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Showing content with the highest reputation on 2022-02-02 in all areas
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Welcome @Saifeddine! Nice to hear you are also in the Boston area, as I am currently. One project I have been considering tackling next is the lack of voice variety in the game. It requires recording a bunch of dialogue in various ancient languages. If this idea interests you, I have been considering working with a local studio to record the dialogue, perhaps with some local students, and could definitely use some help in that regard. If you are interested, I can PM you my Discord details and we can see what can be done. Omri is very much in charge of the actual musical side of things, but as said before, there is room for more works provided they can be adapted to fit the game's sound and style overall while also hitting the mark of the unique culture. The overall sound of the score is not really the same as typical for modern scores, as aspects of it reach back over a decade to when the game was begun, so it is an interesting challenge to write pieces which fit aurally and compositionally. I would deeply encourage at least a few playthroughs of the game with various cultures, or listening to the full soundtrack, before working on anything.3 points
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I find the current operation suitable, so no change. Didn't play with people who surrender. Ibers not a problem I find it good to see the remains of a defeated player.3 points
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I would certainly vote for a different mechanic. E.g. capturing by occupation. Not being able to delete stuff randomly. Stuff like that.3 points
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We have some more in milleniumad I think.3 points
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https://code.wildfiregames.com/D4448 So, I made a patch that adds the Practice Range (aka "Archery Range") as a buildable structure. This patch: Enables Practice Ranges for all civs, which train Ranged Infantry Adjusts costs for the Barracks, Range, and Stable to compensate for the new building Recreates the relevant technologies from the Barracks over to the Range Moves Archery Tradition to the Range (and Hoplite Tradition to the Barracks, as a mirror) Some other minor things Please playtest with multiple civs. Look for and critique: Fun Design Balance Bugs2 points
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https://en.wikipedia.org/wiki/Zhanmadao https://wikihmong.com/en/Chinese_swords#Han_dynasty_(206_BC–220_AD) https://greatmingmilitary.blogspot.com/2015/04/zhan-ma-dao.html For an Imperial guard or an executioner ? Or for a special cavalry?2 points
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I mean if people feel that strongly that nothing should ever be removed ok , but then at least moving the bad maps under a separate tag/ folder should be done. It just doesn't make sense to have a wild mix of high quality and mediocre maps. That kind of choice is super confusing and will give new players a bad impression of the game.2 points
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I wasn't going to say it but I was going to say it.Always your mod has practical solutions. ------- @Stan` Delenda Est Solution; For as long as this problem problem is solved...It would be nice to implement not capturing all buildings, especially civilians, houses, and warehouse/farmstead.2 points
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Technical Discussion here: Differential: https://code.wildfiregames.com/D4467 Implemented in Delenda Est: https://github.com/JustusAvramenko/delenda_est They currently look pretty identical, with just a texture swap. Here is how they look currently: But the battle standards for the different civs could look differently (more historically accurate). For example, the Persians: Versus the Romans:2 points
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I still miss how you could train everything in one building in a23, most definitely not going to enjoy this if merged.2 points
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+1 for iterative updates to maps... (Which is already being done to a degree by people like elexis and his random maps). It's just not a one man job. Scenario maps could even be updated by interested community members (I can't because Atlas is bugged out on mac, always has been for me, on 2 different macs)... Systematically updating the poorest looking assets is a sure way of improving what we already have. No need to delete maps if they can be improved upon. But some maps really do need a lot of improving (more than just assets)... I think all "standard" skirmish and random maps should always pursue the highest level of naturalism feasible. All fantasy/novelty maps should be purged from the main lists, and get their own fantasy category. A lot of people can't stand those kind of maps, myself included. Shouldn't "random maps" be called "procedural maps"? The term "random" is very confusing actually... I don't think alpha 24 is happening any time soon, so it actually offers an opportunity to the artists for a larger scale update. I'm personally trying my best, but I work so slowly... Should be able to do a few assets though... PS: take care of what maps are at the top of the lists, because of the alphabetical order. How many more times do I need to watch a youtube vid of a newbie playing Acropolis bay??? The first map people play should be one of the best looking ones (first impressions matter!). Perhaps with the new cliffs Acropolis bay could be really improved, but I'm honestly even bored of the name... After so many years, let another map take the top position please. Also, some of the map previews are really unnecessarily ugly. Like Guadalquivir for example... Why??? lol... It's like deliberate poor advertising, lol...2 points
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Have you ever been in a situation where you win a game but your enemy's gaia destroys you after they resign? When a player resigns, their remaining gaia forces attack any remaining players irrespective of who they are, causing huge distraction and annoyance to the players. I had been in a situation, where I was prevailing and the enemies resigned, but the enemy gaia units all converged on my army and killed everything. Sometimes the hostile gaia can change the outcome of a game! A player resigning in their allies' base = killing their allies = trolling. In A24 a guy called lennin (was my ally) walked into my base and resigned, then his gaia champions killed all of my infantry units and turned my team from a winning position to a definite loss. If he resigned elsewhere then my team could have stood a very good chance of winning a 3v4. So, I suggest a change: gaia units are passive or standground instead of aggressive; gaia buildings don't shoot at player's units. Or, even better, when a player resigns, all of their units die instantly instead of becoming the gaia units that troll everyone. This will prevent players like lennin from hurting his own allies. Now onto Iberians. This is a troll civ. Apart from the fire cav, their walls troll both the Iberian player and anyone trying to attack them. Sometimes the wall spawn right through a fruit tree or patch of berries; at other times units get stuck while passing through the wall gates. They often spawn across the optimal area for farms as well, hurting your late game eco unless you delete some walls. When enemy units come, the doors might let them in! This is not helpful for the Iberian player as you can suddenly get 10 spearcavs killing everyone on your farms, meanwhile for the enemy, after the 10 cavs kill the women, they are trapped in there forever and will certainly die to enemy cc's arrows. If an Iberian player resigns, their gaia walls are a huge obstruction for anyone trying to make use of the new territory available. I have also seen posts reporting that gaia walls can trap you units inside it so that your army gets stuck there and shot by a gaia CC. Their fortresses and towers are so OP that suddenly both teams find themselves having to travers a no-man's land where it rains gaia arrows. This is hugely inconvenient as well. Proposed changes: gaia Iberian walls convert instantly. gaia iberian gates open for anyone trying to pass through Combine these two with the non-hostile gaia change, this troll issue will be fixed.1 point
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I agree with all the other points but I just wanted to remark this, which I find an interesting point never really discussed. Maybe, if the concern is on making clear the function of capturing to the user, if can stay as default for CC (and maybe a core of vital structures), while the others, and the defensive ones, can be attacked by default instead. Like what's happening with farms, which are definitely more satisfying to destroy Could be a compromise to make everyone happy? EDIT: okay, I'm saying something stupid cos is what DE already does and I forgot lol But hey! It just makes a lot of sense1 point
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There are things that are changing. Those scenarios were helpful in the early alphas. Unused maps or ( or outdated) should go to community maps.1 point
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Ahora entiendo su pregunta, pero debemos recordar que en ese momento no era una sola unidad política. Pienso en los reinos Yayoi/ o reinos Yamatais en plural. Tenemos reino Wa pero es en el siglo III. que realmente sería el reino de Yamatai (soy un leigo en el tema estoy usando las búsquedas del tema civ japonés, tal vez deberíamos continuar las ideas allí)1 point
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It's the worst, it's the most boring map. You have to fill some maps with eyecandy, or things to do. We need a gold rush map. I like the new AoE IV maps and the AoM ones. And the exotics from AoE III.1 point
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http://thomaschen.freewebspace.com/photo.html It seems to have existed during the early part of the Han dynasty1 point
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To continue the topic of what maps should be included in the game that has started here: I have been going through the random maps folder again and would suggest: remove: Sahel & Anatolian Plateau - they are basically biomes for Mainland. remove: Atlas Mountains & African Plains keep: Syria - they are very similar and the first two use eiher bad textures or they have a bad terrain painting/forest creation remove Belgian Upland keep: Rhine Marshlands - Belgian Uplands is imo one of the unfairest maps and if you get a good seed it just looks like a biome of Rhine Marshlands, but still somehow worse. merge: Arctic summer & Botswana Haven - basically the same map with a different biome. remove: India - Basically Lake remove: Sahel Water Holes - That's just Rivers remove: Phoenician Levant - It's a square map and it is similar to northern lights remove: Kerala - It is a mixture between Hycranian Shores and Hellas, which are imo better. remove: Volcanic lands - Looks like a biome of African Plains & Syria and looks worse than Pompeii in terms of "volcano" _________________________________________ After that I would make new categories to put the maps in that offer a unique experience but are optically not on the same level as the good maps or that are just too 'special' I.e. 'Old maps' who are unique but should receive a texture update or have some other issue e.g.: Mediterranean - Latinum 'Arena maps' the very unnatural looking ones. e.g.: Snowflake Searocks ect. _________________________________________ So with that being said, I would like to mention that "remove" does not mean they can never be played again. They can be put in a separate mode for people who really enjoy playing them. Now a question to everybody: What is your opinion on this? Do you enjoy playing any of the maps I suggest for removal? Anybody any concerns regarding this?1 point
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Yes @Radiotraining did that too. It's a good idea, we can do that when the buildings are finished.1 point
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Hello @hjkkll Known bug, see patch If containers (snap or flatpack) are not used, unpack public.zip in your system1 point
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I've been asking for this for years. ITMS said no in those days. @Stan` Maybe you think differently. Capture must be a behavior that can be toggled on or toggled off.1 point
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eh, thanks for asking! I was talking about this with Lopess ahahaha I mean.. yes it could be possible, but at the same time these are very much "experiments" for side-mods, I don't think myself as being really ready to deliver something for the official game (I'm not a professional artist, these are more like exercises ehehe). That's why I keep a low-profile. But hey! If you have some particular ideas and you don't have expectations too high and accept some attempts, we can talk about it!1 point
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I don't know whats wrong with all balancing people who think that giving any unit rank two, especially for a small fee will help or make them just unique. SImply making op civ. Let's take current merc cavlary, what kind of outcome you got there? OP unit. Skiritai were strong in a23, then someone decided to debuff them and again one more time lets buff them due being weak civ. Good tactic: rush p2, get upgrades, rush another player. Player usually dies as skiritai from start has better dmg, better hp, etc. basically even if enemy do upgrades of p2, still will have weaker units. More eco damage. Every unit should cost more of metal, 200+, then metal on the map should be reduced especially the one in the area of cc's. Basically reduce amount of spawned resources, except trees. Starting res of metal should be 2k rather than 5k. People should be forced to make more cc's or actually use traders. Didn't play your mod, just quick tip while balancing as many forgets about rank 2 being just unfair. RANK 2 units should be allowed to build any buildings or do any eco. They are buffed to the max and mostly these are the mercenaries (hired to do specific job, not to do your eco or building ur stuff)1 point
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This topic is going to be to talk about the Period, probably more than one faction.1 point
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I found a kind of historical reconstruction. It looks like a later period but, the details of the materials are fine. It looks like medieval or late antiquity of Japan. Kofun-Yamato. there are many details that it shares with the Yayoi period. The war paint, the ribbons on the pants. https://isuzugawa.ti-da.net/e5872420.html1 point
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Another release: fix default of capturing after unloading when rally point is a building (noticed by @FeiLongbay) Add three minutes ban on deleting after capture Adds a diff of all changes on top of A23 to the archive for easier study by others capture-0.23.1.pyromod1 point
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Sorry I put this in another message, but just want to comment on the best thing about this mod. If I win a battle with infantry vs infantry, my infantry will actually go over and kill the enemy sieges. No more do they uselessly wave their arms around the sieges as the sieges retreat making capture impossible. No more do I have to carefully select each siege with ctrl+shift to order all of their destruction. Late game battles FEEL AMAZING.1 point
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Indeed there are finds of a ''pick'' weapon similar to the Chinese ge; this is what i had in mind for citizen axeman. Alongside with the long two handed one; one of the artworks in this threads portray some kind of shortened version not sure if accurate: I think there could be two japanese factions: Yayoi (500 b.c to 300 a.d Wooden buildings, wooden armor, no cav only rams) Yamato (250 to 710 a.d, Metal armor, cavalry, some stone buildings, possibly ranged siege weapons)1 point
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I am very much in favor of streamlining the maps in the game. There are currently 90 random maps in the game, of extremely varying quality. Many of them don't really follow any kind of theme, some are generic, some are specific, some are "novelty" maps. I'd rather a game have 10 supremely high quality random maps, than 90 random maps that are "all over the map" in quality and theme, lol. That's not to say that the game should only have 10, but 10 amazing maps would be better than 1000 mediocre maps. Ideally, each map should represent the game at its best. New players booting up a map that looks and plays bad would not bode well for the rest of the map set as far as setting expectations. Part of the problem is that the maps can only (understandably) use the assets that the game provides and the assets themselves vary in quality too. It would be great to go back and either (preferably) update or (unfortunately) eliminate some older legacy assets which are just not up to snuff, then adjust the map scripts accordingly. Some kind of overhaul is needed, definitely. Discussion can be had about how to organize the maps too. Novelty maps, like Snowflake Searocks I think should be organized separately from maps which are highly focused on the game's themes like Jebel Barkal. Just to name a quibble. Sorry, went on a tangent. Hopefully I didn't annoy anybody like @elexis1 point
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I am trying to figure out how to change the scale of an animated actor. It doesn't appear to be a moddable feature, so I have been modifying the .dae files in order to attempt to accomplish this. For static actors (such as buildings), the scale can be adjusted either by adjusting the scale tag in the Collada file. <scale sid="scale">1 1 1</scale> The other option I took was to write a program that manually scales all the vertices of the model and saves this back to the .dae model. Unfortunately, both of these options did not work for scaling animated actors whose proportions were all messed up... (Big or Small) I am not so familiar with Collada or how animations are stored. Could anyone point me in the right direction on how to accomplish something like this? (do I need to scale the armatures/transformations/weights etc) Blender did not work very well for me either... I am really looking for a way to automate this, as I would like to create an actor editor for 0ad with this kind of feature. Thanks!1 point