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Showing content with the highest reputation on 2022-02-02 in Posts

  1. 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
  2. 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
  3. @juarca ragequitting when he is in trouble Denethor_death.mp4
    3 points
  4. 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
  5. 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 Bugs
    2 points
  6. Thank you! Now i can enjoy 0ad all night over!
    2 points
  7. Eventually the enemy team: CarelessLikelyAdder-mobile.mp4
    2 points
  8. 2 points
  9. 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
  10. 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
  11. 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
  12. As you can see here, bartering can be generally exploited. What about a low limit of bartering per minute? Then the macedonian team bonus could stay as it is. Edit: If one limits bartering to a reasonable frequency, the team bonus could become rather weak and might be replaced by a different bonus.
    2 points
  13. 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
  14. I still miss how you could train everything in one building in a23, most definitely not going to enjoy this if merged.
    2 points
  15. +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
  16. 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
  17. It would be satisfying to burn. (Visual)
    1 point
  18. 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 sense
    1 point
  19. I agree, or very specific historical situations or, err, "scenarios." A lot of the scenarios right now are rather arbitrarily designed (at the time we didn't have skirmish maps). But they need well-thought out and well-designed. Right now, attention is elsewhere, but it's best to not bog down the game with too many mediocre and deprecated options.
    1 point
  20. I like this idea. The system that exists now definitely feels extremely contrived and produces some head scratching emergent gameplay conventions. It's also frustrating mechanically having to judge whether you have enough men to capture a structure, and then needing to tell them to switch to regular attack if they are not up to the task. I think if the feature were being implemented today it would probably not make it into the game. There would be too much wrangling over competing proposals for the specific implementation, and too much concern for destabilizing the competitive scene's and its metagame. Or it would be supported in the engine but, after the inevitable outcry following its first demonstration, it would be so heavily nerfed in the succeeding alpha as to have no practical impact on gameplay.
    1 point
  21. I'm pretty much down with removing all of the scenario maps, except for a few. I made about 95% of them back in the day and have since converted the best ones to skirmish maps. Haven't touched the scenario maps in years and they're about to be deprecated by biome/terrain texture changes.
    1 point
  22. 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
  23. Indeed. I think if your territory swallows up a building of the enemy's, then that enemy structure should slowly convert to your side. That happens now already. That, plus units can capture buildings that have gone Gaia. And that's the extent of it.
    1 point
  24. Some civs have more ranged units than others so ranged barracks will be more profitable for some than others. It would be a shame for the Romans to build a barrack which can only train 1 type of unit from it, meanwhile, Macedonians can benefit a lot more. My idea would be a more moderate approach: do add the ranged barrack, but also allow training ranged inf from default barracks. The ranged barrack has a train time bonus (e.g. takes 5 seconds to train an unit in ranged barracked compared to 8 seconds in default barrack) Also, please make the ranged barrack smaller: currently the model is a bit too large imo. Maybe the size of a normal barrack would be appropriate.
    1 point
  25. I generally like the idea. Makes it more of a strategical decision in what building you want to invest your resources. Also, since the art is already there, it would be a shame to not use it.
    1 point
  26. When reading through the old thread most people seem to agree that a cleanup would be good. Just didn't happen yet.
    1 point
  27. Quality over Quantity when it comes to maps, IMHO.
    1 point
  28. Haven't played all of them tbh.. or maybe not so recently to remember exactly. I got a little tear, however, with the idea of removing "water holes" .. I had quite some fun with that map! I think is probably meant to be more for multiplayer than prettyness. Volcano also is not bad.. is a very interesting variant compared to the rest to have. I think is good to have it as a option. But these two are just my opinion. Do what is best. ----- Yeah, I may be interested in a remake of older maps I could maybe help a bit
    1 point
  29. 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
  30. @LetswaveaBook what are your thoughts on changing the team bonuses for civs in this mod. I suppose we could quickly think of some for britons, carthaginians, persians, and athenians. Perhaps also a replacement for Mace team bonus since that is busted. Maybe +catapult splash dmg if it is possible?
    1 point
  31. Created a placeholder actor file for Liu Bang due to his art assets being outdated.
    1 point
  32. trader speed, trader cheaper, boost in gather of metal or stone?
    1 point
  33. Here's how it looks at standard zoom: 4K:
    1 point
  34. Don't be surprised to see the kofun period intertwined with the Yayoi. https://en.m.wikipedia.org/wiki/Kofun_period [...]following the Yayoi period. The Kofun and the subsequent Asuka periods are sometimes collectively called the Yamato period. This period is the earliest era of recorded history in Japan, but studies depend heavily on archaeology since the chronology of historical sources tends to be distorted. The Kofun period is called the Yamato period by some Western scholars, since this local chieftainship became the imperial dynasty at the end of the period. However, the Yamato clan ruled just one polity among others during the Kofun era. Japanese archaeologists emphasise that other regional chieftainships (such as Kibi) were in close contention for dominance in the first half of the Kofun period; Kibi's Tsukuriyama Kofun is Japan's fourth-largest.
    1 point
  35. 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.html
    1 point
  36. It's funny how the search engine throws me here to the forum itself. this was in the forum, there are symbols like that kind of sun. Then there's this. But I don't know what it is. Maybe a mix... Or simply a wooden shield with the symbol of the sun already painted or an ornamental figure.
    1 point
  37. I'm trying to recreate it based on the images from the forum, there's still a lot to be done for everyone who wants to help will be welcome especially about the civ icon and unit textures. I'll make a branch available in the repository I already have and with the original 3d file soon.
    1 point
  38. 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.pyromod
    1 point
  39. 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
  40. 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 @elexis
    1 point
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