Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2022-03-05 in all areas

  1. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    4 points
  2. I tried the Han Chinese on the SVN version and was impressed by the implementation of ministers. It made the game feel a little immersive. It makes me think that if we are more creative with our team bonuses we can have a more unique and fun game. Many of the team bonuses are just innate buffs or bonuses added to your civilization because another player happens to be a certain civilization. If your teammate is Ptolemies, you get an automatic food trickle. If your teammate is Iberians, your skirmishers are automatically cheaper, and so forth. You can actually choose to play very similarly to a 1 v 1 game and still get a special bonus. What I am envisioning is a Team Bonus concept where to benefit from the Team Bonus, you actually have to do some teamwork. The Carth bonus already requires teamwork. You have to actually create and send traders to benefit. The rest of the bonuses do not require any teamwork to benefit from. If teamwork is required to achieve a worthwhile benefit this will add character to the civilizations, and even mini-objectives to achieve advantages. Below I've put a few ideas, exact values for the bonuses can be debated later. Athenians Current Bonus: Delian League. Warships -25% Construction Time New Bonus Idea: Greek Philosophy. Athenians can build a "Greek Academy" that will give themselves and allies -50% research time for Civic technologies. Further, once the Academy is standing: The Athenian player themselves can train 1 of 5 Philosophers from the academy. Philosophers give a benefit to the player for the duration of their life and only one can exist at a time: Platonic - Non-military technologies -5% cost. Plato may be most known for his theory of Universals. Aristotelian - All technologies -20% Research Time. Aristotle, one of the most influential philosophers, gave an essential contribution to the development of logic, especially syllogism. Stoic - Non-mercenary humans immune to debuffs and negative status effects. Stoics sought independence from their needs. (I have not worked out how to make them immune to debuffs. I think functionality to add a class to units already having a given class would be needed.) Epicurean - All humans +10% food cost, +1.0 idle health regeneration rate. The life worth being lived is spent seeking pleasure. Skeptic - Non-military technologies -15% cost, but +25% research time. There is nothing that cannot be doubted, including the fact that everything can be doubted. The Teammates of the Athenian player can create a Student of Philosophy. The Student of Philosophy can can research 1 of the above 5 bonuses, and it will be in effect for the duration of their life. Once a bonus has been researched, no further Students of Philosophy can be created. The cost to research is expensive, 500 food & 500 wood and takes 200 seconds, but if the Student of Philosophy stands next to the Greek Academy the cost is reduced by 90%. (50 food, 50 wood, 20 seconds) Romans Current Bonus: "Conscription." Citizen Infantry -10% faster. You could change it by having only the Romans themselves keep a 10% train speed bonus, but allow them to build special infantry production buildings in allied territory which train units an additional 10% faster. Maybe there would need to be a limit on the amount of buildings placed in allied territory. This allows this team to have fast reinforcements from the Roman player for staging attacks or defending from them. Gauls Current Bonus: "Products from Gaul." Forges -15% research cost and research time. This could become a teamwork bonus if you give the Gauls a special forge factory/export building besides their forge. Once they have researched a technology for themselves in their forge, they can unlock that technology in the factory/export building for their allies instantly at -50% cost. The GUI for that building could look like the current one with it's images, but with extra rows designating each teammate: ALLY 1 [MELEE ATK] [RANGE ATK] [HACK DEF] [PIERCE DEF] ALLY 2 [MELEE ATK] [RANGE ATK] [HACK DEF] [PIERCE DEF] ALLY 3 [MELEE ATK] [RANGE ATK] [HACK DEF] [PIERCE DEF] etc... Since Gauls do not have archer accuracy and crossbows upgrades, nor the Wootz/Toledo Steel upgrade, they cannot unlock those for others. 2 Alternate Implementations (Thanks to @LetswaveaBook) The Gaul's current forge could produce a delivery unit that looks like a large wagon. If that delivery unit can successfully garrison in an allied blacksmith it allows the allied player to research blacksmith techs at a lower cost, similar to the Mauryan healer. But it would be a deeper discount than the Mauryan hero gives since it only applies to the blacksmith. Another idea would be that Gauls can produce a cart and unpack it in allied territory and donate a "special" forge with lower upgrade costs to their allies. The cart and the special forge would be capturable by your opponents. Either way, if the Gaul team is able to take advantage of it, they would get upgrades at a great overall savings for the team. However, if the Gaul team do not individually get forge upgrades because they are waiting on the Gaul player to receive them, the enemy team could gain an advantage by destroying the Gaul export building/delivery unit. Carthaginians Current bonus: "Trademasters" +10% International Trade Bonus. I would take it further make it so you only get the bonus when trading with the Carth player, but increase the bonus to 20% due to this limitation. Persians Current Bonus: "The Royal Road" 15% Land Traders bonus. I have 2 ideas for the Persians. Similar to Carth above, you could make it +25% bonus when Land trading with a Persian player only. My other idea needs some background explanation. First of all and generally speaking, it is my opinion that there should be a fee for donating resources to other players, 10% maybe. So if you spend 100 food to donate to an ally, they only receive 90, and the other 10 is lost. If that were to be implemented, a bonus for the Persian player could be that when an ally makes a contribution, the 10% fee goes directly to the Persian player's stockpile. If there is more than 1 Persian on a team it is divided equally between the Persian teammates so that it can not generate extra resources. (By the way, I see Han Chinese are being given a 20% international trade bonus, which is higher than the both the Carth and Persian current team bonuses. If it were implemented in this teamwork scheme at a higher value than Persia and Carth, it would justify an additional bonus for Persia like the one I've described above, and a different one for Carth.) Ptolemies Current Bonus: "Breadbasket of the Mediterranean." +1.0 Food trickle rate. NEW IDEA: Instead of this, a bonus using teamwork would be to let Ptolemies build a P1 building (granary?) that generates donate-only food. The donate-only food cannot be used by the Ptolemies player, it can only be donated to others. The donate-only food generation could be calculated in real time as a percentage of the actual amount of food the Ptolemies player obtains from farms. The Ptolemies player receives into his stockpile the full amount of food he farms, and besides that donate-only food amounting to, for example 10% of what he farms is available to donate to allies. I like this granary building idea better because then Ptolemies can be nerfed by losing food trickle. Also, the granary can be a strategic building for enemy players to destroy. Mauryans Current Bonus: Ashoka's Religious Support. Temples -50% resource cost and building time, temple technologies -50% resource cost and research time. NEW IDEA: "Arthashastra." Free Cartography. In the writing "Arthashastra," much direction is given on using informants extensively within the kingdom and on using spies among neighboring kingdoms. Iberians Current Bonus: Saripeko - Citizen Javelineers -10% resource cost. NEW IDEA: Allied players can build an Iberian embassy to make mercenaries at a 10% discount. (Sword cav will not be discounted and may have an upcharge until balanced better.) The basis for the original bonus is the fact that people of Iberia were known for fighting for others as mercenaries. Allies being able to make Iberian mercenaries reflects this better, and requires more of a player action to benefit from than the generic discount. Seleucids Current Bonus: Syrian Tetrapolis. Allies can make CC for -20% resource cost. New Bonus: Marriage Alliance. This is a reference to the historical event where a Helena, the daughter of Seleucid Nikator, was married to Chandragupta Maurya. The Seleucids gave the Mauryas territory and the Mauryas gave the Seleucids war elephants. The Seleucid player can produce a "Princess" unit from any hero. The Princess can only be made once. The Princess will have a Royalty aura, making all ally heroes have -50% cost and train time. The Princess can research one marriage Betrothal tech from among the Allied Civs. Once researched, all allies gain 7% territory influence, and the Seleucid player loses 7% territory influence. The Princess will now be able to gather a "dowry token," from the hero producing structure of the civ she is betrothed to. (Exception: Ptolemies - must gather from Fortress, not Civic Center.) Once gathered she will be able to train either 12 Infantry Champs of a single type, 8 Cavalry Champs of a single type, or 5 elephants (6 for Kushites,) instantly for free. The producible champions are champions of the allied civ, so for example if the allied civ has no elephants she can't make elephants. These are the ideas I have so far. Do you have any good ones?
    2 points
  3. The Han Minister can now defend himself. Exact values open for debate. https://trac.wildfiregames.com/changeset/26548
    2 points
  4. Thanks for this mod indeed! As discussed in another thread, some maps don't work, or, while working, are unfinished. I am using 0AD A25b. There is Halicarnassus, which gives a full city, but with zero opponents outside, and lacks any kind of resources, outside too. There is no wood of any kind, especially, nor fish, while the player is given four fishing ships at the beginning. And the map seems to be destined for eight players, but is quite small, the city taking more than 50% of the total space. It looks like some demonstration map, like The rebuilding of Napata ("La reconstruction de Napata", in my native French language). The map Mesina doesn't work. It charges, but it's all black. There's a working preview, but that's all. The map South East Asia works, except for some part which can't be accessed from the shores, with only a very limited space to place docks, land troops, and some straights are unpassable to anything else than fishing ships. I don't know if it's voluntary or not. I don't play "geometrical "maps like Chess and the likes, so I can't comment on them.
    2 points
  5. As I mentioned a long time ago, the society of the ancient Britons is very pastoral, although with some development of farming and grain storing but not as much as on the continent. Dogs probably lived close to humans. Numerous dog remains has been found in Danebury hillfort, suggesting the dogs lived there and had known various lives and conditions. Some dogs were treated with care, some dogs were weak and fragile, some dogs were tall and tough, some dogs were eaten and some dogs seem to have been neglected. So it seems that dogs were carefully chosen for specific purposes. It is probable that war dogs and hunting dogs were breed for the elites, not for the common-folk that would rely on different kinds of dogs to keep his herd. In Irish history and myths, big dogs are generally valuated and are mentioned as related to important characters. They lived nearby their home or on their domain. So a kennel is plausible because those war dogs would have been valuated, even if it is more probable they would have lived in the house or in the barn. If the dogs are trained in the stable or/and in the corral it is also plausible. The kennel can have some benefits, even to search some dog oriented technologies. I like the idea of @LetswaveaBookabout the kennel having a quicker recruitment. For the kennel build limit and discount by kennel, I don't know. I would prefer one or two technologies available.
    2 points
  6. Well, Stan already said what I observed from past pages, so for now thats how that hero looks. Thanks for the hope that you put in me though, @Carltonus, I'll keep reworking them as you guys may add helmet or unique face (which these faces may help) in the future. Heres the sketch for the last two. For the middle guy, which I believe maybe Liu Bang, I had alternate look for the armors, which do you guys thinks suit the model/style better?. I'm impartial to the flapped collar one since that flapped collar + future helmet looks more regal, and I used that Last Supper movie for inspiration. I just give Wei Qing a more typical face to make a stark between the other two.
    2 points
  7. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    2 points
  8. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    2 points
  9. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    2 points
  10. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    2 points
  11. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    2 points
  12. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    2 points
  13. Soy el titular de los derechos de autor de las obras originales que publico en el foro Wildfire Games 0 AD Art Development. Por la presente publico todos los trabajos originales que cargué en este foro en el pasado, y los que subiré en el futuro, bajo la licencia Creative Commons Reconocimiento-Compartir Igual 3.0 Unported .
    2 points
  14. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    2 points
  15. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    2 points
  16. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    2 points
  17. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    2 points
  18. It looks like the community maps mod hasn't been updated since a23, so I've made a temporary fork of the project called community maps 2 It's pretty basic, but it gives access to the maps again. And I've run some migration scripts on the maps themselves to make them compatible with >=a24. Though I haven't checked them all for warnings or errors. If you notice any problems, just open a ticket on the community maps 2 repo and I'll try to fix things up; or you can make a PR if you feel like it. The pyromod file can be downloaded from the releases section
    1 point
  19. I created a new map, this map is focused on the successor kingdoms of Asia, as I have already created on Europe is a mini-campaign. If you want you can download it from here. Asian Campaign.xml Asian Campaign.pmp
    1 point
  20. Saka / (Wusun) Heavy mace cavalry. I'm not sure if it is an elite unit. The armor has Asian influence.
    1 point
  21. @andy5995The population limit on the Asian map can create lag later in the game, but the presence of a huge population at the end depends on if one plays against the AI or other human players. In the first case, one must eliminate opponents, then reduce the overall population. My tactics, while playing the Ptolemaic camp, are to attack the neighbour at the South immediately, the elephants giving a huge boost of help, defend the military colonies, and develop the economy at the same time, then, when having reached city phase attack the other players one after another with the same troops, going east first, and taking pauses to reinforce them if needed. I avoid building other city centres, and maybe only one military colony. In the second case, players may have more staying power, then indeed create such overpopulation. About the other maps, I'll give feedback on the forum post, to incite other players to give theirs too.
    1 point
  22. The earliest evidence is from Pergamon, there is a relief with this kind of manica: It depicts spoil of war taken from the Seleucid. There is also a small figurine from Hellenistic art:
    1 point
  23. I'm more interested use as referent for material and proportion. Polish good bronze. I have other references.
    1 point
  24. yes, I thought it would be a slower version with more armor than the Lancer. With less vitality, but resistance to pierce damage and cut. the logic is that it can fight sword infantry and hold a fight vs light spearman.
    1 point
  25. I like those suggestions. My initial suggestion about teammates getting all the upgrades if it makes it to the CC was too "all-or-nothing."
    1 point
  26. This will be a challenge, especially for less experienced players and those who do not understand English or the common language well. But I think ultimately it would be for the best. Even as it is now, at least in the higher level games there is typically a discussion of strategy in in game chat involving location of enemies, "you boom," "I'll rush," "I'll spam merc cav and destroy all!, etc... Per Let'swaveabook's point, I will respond about tribute fees in the other topic page. https://wildfiregames.com/forum/topic/66538-tribute-fees-and-related-ptol-team-bonus-nerf-and-persian-civ-buff/ About Ptol becoming stronger in 1 v 1's I definitely want to avoid that because I think they are already OP. The farming bonus instead of the food trickle would help their mid and late game, but make them less strong against early rushes. I think that might be okay, but there are other methods to have their team bonus require team work. But for comparison, with all farm upgrades they would have a total 75% in farm rate bonuses. This is the same as what the Han Chinese will have, and a little higher than the Gauls. An alternate method to have their bonus use teamwork would be to have a P1 building (granary?) that generates donate-only food over time. The donate-only food cannot be used by the Ptolemy player, it can only be donated to others. If the building is captured while some of the donate-only food has still not been donated, the capturer gets it into his stockpile! It could be: 100 donate-only food per minute in P1 200 donate-only food per minute in P2 300 donate-only food per minute in P3 Or, there can be researchable upgrades within the granary to boost the donate-only generation rate. Or, the donate-only food generation can be calculated in real time as a percentage of the actual amount of food the Ptol player obtains from farms. I like this option the best because it requires that the Ptol player actually have the farms that are supposed to be making the food. I like this granary building idea better because then Ptolemies can be nerfed by losing food trickle (or the proposed innate farm rate buff) bonus. Also, the granary may be a strategic building for enemy players to destroy.
    1 point
  27. I would rephrase it as "What I am envisioning is a Team Bonus concept where to benefit from the Team Bonus, you actually have to do some change in strategy. " I would be in favor of this change, but that is something to discuss in https://wildfiregames.com/forum/topic/66538-tribute-fees-and-related-ptol-team-bonus-nerf-and-persian-civ-buff/ I don't know if the engine easily allows for your suggestion. What would be very possible is to allow the gallic player to create a wagon unit at the forge which can garrison in forges and function a bit like the Mauryan healer hero, with adjusted stats. In delenda est, there is a possibilty to let carts unpack into buidings. Maybe another idea would be that gauls can produce a cart and unpack it in allied territory and donate a "special" forge with lower upgrade costs to their allies. The cart and the special forge would be capturable by your opponents. If my history is correct, the Romans stationed some citizens in allied towns. I don't know if it is workable, but a Roman team bonus could allow team members to put a garrison buiding(with a limit of 1) in allied towns if the owner of the building is "in some sense" the dominant player. So if an ally has an garrison building in your territory, he is the dominant player and the "weaker player" can't build a garrison building in territory of the dominant player. I would also be in favour of it being an unfair relations, where the weaker player needs to accepts the domminance for protection but in return the "weaker" player get a disavantage. Like having his own military troops train slower (+20% training time might seem fine), less grain gathering rate(The garrison eats the food) or a lower population limit (the lost population capacity could be added to that of the "dominant" player). This would be a slightly abusive relationship that could benefit the team in some situations and give some extra strategical options as a team. But that concept would need more thought. When it comes to suggested team bonusses, I think we should also think if it wouldn't be just more fitting as a civ bonus than a team bonus.
    1 point
  28. I have some doubts about making resources transfers costly. If a player, has more economic upgrades but he could still invest in his economy (because he has more upgrades to research or he is not max pop), then, since growth is an exponential process, sending resources is often costly already (in terms of slowing down your own growth). I am not sure that making resources transfer more costly will improve tg since this form of cooperation would then be discouraged. Just to make sure I understand every parts of your reasoning, wouldn't this risk to make ptolemies overly strong in 1vs1? Also the ptolemies players would probably slow down his growth by slinging food to other players. Wouldn't he be better off by booming extremely fast or spamming camels thanks to that bonus to steamroll civilization that do not have that kind of economic bonus? No transfer fee is not a real incentive to send resources to other players. But rethinking team bonus concept is a good idea.
    1 point
  29. all bonuses are correct.Why not let the player choose them? (in-game)
    1 point
  30. Communication is the key to success.
    1 point
  31. That makes more historically-accurate sense. Does the rest of the community have consensus? "Xìan" (縣, Gwēns/*ɡʷeːns) and "Jùn" (郡, Gluns/*ɡluns) are ones to be put in the phase_town_generic.json and phase_city_generic.json files, respectively, for the "han" parameter. Knew that both characters mean the capital, as that would only apply to Chang'an (Xi'an) if within 0 A.D. timeframe... What can you come up for the empire phase for your mod, @wowgetoffyourcellphone. Should be another one-character, maybe two.
    1 point
  32. I got the mod ready! Just install it like any normal mod. I gave Persians and Seleucids the champion maceman cavalry; they can be trained from their stables in Phase 3, after you unlock the techs. You can also see them in the structure tree. I gave these two civs maceman cavalry because they did use these to counter enemy cataphracts, and having access to this unit allows them to assert their dominance in the cavalry department. Currently they are pretty good against buildings and have a 25x bonus against other cavalry (because 1 hit by a hammer on the head could give brain damage to any opponent). The exact stats need balancing advisors. Problem: Only the rider is shown, horse is invisible. maceman cataphract.zip
    1 point
  33. Better yet, if we make this possible to "reseed" in the Farmstead. So I have made a kind of 'reseeding' concept for my City Building mod. Basically I made fields to have finite resources (default is 1000 grain) and unit assigned to farm the field will automatically rebuild the field once it is depleted. I cannot create pull request to the mod, but I have tested it and so far there is no problem. I attached the mod below. If you want to test, you can set the resource supply to 4 grains or something so you can see the loop. FarmReseed.zip
    1 point
  34. For all and any content (I attached to a post samples of my portfolio, in my first post here, that content does not apply, obviously, as was not for the project) that I would make for this project I declare that : I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    1 point
  35. I didn't make much but I will try to improve that. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license. Thx all
    1 point
  36. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    1 point
  37. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    1 point
  38. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    1 point
  39. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    1 point
  40. If I ever do something for the main game I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    1 point
  41. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    1 point
×
×
  • Create New...