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Showing content with the highest reputation on 2022-03-12 in all areas

  1. First of all, i created the map for Version 23, i have put all the textures and objects at the start the script, can i ask someone to do me a favour and correct the templates for Version 25. The map should be suitable for multiplayer. The texture simulates a snowline, so some of the texture and objects have two arrays to pick from (base-texture, cliffs, trees) Sorry. i try to free some space for the attachments, so far i am failing carpathian.zip
    3 points
  2. I disagree here, for the sake of differentiation. Maybe as @wraitii proposed, they could in tiers, but I'd rather not have 14 identical civs with different art.
    3 points
  3. @Genava55 Should we use something like what's proposed there http://battlebrothersgame.com/dev-blog-67-progress-update-specialized-shops/ A building with cages or something. Or do you have a suggestion for an interesting building that could increase briton diversity
    2 points
  4. Indeed the kennel is badly designed. The problem is that people doesn't want to check what was a kennel in the past and prefer thinking on their own (and after they are surprised it was wrong). Preconceived ideas and an excessive amount of modern representations through cartoons and movies are making people to believe a kennel is a tiny single house for a dog. Anyone can check what was a medieval kennel and how it looked, it would be already a good start to realize that the idea of a tiny kennel is bad. So yeah, the current kennel is a lazy model with the least amount of critical thinking and realism.
    2 points
  5. My idea was that if you could use stables to train both dogs and cavalry, but if you want to specialize in dogs then you can build the kennel. I am leaning to think you are referring to a situation where food has very little value. If food has very little value then, dogs are a good deal. When food has very little value then saving little food cost is not impactful, so I don't consider that a strong argument against lower food cost for dogs. Also if food has little value to you, then I think you (or those who dump food at the market) have an inbalanced eco. I wouldn't consider it a natural state of the game that food has a low value later in the game. However it is certainly true that a good number of play the game as if it has a low value in p3. I think it is best to agree that for both sides have good reasons to view things differently. I am not trying to convince you, but I hope that can view my reasoning as equally valid. I also view your reasoning as equally valid. I assumed that we had good art for the kennel, but @Carltonus encouraged me to check it out. We have an older post on the forum that also shows the limitiations of the kennel Personally, I would like the Britons to get something that makes them a little more unique. After this conversation I have doubts on whether adding kennels is a proper solution.
    2 points
  6. Better: make other civs have useful heroes. The problem with ptol is that they are basically the only civ that could be considered “done.” I’d much rather just change the house/storehouse bonus from being a discount to being something that is more similar to a23, which was free but slower to build. Right now, ptol is just easier to play. There is zero additional thought or trade off that goes into their play because it is just cheaper. Before there was a real trade off with how many workers it took to build all those houses and players would frequently get pop capped if they weren’t careful. I would propose changing ptol houses/storehouses/farmhouses to be the way they were in a24 except take 2 seconds longer to build
    2 points
  7. I wouldn't mind if some heroes were very weak, some others very strong. I don't think there is a need to balance "heroes" between civilization. I would care more about the balance of heroes within each civilization than between different civilization. As long as the civilizations are more or less balanced, weaker heroes might be balanced by stronger technologies for example. There is really an issue only if a hero is never used and the game is probably better if when you get a civilization, you do not always choose the same hero because it is definitively better than the 2 others but you adjust your choice depending on a particular strategy. Rebalancing Ptolemies with respect to other civilization might be done through heroes, but it can also be done with some other elements even if heroes are one of the reason why Ptolemies are op.
    1 point
  8. The "Imperial court" + "Civil Engineering 1" + "Civil Engineering 2" means that a Han civic center can get up to 5940 hp with the possibility to shoot 43 arrows per 2 sec. Caros ability may be too strong in that context since it would be equivalent to 30 extra units garrisonned in that civic center (I never tried if several Caros could cumulate their ability). Caros create a big difference between having 1 building firing 40 arrows or 2 buildings firing 20 arrows each. The "imperial court" upgrade may result in making the balancing of defensive structure a bit too complicated (D4510). Maybe increasing the number of units that can be garrisonned by only 10 instead of 20 (and adjusting its cost accordingly) would be better for a first test of the feature?
    1 point
  9. Corrals shouldn't be nerfed: They are bad in the early game anyway so the fact that you require phasing up for bigger animals only makes it worse. And animals give experience now, that might be a design mistake. Why would a soldier learn how to fight by butchering domesticated animals? This doesnt make sense while experience from hunting makes some sense. In the long run your cavalry will reach rank 3 so they lose half of their gather speed and this makes it harder to use the corrals. Operating corrals with rank 3 cavalry will not save you much more population space than operating fields. Reducing the armor of pikemen is a step into the right direction but I think they should gain 10% attack in return. Right now the macedonians are the ones who have the biggest disadvantage of this nerf and they arent really the ones who deserve it the most. Acceleration seems to be pointless. It makes the game more complicated and reduces the fun.
    1 point
  10. The engine of 0ad wouldn't be my first choice for creating such a game. If you want to create a game, you actually need to do a lot of art design and (possibly) coding. It is not as easy as having a nice idea and someone is able to pull it of. My advice for creating a game would be one of these options: 1. Look for a game and try to make mod it. Examples are the Enderall mod for skyrim or the Lord of the rings mod for age of empires. Pros: You can use assets of the original game and it requires less work or programming skills. Cons: Often the game is proprietary. The original game engine can not easily be adapted and you might not be able to do what you envisioned in the engine. Also it is not easy to determine which game is suitable for your needs. 2. Use a game engine that is designed to allow new game developers to create a new project. Examples of these engines are Gamemaker studio or the Unity engine. The unity engine also comes with a lot of tutorials. Pros: These engines can be downloaded for free, they often have tutorials and can allow for a lot of game mechanics. Cons: This approach requires a lot more skill than the previous one and work. I would recommend looking for some tutorials on youtube. Links https://steamcommunity.com/sharedfiles/filedetails/?id=1272363891 https://unity.com/
    1 point
  11. Yes, but your template also has the Healer class as being able to garrison. Now, healers have both the Healer and the Support class. You if you would only specify the Support class, healers still can garrison. So it becomes: "Infantry Support". If you take a look at the Identity-node in template_structure_military_forge.xml one can see that there are classes defined. It should work when you use the "Forge" class as opposed to "forge".
    1 point
  12. WilsonWilson quite a rated match (im Basiliskos and i send a lot of replay and u guys dont give my points...) commands.txt metadata.json
    1 point
  13. +++++ yes I agree. we need to develop a concrete list of the heroes that should be given a new effect (either because they don't have one or because their bonus is worthless).
    1 point
  14. Actually that athen hero is the best in the game, and the 2 Ptolemies are not even that good. But yeah the 2 other Athen heroes need a buff.
    1 point
  15. Part of the issue with Ptolemies is that they have 2 eco bonus when some of the other civilization have none. There was probably a need to rethink all bonuses after deciding to apply team bonus to the civilization itself too. I think removing at least the farmstead from the bonus could be useful. When Ptolemies get extra berries/hunt, the low wood cost of their farmstead tend to accentuate too much the potential imbalance of the map. For the rest, it should fit the rethinking of all team/civ bonuses I think. I don't like the idea of just nerfing it too much because Ptolemies economy is too strong. Better replace it by something very different than mute the bonus up to the point where it become irrelevant.
    1 point
  16. This is no longer the case. I used the river placement function and things look pretty good for now (screenie attached).
    1 point
  17. https://www.epicgames.com/store/en-US/p/cities-skylines Free until 17.03.2022 at 4:00 PM
    1 point
  18. (It might also help if you elaborate a bit on the game. Or just come and help us build 0 A.D. )
    1 point
  19. noo quite a rated match commands.txt metadata.json
    1 point
  20. Is there more evidence for the other structures or is it all artistic license? Barracks? Did they have standing troops and dedicated buildings for them? Stables? Did they build structures for the horses or were they kept outside and every rider took care of his own equipment? CCs?
    1 point
  21. Offender: Titiboi92 He was losing and quit the game without resign. Thanks in advance @user1 metadata.json commands.txt
    1 point
  22. Hey everyone, Thanks to @vladislavbelov's restless refactorings and cleaning, the renderer is being made easier to extend, and thus it is possible to add new filters, and texture filtering (anisotropic) is one of them. But that is not it! For those of you with more modest configurations, you can now decrease texture quality to save some of that precious VRAM. Don not be afraid to zoom in to check the differences! For our artsy friends, this also allows you to check the texel density of your models In other word to make sure that you are using the just the right amount of pixels for your textures. How does that work, you may ask, well. If at the lowest texture settings, some parts of your model are really blurry and other are not, it means that something in your texture is using too much space. On that screenshot you can see that the flowers remain pretty neat, while the rest is really blurry. Note that on that setting, we force all textures to be at maximum 256x256.
    1 point
  23. I just learned that there was a temple of Isis at Carthage since the 3rd century BC: https://www.jstor.org/stable/43606763 Also, Isis on a Punic sarcophagus: https://www.worldhistory.org/image/5285/priestess-of-isis-on-a-carthaginian-sarcophagus-li/
    1 point
  24. Quick color adjustment to make the gold look more gold:
    1 point
  25. It's better to keep the game as simple as it is
    0 points
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