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  1. Buenos días o tardes; -Edificios remodelados; (embarcadero lusitano) -El anterior modelos también era un arenal con rocas y un muelle ,pero acompañado de balsas que resultaron ser de la "Cornisa Cantábrica" y de las tribus cántabras y vasconas ,además de tener un navío y decoraciones fenicias, a partir de ahora , el navío mercante fenicio auxiliar solo se podrá reclutar en la factoría púnica y la intención es diferenciar ambos puertos al máximo empezando por las unidades que se reclutan; 1)Embarcadero lusitano; Balsa pesquera lusitana y Balsa de guerra lusitana. 2)Factoría púnica; Navío mercante fenicio y Birreme Cartaginés. -El nuevo modelo tiene el mismo esquema de arenal, rocas y muelle pero con balsas de la cultura castreña y la Costa Atlántica. Se podrán diferenciar las balsas del embarcadero de las balsas(unidad), por que las unidades tendrán marineros a bordo además de víveres o armas mientras las balsas del puerto están vacías y recolocadas irregularmente. (maravilla) -A petición de @wowgetoffyourcellphone, ¿Qué le parece ahora? -El nuevo modelo es más bajito y más pequeño además de menos color gris y más decoraciones. La montaña está en el centro , de ella emanan arroyos que llenan los "Estanque de purificación" de igual forma , la montaña (sagrada) tiene acopladas "Cámaras de incubatio"(como entradas de piedra).Al otro lado de la montaña hay "Estatuas reverenciales" dedicadas al dios Endovélicos(ya que este santuario le está dedicado a él) acompañada de un fuego "purificatorio" y tanto al lado de las cámaras de incubatio como junto a las estatuas hay "Ofrendas" de alimentos y unas cabañas (a falta de templos).Junto a las estatuas hay "Altares de sacrificios humanos" ,mientras que en el "Santuario" son sacrificios animales( no encontré que los lusitanos hicieran sacrificios humanos a gran escala ,por eso los puse en la maravilla , porque solo se puede construir 1 a la vez , mientras que ellos si que sacrificaban muchos animales y por eso el Santuario-Templo que se puede construir varias veces tiene sacrificios animales)Por último , tienen todos los lugares sagrados lusitanos , flora abundante(pero no demasiada). -Nuevos edificios; (arsenal o Taller de asedio) (torre defensiva) -Nueva unidad (naval) (balsa de guerra lusitana .Junto a una balsa pesquera) -Llevarían entre 3-5 marineros a diferencia de la balsa pesquera que solo llevaría 1 y la balsa de guerra se reclutarían en el Embarcadero lusitano. Serían balsas de guerra que se pueden reclutar en fase 1 ,serían más baratas y rápidas que un "Barco de guerra púnico auxiliar"(que es reclutado en la factoría púnica) , pero serían balsas de guerra con menos puntos de ataque y resistencia .Las partes en blanco cambiarían de color según la facción. Referencias; Disculpen las molestias*
    4 points
  2. Scythians version 1.1 Units Support Units Scythian Peasant Male and Female variations References Resource Wagon Dropsite for all Raw Resources Can "unpack" into these buildings Yurt (+10 to pop cap) Storehouse Can train Slaves once the Trade Depot is built Enaree Shaman Healer/Priest Class unit They wear shaggy clothing, drooping robes, tassels, and animal skins. They have eagle feather or deer antler head gear and carry a stretched leather drum. References Barracks Units Scythian Spearman Spear Infantry Saka Axeman Sword Infantry Scythian Archer (male and female actor variations) Archer Infantry Maiden Archer Female Archer Infantry Less armor, faster speed Only costs Glory resource References Stables Units Scythian Scout Scout Cavalry Sarmatian Lancer Spear Cavalry Massagetae Sagaris Cavalry Sword (Ax) Cavalry Dahae Cavalry Archer Archer Cavalry Royal Maiden Headhunter Female Archer Cavalry Less Armor, faster speed Only costs the Glory resource References Mercenary Camp Units Bosporan Hoplite Hoplite Thracian Peltast Javelin Infantry Tocharian Swordsman Fortress Units Alani Cataphract Champion Lancer Cavalry Extra Armor, slower speed Can upgrade to a strong anti-building attack (flames) References Royal Cavalry Archer Champion Archer Cavalry Extra Armor, slower speed References Battering Ram An uncovered Ram Lower armor, faster speed Heroes A civ bonus for Scythians is that their Heroes are allowed to upgrade to Mounted from Village Phase, while all other heroes in the game have to wait for City Phase. Tahm-Rayiš (Tomyris) Hero Cavalry Queen of the Massagetae, a powerful Eastern Scythian confederacy. Her army defeated Cyrus the Great and checked his expansionist ambitions. Her look is very Eastern or central Asian, in contrast to the more Western look of the other heroes. References Ateas (Ateas) Hero Cavalry United dozens of Western Scythian tribes to form a kind of "Scythian Empire" over his lifetime. Fought against and was killed by Philip II of Macedon. References Skilurus (Skilurus) Hero Chariot King of the Crimean Scythians, whose capital was the Greco-Scythian city of Scythian Neapolis. Warred against Mithridates of Pontus. He has a mix of Greek and Scythian equipment. References Scythian Structures Scythian structures, like the Huns and Xiongnu, can be built anywhere on the map, in neutral, allied, or enemy territory. This is their "nomad" bonus. They also have half the build time and cost. Consequently, they are the weakest buildings in the game, at 50% health of standard. Their buildings are very fragile. These bonuses and weaknesses also apply to their Fortress. Cult Statue: Ovoo This is the "Cult Statue" building for the Scythians (and Xiongnu). Not only does it give a trickle of Glory like all Cult Statues, but also a trickle of free Stone resource. As an additional bonus, Enaree Shaman healers gain greater healing powers when in range of this structure. Wonder: Royal Kurgan tumulus. A large earthen mount with eye candy around it (see how the mound is surrounded by standing stones; we can add additional culture by using the enigmatic Scythian "statues" found throughout the steppe instead of simple stones). Can have various "stages" of construction like the other Scythian and Xiongnu buildings do: Technologies "Fill of Blood" Prereq: Choosing Tomyris Tomyris +25% attack when mounted on her war horse, +50% attack vs. Enemy Heroes. Social Reforms Prereq: Choosing Ateas Scythian Peasants +50% health; Scythian Slaves +100% Loyalty. Greek Engineering Prereq: Choosing Skilurus Unlock the ability for Scythian citizen-soldiers to construct Catapults. Goldsmithing Prereq: City Phase Research at: Forge (the only economically-focused Forge tech in the game) Traders +40% trade profit per trip. Archery Tradition Prereq: Village Phase Research Building: Barracks Ranged Cavalry will automatically kite away from approaching targets if the enemy targets get within 15 meters. Parthian Tactics Prereq: Town Phase, Archery Tradition, Advanced Cavalry Research Building: Cavalry Stable Ranged Cavalry will automatically kite away from approaching targets if the enemy targets get within 15 meters. Falconry Prereq: Village Phase (also requires Husbandry) Research Building: Civic Center All Structures and Cavalry +25% vision range. Scouts +25% meat gathering rate. Scouts gain a new Falcon prop actor that circles over them. Extensive Husbandry Prereq: Town Phase (also requires Husbandry) Research Building: Cavalry Stable Domestic Animals -25% train time, +25% health. Slave Trade Prereq: Town Phase Research Building: Market Slaves -50% train time. Other civs have to first capture a Trading Post before being able to research this tech. Scythians can research it from their Market. --------------------------------------------------------------------------------------------------- We need to find a Scythians expert to help parse all of the reference material. I don't think it has to be super granular, but I would like to separate everything into some categories: Western Scythians Cavalry Infantry Potential Hero References (Ateas and Skilurus) Eastern Scythians Cavalry Infantry Potential Hero References (Tomyris) Support Units Healers Peasants Males Females Traders Fishing Boat (necessary for gameplay) Trading Ship (necessary for gameplay) Structures Specific Buildings Materials Need to try to find era-specific reference materials: 6th-4th centuries BC.
    3 points
  3. With the help of nwtour, I have now converted the first 6 missions to a25. It went a bit slow initially as I was figuring out what has changed, hopefully it will go faster from now on.
    3 points
  4. Late Sunday advertising. Sorry, announcements delayed due to a sleepless night and an early morning visit by an ambulance crew! Just a typical Saturday evening/Sunday morning in Newbie Rush Towers!
    2 points
  5. Existing mods, maybe something cool to back up with ideas or 3d/textures. https://github.com/0ADMods/pyrogenesis-1861 https://github.com/0ADMods/pyrogenesis-1944 https://github.com/0ADMods/stella_artis
    2 points
  6. Maybe it's because they used to look quite different from one another. Related forum thread: ===[COMMITTED]=== Siege Artillery Rework (30/Nov/19)
    2 points
  7. 1. My favorite solution is to make the Iberian champ attack + fire damage equal Briton chariot attack. 2. So the cataphract, which is supposed to be an anti-cavalry unit, does worse against the chariot than than the consular bodyguard? This is not good my friends. Sword cav may need to have 1 less pierce armor or something.
    2 points
  8. Although I enjoy the period that 0 A.D. already is in, I have in mind some other eras. What I thought of most was to bring the Gentleman's Warfare from the 17 to 1800s into 0 A.D. and also the Late Middle Ages. Actually, maybe this should be a mod, or to give you a very radical idea, a new game. Yes, I know what you are thinking. The grandeur and austerity of this topic makes implementation to me seem impossible. But I liked the idea and would like to hear some ideas about this. What do you think?
    1 point
  9. Well there are cataphracts which are basically precursors to the plate armoured knight. So yes they did have cavalry with high pierce resistance.
    1 point
  10. Oh, this is hardly any news. All melee units deal double damage compared to CS, the odd exception being the spear infantry who also has 10% faster attack rate. Melee champion infantry see their HP doubled and +3 armor compared to CS(for 275% total durability). Champion spear cavalry see their HP increased by 15/8-th and get +4 armor (for 286% total durability). While sword cavalry have a preferable armor typing to begin with, they see their HP increased by 15/8-th and and +4 hack armor and +5 pierce armor. I don't see why the oddity of +5 pierce armor is needed to begin with. Finally, spear cavalry has been disappointing for me. I would say they score a 4/10 against infantry and a 6/10 against cavarly. Spear cav narrowly get the job done against other cavalry but spear cav seriously disappoint against infantry if you factor in costs (and lack of gathering for CS). However I have seen post of @BreakfastBurrito_007 that lead me to think that some player consider (champion) spear cavalry very useful and OP. So I would be careful with buffing them. Spear cavalry has a DPS of 5.6 (9.8 against cavalry), sword cavalry has a DPS of 8.66 and javelin cavalry has a DPS of 14.4, which seems to indicate to me that the 1.75x advantage the spear cavalry has against other cavalry gets wasted by its low base damage. Anyway, comparing the units that are not directly related to this topic can preferably be discussed somewhere else.
    1 point
  11. Because I'm nice, or stupid and I believe acts do better than this project than endless arguments: Index: binaries/data/mods/public/simulation/templates/units/samnite_spearman.xml =================================================================== --- binaries/data/mods/public/simulation/templates/units/samnite_spearman.xml (revision 25989) +++ binaries/data/mods/public/simulation/templates/units/samnite_spearman.xml (working copy) @@ -5,6 +5,9 @@ <SpecificName>Samnite Spearman</SpecificName> <Icon>units/samnite_spearman.png</Icon> </Identity> + <UnitMotion> + <ScaleMultiplier>0.555</ScaleMultiplier> + </UnitMotion> <VisualActor> <Actor>units/carthaginians/infantry_spearman_c_samnite.xml</Actor> </VisualActor> Index: source/simulation2/components/CCmpUnitMotion.h =================================================================== --- source/simulation2/components/CCmpUnitMotion.h (revision 25989) +++ source/simulation2/components/CCmpUnitMotion.h (working copy) @@ -247,6 +247,7 @@ "<a:example>" "<WalkSpeed>7.0</WalkSpeed>" "<PassabilityClass>default</PassabilityClass>" + "<ScaleMultiplier>1.8</ScaleMultiplier>" "</a:example>" "<element name='FormationController'>" "<data type='boolean'/>" @@ -255,6 +256,11 @@ "<ref name='positiveDecimal'/>" "</element>" "<optional>" + "<element name='ScaleMultiplier' a:help='Simple multiplier to allow to define relative speed in templates.'>" + "<ref name='positiveDecimal'/>" + "</element>" + "</optional>" + "<optional>" "<element name='RunMultiplier' a:help='How much faster the unit goes when running (as a multiple of walk speed).'>" "<ref name='positiveDecimal'/>" "</element>" @@ -282,6 +288,11 @@ m_FacePointAfterMove = true; m_WalkSpeed = m_TemplateWalkSpeed = m_Speed = paramNode.GetChild("WalkSpeed").ToFixed(); + + CParamNode scaleMultiplier = paramNode.GetChild("ScaleMultiplier"); + if (scaleMultiplier.IsOk()) + m_WalkSpeed = m_TemplateWalkSpeed = m_Speed = m_WalkSpeed.Multiply(scaleMultiplier.ToFixed()); + m_SpeedMultiplier = fixed::FromInt(1); m_LastTurnSpeed = m_CurrentSpeed = fixed::Zero(); That's the engine change you need to make it work. I designed it specially to not break every single mod in existence by making it optional which is the reverse of your approach. I also tested it and it works. Just for the record and because I invested a long time in those discussions, here is what was said about Vegastrike on the forums Showing results for 'vegastrike'. - Wildfire Games Community Forums And we had the same kind of discussions about Ambient Occlusion being baked wrong and all art files needing to be changed. That seems incorrect to me, in fact I started a scifi mod some time ago, with the goal to make it an alternative to starcraft, and walking speeds were the least of my concerns. The ability to make mines sockets and to stop flying vehicles were more annoying that that. Of course the huge number of new buildings and their design to make was also worrysome. GitHub - 0ADMods/stella_artis
    1 point
  12. And I bet it ignores relativity, so like most other games a fantasy physic engine. Good choice as no one want's to play a realistic space shooter
    1 point
  13. Cataphracts should be more effective counter against the fire cav than sword cav. To boost spear cavalry, we can give them higher speeds than sword cavalry, so that they can chase after champions fire cav. It has also come to my notice that Carthaginian mercenary sword cavalry is very strong as well, but they deserve the extra attack for their cost.
    1 point
  14. everything worked fine before i get in to A25 . In A25 the mod.io no longer works on my laptop . does that happen due to the font of my ZH-TW language system folder path? xp:
    1 point
  15. Hi, did you have also ZH-TW language in your path when you was using a24? Can you try reinstall a24 and add mod manually? https://releases.wildfiregames.com/ Thank you
    1 point
  16. i know manually installing is not hard in A24. but in this latest alpha it just not work i manually put mod in to this place but nothing on my mod list
    1 point
  17. Oh it does? Maybe I should learn how to do art for the game...
    1 point
  18. Uhm, Uhm... Uhm, Uhm, I uploaded another youtube video highlighting a different build with Carthaginian mercenary strategies than my previous videos. In the previous videos I showed a build that has significant limitations. I should really stop using the word "uhm". uhm, lets upload it anyway and try to work on that in another video. If I were too picky, I would never get to upload anything.
    1 point
  19. Booming=turtling. Lets assume that you play a 1v1 and are not the Ptolemies, which are even more OP than Iberians. So if you have cheaper javelineers at the start(which are the strongest CS ranged infantry), then it is very difficult for the opponent to outboom you. Neither does aggressive play help, since there are to much javelineers. So basically many factions are left without any way of preventing Iberians from taking an advantage (That is 1). In p3, they can deal a quick and hard blow with javelineers due to their strong boom and javelineers being the best CS ranged unit. That is the 2nd reason why it is difficult to take them on. So how about dragging out the game, does that work? With Indibil they can really fast recruit new soldiers after you lose them, so the Iberian player can very easily send a new wave of units towards you. They also have stronger swordsmen (both CS and champion), which are also cheaper with Indibil. With Indibil garrisoned in the CC, he can't be taken out.. So that is 3 reasons. Do sneaky strategies work against them? Because of the walls you can't really kill all their farmers easily neither is it easy to take out the starting CC with a sneaky attack. Seleucids, Persians and Mauryas can try to wear them out with horse archers or chariot archers, but only seluecids have decent chance of surviving against the push that the Iberian player after reaching p3. So that would be my 4th reason. Barely any strategy seems really possible against Iberians, assuming equal skill of course. That is my take on it.
    1 point
  20. Delenda Est is now available from the AUR (package for Arch/Manjaro users)
    1 point
  21. D4338 - Fix passibilty overlay in atlas Created a patch to fix the problem. Unfortunately, the only way to fix on your computer is build the game from the source code and apply a patch.
    1 point
  22. In Delenda Est, the Kushite pyramids are used as Phase tech requirements. So, X number of Small Pyramids required to move to Phase II, and Y number of Large Pyramids required to move to Phase III. Perhaps a point for discussion? Once you build the required number of pyramids, then the Phase techs research instantly. As far as Kushite economics go, I would focus on Metal (Iron Smelting) and raising animals (Extensive Husbandry), for historically-based solutions. I personally wouldn't want their pyramids to have an econ aura, since they really didn't represent anything economic. I feel like they're a religious or social thing, so made sense to me they'd bring about the advancement of your settlement. Just some thoughts.
    1 point
  23. Workers sometimes can't reach trees that grown on hills, they go for it but it looks like they can't find a place to start chopping
    1 point
  24. It's an ancient symbol, so I don't really see why it should be removed (especially not when it's so clearly different from the Nazi one). If the game had been set in the modern world I'd say it'd have been best to not include that kind of symbol, but given that it's appropriate given the time and geographical location I think it's fine to keep it. Might be useful to educate people on its varied history though
    1 point
  25. I'm against removing the swastika, but maybe we should make the dots more prominent so people will notice that it's the Hindu symbol. https://en.wikipedia.org/wiki/Swastika
    1 point
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