Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2022-01-19 in all areas

  1. alright, before I update the mod this time, I just want to show how it would look like. This includes the adjustments for the following remarks: logo & background box smaller | added dots in the logo | logo background more minimal | brightness of the top menu text slightly increased | position of the center menu shifted towards the top What is still missing is the 'Empires Ascendant'. I mostly like how it looks; just the logo background is _very_ minimal now. Maybe I will shift it more towards something like @Radiotraining's draft in the future
    4 points
  2. Gameplay mod altering Civic Center & Military Colony cost and territory range. I feel like the currently exorbitant cost of CCs and their vast territory completely negates any interesting gameplay elements the territory mechanic can bring and only ends up with it being a negative. Players have all resources they could ever want in reach and the vast price of CCs makes securing new territory needless or trying to squeeze your opponent out of resources almost impossible. The mod also includes some economy bonus ideas, which already have patches made and are more detailed in: The territory changes will be made into a patch if after some test games the changes are liked. Territory: Reduce Territory influence gain from 30% to 25% in P2 and from 50% to 25% in P3 Reduce Civic Center cost to 350 Wood + 300 Stone Reduce Colony cost to 200 Wood + 200 Stone and no metal Increase Mil Col Territory Radius to 95 Meters from 80 Meters. Eco: Kush Pyramid eco bonus (Available in P1, cost from 300Stone + 100Metal to 150Stone, Range from 60m to 50m Sele Farming eco bonus (+15% farming speed in 20m radius of farmstead Mace Storehouse eco bonus (Instant research time) Rome pop bonus (Eco and Military structures give +2 pop space, like the old briton and gaul bonus) Athen research time bonus (15% faster tech research) TerritoryMod.pyromod TerritoryMod.zip
    2 points
  3. CAROLINGIANS Special features The Carolingian faction was already one of the most complete in the original game. I only made available in the game the model of Lorsch Abbey that @Alexandermb has made and gave it purpose as a library. Here a tech dedicated to the Carolingians allows to unlock fire arrows as weapon to attack buildings and add more damage power to the archers. Another unit available in the city phase is the Maceman, available in the barracks. Is an expensive, but weak unit that can deliver a crush damage to units and buildings, making it a valuable support element during sieges or intense melee fights.
    2 points
  4. Why ? What is there to say: I like to look at something different once in a while. Installation note: No guarantee that it will be compatible to any other mod, but if you want to try it, it's probably best to enable this one last (after) everything else. Current version: 0.27.3 (testing/ A27 / SVN) | 0.26.3 (A26) Where to find it: For A27/ SVN: newest testing version https://api.mod.io/v1/games/5/mods/1965214/files/3658747/download (needs manual installation) For A26: It is available through the in-game mod downloader or manually from: https://mod.io/g/0ad/m/shiny Some features: In case you don't like the new backgrounds: There is now the option to enable or disable it and switch between the new and the old backgrounds. Just go to the options and click on "Disable new background" _________________________________________________________ Credits to: @Langbart who gave me the idea and with whom I discussed much about the initial design/ who generally helped, @wowgetoffyourcellphone @Stan` @Radiotraining for tips on the design and a general thanks to everybody who gave their opinions and suggestions in this thread.
    1 point
  5. by the way - sorry guys, I hope I'm not spamming too much here..! I'm just trying to share some of the progress and concepts that I worked on, so everyone can have a taste and also give their own opinions. Let me know, in case!
    1 point
  6. - More historically centered had been the introduction of an additional building to the Umayyad faction that allows to unlock advanced techs that reflect the high sophistication of their civilization. They were called "diwans" and were various councils that administered the bureaucracy, organization and decision within the caliphates. https://en.wikipedia.org/wiki/Divan The main concept behind this administrative building (similarly with Carolingian's library) was to offer more options and decisions to take also in the late game, hopefully improving the longevity of the game experience that, in my personal experience, tend to slump towards the end. All of this is still obviously a beta test to try out some possible options that can be explored as gameplay Anyway open to feedback / suggestions! EDIT: forgot, credit to @Lopess for the 3D model of this and also many other buildings of the Umayyad civilization
    1 point
  7. Only suggestion: Actual Iberian representation of greaves Carro de Merida (6th or 3rd century B.C.). Vessel from Numancia in the Celtiberian area. 2nd century B.C.
    1 point
  8. good question! To be really honest no, not exactly. I introduced this unit more from a gameplay standpoint than a specific historical one. It's believed that maces as blunt weapon were part of the generic equipment of armies during middle ages, and references of such have been found also in the Bayeux tapestry, so they existed and they were used at least since the early middle age. But there isn't a specific reference related to a specific use by Carolingians, among others. My intention was more simply to experiment with a variation among the traditional roast of units by adding an extra element in the play. So is not historically distant, but neither historically centered on a specific reference. But thanks for the question, now you're forcing me to do some deeper research ahaha is part of the fun
    1 point
  9. Yeah.. I suspected I was messing the things a bit. I know they should be different, but at the same time there must certainly be a degree of relation as you said. I have more of a generic idea and I may be wrong.. but I thought the culture and nomadic traditions wouldn't be too dissimilar from those shown in that movie. It would be already a great reference from a design perspective. I don't know how much of a turcologist you are but I am definitely not so I really appreciate some historical suggestions! Thanks a lot for the resources! Those may be a good start! > I don't know if you're interested in participating in the production, but in case let me know! A kazhar faction can be introduced but I would definitely appreciate some help and support to make it possible! (even if just historical informations)
    1 point
  10. Well, Kazakhs and Khazars are not the same, even if there is some relation. But I am no turcologist (some colleagues always like to remind me), if I could recommend, e.g. during my studies Omeljan Pritsak was considered an authority on the topic of both early Rus' and Khazars. I also enjoyed this, even if there are many speculations, which may be discarded now. A great book on Avars was written by Walter Pohl, now it is also available in English.
    1 point
×
×
  • Create New...