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  1. LOL Assuming you're not joking, why would that be and how would one know?
    3 points
  2. 这个模组最初是2020年秋天在A23上开始做的,是个修改游戏玩法的模组,适应了我作为帝国时代3玩家的一些习惯。模组第一个版本刚做完的时候刚好A24就发布了,于是半年后我又从A25上从头开始做,到现在修修改改大致作出了想要的效果,所以在这里也发一下。因为我是中国人,大致的介绍我会发汉英两部分,英文部分是机翻,请以汉文内容为准。 This mod was originally started on A23 in the fall of 2020. It is a mod that modifies the gameplay and adapts to some of my habits as an Age of Empires 3 player. When the first version of the mod was just finished, A24 was released, so half a year later, I started from scratch on A25, and now the modifications have roughly achieved the desired effect, so I will post it here as well. Because I am Chinese, I will give a general introduction in Chinese and English. The English part is translated by machine. Please refer to the Chinese content. 相比A25这个模组主要改动如下: Compared with the A25, the main changes of this mod are as follows: 现在的版本是0.25.7,这里提供模组本体以及汉文补丁。 The current version is 0.25.7, here is the mod body and another Chinese patch(Players who do not understand Chinese do not need to download this). Mirror.zip zh-lang.zip Mirror.pymod
    2 points
  3. When A26 is done.
    2 points
  4. 2 points
  5. As someone who plays Seleucids pretty regularly these day, I actually never even knew about this. Unless I find myself playing a 1v1 on an inappropriately large map, the thought of building a new CC is one that never even occurs to me. The military colony is a superior building for expansions.
    2 points
  6. Maybe the feature is fine, but I think it's really bad there's no info. Should be in the tooltip and maybe a loading screen.
    2 points
  7. In most game, skiritai are probably between not used (because Brasidas allows to make an army with high DPS, and thin meat shield) and around 40 units, very rarely more since they are not good for the economy. I think making skiritai less attractive will just make them not used at all since other strategies will just dominate any strategy featuring skiritai. A group of 10-15 units doing commandos mission seems to describe best the way naked fanatics are used in the game rather than the skiritais. There are two issues in my opinion with Sparta spear champions: - upgrading champions is rarely a viable strategy. Melee champions are not meant to be produced in large quantities, they will die before being massed or they won't be affordable anymore (Shield bearers have the same issue); - spear infantry champions are not cost efficient. If spear champions are designed as better to counter cavalry and to loose against sword infantry champions, then spear champions infantry has very little usage in the game. They are too slow to catch cavalries, too weak to fight swordsmen, too expensive to stand idle or be used as meatshield. All spear infantry champions or mercenaries are barely used at all in the game. Assuming that everyone with a long stick should be specialized at killing horses is a bad idea if we also aimed at having a low amount of these horses on the battlefield.
    2 points
  8. Hes not joking (at least I tested this with the ptolemies which are similar to seleucids) Maybe the limit exists because the 2 civs have military colonies, but it's super weird that the limit doesnt exist if you have a hero and that there is no information about this
    2 points
  9. I am not disputing that at all, I quite enjoyed using them back in the day. I was simply pointing out that spartan champion swords men where different to the others
    2 points
  10. The time one needs for capturing is the timer. I think it's fine that once you own a building you can do with it whatever you please.
    2 points
  11. -Unidades mayas protoclásicas actualizadas; (Llevan incluidas) -Armas. Texturas. -Escudos con símbolos, -Penachos de plumas y adornos. -Colores de facción.(azul) Unidades campeonas(4); 1)Aristocrata ;--------------------- ---- (Bahkab) (habilidad o tecnología que podría permitir a esta unidad cambiar de lanza a cerbatana) 2)Guerreiro de Elite ;---------------------- (Sajaloob) 3)Líder;---------------------------(Aj Payal) 4)Sumo Sacerdote ;---------------------(Noj Aj K 'uhun) Al completo; Unidades marítimas(3); 5)canoa de guerra maya;--------------(Tok' pakal Jukuub') 6)canoa de pesca;--------------(Kayom Jukuub') 7)canoa mercante;-------------(Konol Jukuub') Al completo; Unidades infantería pesada(3); (Equivalente a la caballería maya , por que serían ligeramente más rápidos) 8)Guardián ;---------------- (kokhom B'ate) 9)Guerreiro Montaña guacamayo;------------(Aj witz mo B'ate) 10)Guerrero jaguar; -----------(Aj Balam B'ate) (faltan las máscaras del guerrero jaguar) -Al completo; Infantería leve(6); 11)Guerrero con garrote;-------------(Xet'el Che' B'ate) 12)Guerrero con cerbatana;-----------(Puw B'ate) 13)Guerrero com hacha;-------------------( B'aat B'ate) 14)Guerrero con venablos; ----------------- -------(Hul'che Bat) 15)Hondero; ------------- ----( Yum'Tun B'ate) 16)Guerrero con lanza; ----------------- --(Taj Lom B'ate) Al completo ; Unidades civiles(2); 17)mercader maya;------------(Aj Kon) 18)Sacerdote; -------------(Aj K'in) Al completo; Unidades de héroes(2); 19)Soberano Divino ;------------------------- (K'uhul Ajaw) 20)Soberano militar ; ------------------(Chak Ajaw) Al completo; (ME faltan las 6 unidades de , mujer maya, soberana femenina o héroe 3 , y , los 4 ,mercenarios Disculpen las molestias*
    2 points
  12. -I agree with you @Ultimate Aurelian, I vote for" Armory". ¿What do you(usted) think of the rest of the buildings @Ultimate Aurelian? Sorry for the inconveniences*
    2 points
  13. I think Briton chariots should be different from archer chariots. Maybe Mauryan chariots should function different than scythed chariots. What I would like to see is to make the Briton chariot a unit that can carry infantry (or priests) without further benefits than speed. This gives the player the ability to quickly do guerrilla strikes with infantry. Every chariot would have fighting capabilities similar to an elite rank CS jav cav, but when produced it also comes with a free infantry champion garrisoned in it, so you don't need to tediously load the chariots. It would have the major advantage that the infantry are now a mobile force that unlike cavalry do not take a bonus damage from spearmen.
    2 points
  14. Killed by its master. fscaleOUTPUT.mp4 EDIT
    2 points
  15. Hi guys. I like this game a lot and I'm having some fun doing some scenarios. I'm just trying some ideas. My name is Leandro. I'm brazilian. Here some scenarios and videos: Rio scenario: Noronha scenario: Napata War scenario: My FuradeiraSoftware page with FuraGames 0AD scenarios and descriptions: https://furadeirasoftware.com/faces/jsf0ad.xhtml My github project with all the scenarios in the FuraGames mod: https://github.com/leandrodmartini/0ad-mods/tree/master
    1 point
  16. Is walking through forest/trees necessary? Marking them as obstacles and not allowing units to do so would reduce pathfinder computations by loads I guess (I have no clue of the implementation). Or maybe allow units to move through forests in straight lines, with reduced speed and some piercing armor increase? Additionally, a feature where some of the units are able to chop trees without gaining any resources (just to remove them) would be nice Last, not related: pressing f11 4 times as the host shows some metrics, could Peer X renamed to player names?
    1 point
  17. I'm happy to announce my first map and mod for 0ad! Gaia is a random map aimed at beauty and realism: It aims to provide beautiful landscapes and pleasant environments that are different every time, making use of all capabilities currently provided by the engine. You can usually expect plentiful resources and large forests with a lot of wildlife, may contain lakes and mountainous features alike. Supports all the default biomes and player placement formations. Roads connect player positions, longer roads will appear more worn out. You may encounter mercenaries and random buildings or camps you can capture. A time of day can also be chosen, night is supported as well as stormy days with weather effects (biome dependent). Games aren't guaranteed to be fair and perfect all the time: Due to how heavily randomized the map is, each player may start in a better / worse area nearer to different resources. I had several matches with AI and it feels fair and balanced overall. Give it a try and let me know what you think! gaia_1.0.zip Instructions: Since I didn't feel I should make a whole mod for one map I packed the map as is. Just unpack the zip in ~/.local/share/0ad/mods/user, don't know what the path is for Windows. It should then appear in the random maps section when creating a match.
    1 point
  18. somewhere on Youtube topic. There we post the YT gameplays.
    1 point
  19. Can't it be an interesting differentiation if made more explicit, or if it comes with bonii ?
    1 point
  20. There is a difference in the footprint of the two. In fact, I don't think it's bad to keep the current state, but Colony should also be able to study P2 and P3, and be able to train heroes.
    1 point
  21. I don't recommend using the academy building to train soldiers, because the Han Dynasty didn't have such an institution, you could make it something like a "guardian barracks" or simply train champions in regular barracks and stables.
    1 point
  22. Fine. But stats are adjustable. My point is, it is something g that was lost and it would be nice to bring back
    1 point
  23. I see. But I said promoted into centurions anyway though. Obviously would need a critical eye from the historians team but I'm sure each civ could get a champion promotion out of some soldier types for that civ. Would be disappointing if only Romans got this feature imo, wether its the one from Grapejuice or the one from DE.
    1 point
  24. Right, it's like the Machimoi pikemen, who are ethnically Egyptian, promoted to a Greek unit as you mentioned.
    1 point
  25. btw Is there a mod that lets you see the leveling you achieved? In vanilla stats I can see the lootin' I did, but not the levelin'.
    1 point
  26. This depends on the civ. It would be weird to turn the Machimoi into Greeks, or Roman Citizens into Extraordinari.
    1 point
  27. How about letting soldiers promote to champions (4th rank) the normal way if the civ has the same type for it in the roster? (grapejuiceTM) So swordsman to centurion, Spartan spearmen to spartiates etc. It makes sense for experienced soldiers to become champions. It wouldn't be that easy to achieve either, depending on the game ofc. Gives more incentive to be savvy with your soldiers.
    1 point
  28. Rather than editing the existing Iphicratean reforms tech itself, which can be a future game mechanic, create a new one as either of the above quote. Said future mechanic is the one that would unlock the two champions, one of them bringing back the champion skirmisher from Alpha 23 but with intended garb.
    1 point
  29. This is about the linen legion right?
    1 point
  30. Well you can give the italians some credit.
    1 point
  31. I'll contest your statement on the greaves thing as to my knowledge this feature was characteristic of the italian peoples.
    1 point
  32. Celts wore their swords on the right side, even at the end of iron age when the swords reached very long sizes. This is attested by classical accounts and native depictions. Edit: also this is correct that the Centurions wore their swords on the left as a distinctive feature. This is corroborated by funerary stelae.
    1 point
  33. This discussion is pretty interesting. it is noted that romans typically wore their sword on the right side seemingly regardless of what hand you are fighting with. However it's also noted that centurions wore it on the left side, of which the image i quoted is about.
    1 point
  34. 1 point
  35. Happy to see a mod with some new ideas and colors :-) well done
    1 point
  36. Hello, I am just getting into modding and have looked at the wiki tutorials. I am modding SVN. Now, I am running into trouble in getting a unit to be produced from the gaul forge. My intention is to make the Gaul forge produce a unit that can garrison in ally forges and give them a resource and research time discount. I created the following directories in my new mod folder: simulation/templates/units/gaul/ gaul_armorer_cart.xml simulation/templates/structures/gaul forge.xml simulation/data/auras I wasn't sure if it was necessary, but I also included the "parent" units in the mod folder directories as well. (Do I need to do that?) So in the templates folder I have: gaul/forge.xml Parents: template_structure.xml,template_structure_military.xml, template_structure_military_forge.xml units/gaul/gaul_armorer_cart.xml Parents: template_unit.xml, template_unit_support.xml Besides creating the structure, unit, and aura, I also edited template_structure_military.xml to allow for garrison of Support units, as that is what my new unit is. That worked fine because I can garrison a woman in there now. When I play as Gauls and click on the forge, there are no options to do anything and I get a bunch of errors: GetTemplateData@gui/session/session.js:233:25 setupButton@gui/session/selectionpanels.js:984:33 setupUnitPanel@gui/session/unit_commands.js94:35 updateUnitCommands@gui/session/unit_commands.js:152:18 updateSelectionDetails@gui/session/selection_details.js:537:20 updateGUIObjects@gui/session/session.js:730:2 onSimulationUpdate@gui/session/session.js:680:2 __eventhandler54 (SimulationUpdate)@session SimulationUpdate1.1 Error calling component script function ScriptCall Errors executing script event "SimulationUdate" JavaScript error: gui/session/session.js:225:34 I looked at the JavaScript files but am way out of my depth in terms of knowing what to do about it. For the unit, I intended on just using the trade cart icon and visual actor, without changing them. Do I need to make directories for the trade cart icon and visual actor and put them in my new mod folder if I am not adjusting any of their values? Is there something else I need to do to make my unit appear in the gaul forge to make it producible? Below is my code: forge.xml gaul_armorer_cart.json (aura) template_structure_military_forge.xml gaul_armorer_cart.xml Thank you so much for taking the time.
    1 point
  37. flora de la región maya; 1)Aguacatero; 2)Árbol de anacardo; 3)Árbol de guayaba; 4)Árbol de orquídeas; 5)Bejuco ; 6)Campo con tallos de mandioca 7)Árbol de caoba; 8)Árbol de Cedro Hispánico; 9)Árbol ,Ceiba pentandra; 10)Árbol del Ciruelo; 11)Árbol de ébano; 12)Árbol de Izote ; 13)Helechos de Palma de Xate 14)Árbol , Higuera Gigante ; 15)Árbol de jícaro; 16)Árbol de Magnolias ; 17)Árbol ,Manglar; 18)Árbol ,Palo de tinte; 19)Nenúfar; 20)Árbol, Zapote; (Estos solo son algunos de los cientos de especies regionales de flora). -Varios de los árboles que presenté , podrían ser como los actuales manzanos en el juego , fuentes de alimento , pero , algunos son árboles muy grandes y podrían tener más alimento que otros , como comparación , el elefante y el ciervo en el juego , el elefante al ser más grande tiene más alimento. Disculpen las molestias*
    1 point
  38. I've recently fixed the Scythian civ on DE's git repo: Fixed Actors. Scythian Cavalry can now build structures, just like infantry can. Scythians start matches with Cavalry replacing Infantry, so: 4 peasants 2 Cavalry Archers 2 Cavalry Axemen 1 Cavalry Scout 1 Captured Horse (Capturing Horses gives a bonus to cavalry training) Scythian peasants now use bows and arrows to hunt and defend themselves.
    1 point
  39. Avances en algunas unidades, Aristócrata ;--------------------------------------------- (Bahkab) (Con la inestimable ayuda de @wackyserious) -Estos peinados y las barbas no las llevaban los mayas , pero ayuda mucho a visualizar la textura para esta unidad. Proposiciones para esta unidad; Quitar barbas o vello corporal. Aplicar los peinados mayas. Aplicar tocados y adornos mayas. Sustituir armas. Tocados ,adornos y armas para esta unidad; (Dos variantes, una con lanza ) (Segunda variante, en la que la unidad puede cambiar de arma , como el jinete campeón Xiongnu) Texturas; -¿Ustedes qué opinan? @Lopess, @Lion.Kanzen, @Stan` , @Ultimate Aurelian , @Radiotraining , @DIYARAKUZA , @ImmramAtani , @wowgetoffyourcellphone , @maroder , @kul , @nani , @Grapjas , @AIEND , @Genava55 , @soloooy0 Disculpen las molestias*
    1 point
  40. Buenos días o tardes; -En el mapa que hice verán en rojo los nombres de las ciudades mayas que fueron fundadas o habitadas durante el preclásico tardío y el protoclásico por los mayas , concretamente me fijé entre (400 a.C-1 a.C).Faltan más ciudades , no todas entran en el mapa , varias se las dejaré en la lista con la región en donde se ubican .Pido disculpas por las ciudades que puedo estar pasando por alto sin querer o si cometo alguna falta de ortografía. -No duden en corregir me si cometí errores y ,o aportar información si pueden. Mapa de Ciudades Preclásicas y Protoclásicas mayas (que hice) (Espero que se vea bien el mapa) Las ciudades están distribuidas entre las actuales repúblicas de ; (Las dejé con sus nombres actuales. ) México; -A su vez , distribuidas en ; Tabasco; -Comalcalco. -El Bellote. -Moral Reforma o La reforma. -El Tiradero. Campeche; -Calakmul. -Edzná. -Dzibilnocac. -Xpuhil. -Becán. -Xtampak. -Aguacatal. -Itzamkanac Yucatán; -Tipikal. -Yaxuná. -Loltún. -Komchén. -DzibilChaltún. Quintana Roo; -Kohunlich. -Dzibanché. -Xel Ha. -Cobá. -Xcaret. -Kinichná. Chiapas; -Yaxchilán. -Izapa. Palenque. -Paso de la Amada. -Tonalá. -La Blanca. -El pajón. -Pijijiapan. -La perseverancia. -Tiltepec. -Chiapa del Corzo. (Total ;34 ciudades preclásicas en México) Guatemala; -El Mirador. -Tikal. -San Bartolo. -Uaxactún. -Nakbé. -Wakná. -El Tintal. -Piedras negras. -Yaxhá. -Tayasal. -Ceibal. -Naachtuun. Quiriguá. -Río Azul.(al oriente de Naachtuun) -Nakum. -La florida. -El Pesquero (al sur de La Florida) -Topoxté -Xulnal. -El Porvenir. (al norte de Xulnal) -El Paraíso (al sur de El Mirador) -Tamazul ( al sur de El Mirador) -El Lechugal (al sur de El Mirador) -Takalik Abaj. -Kaminaljuyú. -Monte Alto. -El Baúl. -Chocolá. -Ujuxte. -El mesak. -El Portón. Naj Tunich. Altar de Sacrificios. -Punta de Chimino. -Ixlú. -Holtún -Zacpetén. -Ixkún. -Ixtutz. -Ixtontón. -La Joyanca.(Al Oeste de Wakná) -Samabaj. -Alta Verapaz o Salinas de los Nueve Cerros . (Total ; 43 ciudades preclásicas en Guatemala) Belice; -Cerros. -Cuellos. -Lamanai. -Cahal Pech. -La milpa. -Nohmul. -Colha. -Kichpanhá. (Total ; 8 ciudades preclásicas en Belice) Honduras -Copán. -Río Amarillo o La Canteada. -Los Achiotes. -Las orquídeas. -El Guayabal. (Total ;5 ciudades preclásicas en Honduras) El Salvador; -Tazumal. -Casa Blanca. -San Andrés. -Cara Sucia. -El Trapiche. Chalchuapa. (Total ;6 ciudades preclásicas en El Salvador) (Total ; 96 ciudades preclásicas en El mundo maya )¿Ustedes me ayudarían a superar las 100 ciudades catalogadas? Algunas referencias y mapas para ayudar a orientarles, algunas son del preclásico, clásico y alguna del posclásico, pero les aseguro que son muy buenas para orientarse; Disculpen las molestias*
    1 point
  41. Potential look for him: https://jfoliveras.artstation.com/projects/nYW3Ko
    1 point
  42. This map would be a good candidate to mod community maps.
    1 point
  43. 1 point
  44. 1 point
  45. Agree with Argi Though there is one VERY annyiong thing ... UNITS ON WALLS!! I kind of dream of a game doing this well, and i hoped 0ad would be the first. But later on, as far as i know, you chancelled it WHY ?? Also, check the clan MP thing, there are some suggestions conserning Multiplayer lobby, ladders and so on Nice thread btw Jason
    1 point
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