents the soldiers and laborers you've recruited from your civil centers). Each civil center starts off as a village with only 100 citizens. Unlike civil centers in Empires Ascendant, villages in Mare Nostrum have low health and capture points, and cannot fire arrows. This makes it much more feasible to launch a successful rush in the early game. To grow your civil center's population, you have to build civic buildings like houses and temples and, especially in the mid-to-late game, promote trade between civil centers. As your civil center's population grows, it automatically upgrades to a higher level; first, to a town at population 500, then to a city at population 5,000, then finally to a metropolis at population 25,000. Each subsequent civil center upgrade has more health, capture points, and arrows than the last and, most importantly, unlocks the next phase in the game (i.e. your first town unlocks the Town phase, your first city unlocks the City phase, etc.). As your civil centers grow, it becomes increasingly more difficult to grow their populations with buildings alone, so building new civil centers and promoting trade between them becomes critical for phasing up (a civil center's population grows by about 2-3 citizens per unit of goods that arrive at the nearby market). This makes raiding your enemies' trade routes and capturing their nascent colonies (as well as defending your own) a more pivotal and engaging aspect of gameplay. There's a lot more great features I've added to the mod along the way (Siege Towers can capture buildings, every faction gets to build a temple to a "Patron Deity" that provides certain bonuses), which you can learn about in the README at the github repo: https://github.com/Mare-Nostrum-0AD/mare_nostrum. I'm going to make a tutorial soon, but for now I recommend getting a feel for gameplay by either playing a sandbox game or watching the AI play against itself for a match or two (the new AI, Delphi bot, is actually decent at the city-building part of the game now). Note that, because of the greater emphasis on building multiple civil centers, you should choose maps that are at least Normal sized, if not larger; each player should have enough space to build at least 3 civil centers at a decent distance from each other. To install, just clone the github repo I linked to above. It's currently compatible with the development (SVN) version of 0AD. I'm hoping to release an official A25 version on mod.io within a week of Empires Ascendant. Also, I'd really love for some of you to join in and contribute. I'm very much not an artist, so having some help on that front in particular would be great. Here are some screenshots of how the new civil centers look: An Athenian Village An Athenian City All four Carthaginian civil centers: Village, Town, City, and Metropolis I hope you all enjoy playing this as much as I enjoyed making it!1 point
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1 point
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I think we can approximate mountains a lot better. I once advocated for us to make mountain meshes/models (and they could still be done), but after exploring 4096x4096 terrain textures for Alpha 25 I've come to the conclusion that by using extra high resolution textures we can make some very nice mountains indeed: Now, I hand sculpted that mountain in Atlas, but would it be possible to approximate these kinds of realistic mountain shapes in a random map script? If not, perhaps we can use height maps to do so and then the map scripts can render the mountains from those.1 point
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You can make passages to ensure at least some pathway is free: https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/maps/random/rmgen-common/gaia_terrain.js#L537 E.g. you make all players have a passage to the center or to other players. I'll check this map out!!1 point
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Here are some more textures, I am planning to consult on adding a Scythian horse archer unit to Atlas1 point