Leaderboard
Popular Content
Showing content with the highest reputation on 2022-06-19 in all areas
-
It does look amazing. Maybe @maroder, @nanior @Langbart might give it a go?3 points
-
This civ selection screen layout from Hyrule Conquest (I modded the Macedonians and Athenians in to show you how it could look for EA): I would do this to DE, but Hyrule's game setup UI code is based on A23, incompatible with A24, and I'm not sure how to rectify it.3 points
-
3 points
-
Buenos días o tardes; Algo de fauna ibérica; (Hábitat ;mitad norte peninsular) Bisonte europeo. Hice hasta 4 modelos , 2 hembras y 2 machos (con barba en el cuello); Referencia de bisontes europeos; -Igual me animo a modelar linces y otros animales , también haré animales para los mapas Mayas. -¿Qué opinan? @Lopess , @soloooy0 , @Lion.Kanzen , @wowgetoffyourcellphone , @Stan` , @Ultimate Aurelian , @Genava55 Disculpen las molestias*2 points
-
One of the coolest things about games is that you can play a reality that you want, I believe that playing with civs in a given location and historical period is more suited to scenario maps / or some campaign.2 points
-
Diminishing returns are a thing since forever. The question here is about to drop and not about adding them. As for why and what, it's complex and not something I could write up in a couple sentences and neither the ultimate truth. To give a hint, currently building a couple farms around the CC is basically all that is needed. This has implications on city layout, defense, expansion pressure and many other things. This in turn gives relatively little room of how certain game mechanics are to be designed, which leads to questionable proposals to solve problems which are at it's core mostly down to the very compact farming. Anyway strengthening the S in RTS sounds like a good idea to me and as I can tell was also an original goal of 0ad. Edit: Btw, if you reduce size of fields a bit and have only one farmer per field, it becomes easier to place farms while still taking more space overall, just saying.2 points
-
As you may have heard, a26 will introduce some changes to the formation behavior, so the question is what should be the default options for the new release. Specifically this one is up for discussion: (under Options -> Game Session) So If anyone who has SVN / or the Release Candidate could try out the two settings and report which one would be the better default for new players, that would be helpful. Keep in mind that one can change the value without any big effort: so it is really only about what is expected from someone who isn't that familiar with the game yet. So try gathering, building and attack-move and please give your opinion.2 points
-
This turned out really good!!! If you can and if you feel like it, we need a good texture for the women and the priestess.2 points
-
2 points
-
2 points
-
This is very promising. While (understandably) this does not go as far as some proposals, it does open up a new, more streamlined pathway for balance provocateurs to submit modifications to the game and then test the effects of those modifications without jumping through loads of technical hoops. I tend to have more confidence in technological measures that change the facts on the ground pertaining to a problem, over "community initiatives" that call on individuals to adopt a new paradigm without addressing any of the incentives that produced the situation in the first place; and this solution does a bit of that. So... merci and bravo! Whether this will be enough to break some of the gridlock in 0AD's balance development I cannot venture to predict. Probably it will not fix all the problems in one go, but so long as the community maintains realistic expectations, the contributors remain committed to an incremental campaign of periodic improvements, and the main developers are open and supportive to increasing integration with the main mod and other balance-adjacent endeavors in the future, I cannot see this being entirely fruitless. As to the poll questions: would this be enough to get a vocal complainer like me to get off the benches and contribute some skin to the game? I think the answer is yes. This answers many of my objections about barriers to working on balance improvements. I've got some stuff going on right now that would make taking on another project hard, but once that is done I would be open to contribute, insofar as I am competent to. I agree with Lion that discussions must be had about the intended scope of this project. Is this to be focused on minor adjustments to specific balance issues, or will it be open to more radical reimagining of established unit roles and gameplay conventions? (Someone working on fine tuning archer balance is going to be pretty angry if someone else comes along and completely resets the balance relationship between melee and ranged a week later.) Best to have a plan, and maybe (gasp) a design document.2 points
-
2 points
-
2 points
-
Hello community, I would like to tell you about an alternative to discord that is open source. If you like to have a server on an open-source service. I could create one and maybe make it official one day. The site in question https://revolt.chat/ Ilt1s1 point
-
1 point
-
A while back, a mod was made by @s0600204... which implemented a civ selection screen. It's now way out of date, but it worked when it wasn't out of date: Basically you could sort civs by various criteria (given in the civ.json files), and selecting the civ icon gave you a bunch of information about it. If extended, such a screen could let the player choose randomization options, such as choosing to play a civ of the "Greek" culture, but then letting the game choose which one for you. Likewise geographically or time frame or whatever. Perhaps something like this, but better of course:1 point
-
1 point
-
In any case, the crossbow unit should not be "trash" with low stats and low cost. A civ with bad CS infantry and OP cavalry and chamions will be impossible to balance and I would call it a flawed design strategy for that civ. I think the crossbow training tech is a way to accomodate that design, so if that design is changed like I suggest, then the upgrade should be removed or changed to not influence damage per second. No matter what happens to crossbow training, it should not apply to champions. The main issue with Han is that they have no high damage short range unit like slinger or javelin, other civs have javelin cavalry which can be used to overcome those limitations, Han do not have that. I would suggest making the CS crossbow into a "repeating crossbow" type unit. I am no historian, but on wikipedia glance I saw no shortage of mentions of repeating crossbows in China at various time periods from 400-800 BC and onward. Majority of those weapons seem to be hand held Possible stats of repeating crossbow: -50 food 40 wood 10 metal -40 range, 8.5 pierce damage, .75 repeat rate (unless this makes performance problems), and very low accuracy. This means that the have damage per second of 11.3 compared to 12.8 for skirmisher and 9.2 for slinger. This unit would fill in some gaps for Han infantry and allow other areas like champions or cavalry to be balanced without making the civ overall more vulnerable.1 point
-
That's too little history for my liking. Maybe short-term we could use something along these lines: Unless our @historians come up with sth better, ofc. Long-term maybe we could have a third page beside the structure tree and the civ overview with an extended history. Probably should at least cover beginning, end, largest extend and something about the heroes we have in the game.1 point
-
Yes, and Yes. It's always annoyed me and felt like pointless micro trying to arrange farms to fill up gaps efficiently and manually placing them. Dragging a box over an area would save (boring) time, look better, be more space efficient and realistic :-p. I think many people are still thinking "age of empires copy". But honestly why do we want to copy the boring parts of it?1 point
-
Something more flexible than now might be nice, could also help on maps with 'interesting' terrain.1 point
-
I think it's better to have a field with a barn that takes up a lot of land, and let 8-10 civilians work on it, which can be placed independently from the CC, just like Age of Empires 3.1 point
-
1 point
-
Indeed something to be discussed. That being said, my intention here is more the former than the latter. I hadn't really considered it, but I think I could maybe set up a branch system to have variants of the mod, so you can use the provided infrastructure for other things. Alternatively, you could just setup forks that implement entire redesigns.1 point
-
It seems the ban timed out or was lifted. Either way, thanks guys!1 point
-
1 point
-
1 point
-
sorry for The off topic but... I had already touched on how demeaning Evony's publicity was. sorry mod team for filling this sacred page with impure things. https://gamezandlife.blogspot.com/2009/11/evolution-of-evony-with-pictures.html?m=11 point
-
1 point
-
Sorry if this sounds like a ridiculous idea, but since 0AD is a historical civilizations game, I am making a mod to explore Early Hominids in Africa, I think it would be cool to explore the lineage of our ancestors evolving in prehistoric Africa, in a mod, Sorry if sounds like a ridiculous idea, but I am doing this mod so I can not only make a mod for 0AD of this, but to allow me to explore early hominids and make some interesting models, and landscapes in Atlas and Blender, just thought I would tell you guys I am in the works of making this, any ideas are welcome for this project! Now I already have the plans laid out of how to portray them in a mod, but I am making different maps based on location and research of where they evolved in, and what weapons and tools they used, I am also using mixed textures of real animal images obviously using CC-BY-SA and Public Domain to create Mammals that lived alongside our ancestors. But yeah I am in the early stages of this project, and I hope to eventually release it after the loads of research I am doing to apply with the 0AD engine's limitations, but I am a huge expert and really into research on early hominids, and I look forward to sharing some pics with you guys, I look forward to your ideas and I will be showing some pics soon!1 point
-
And auto loading the mods required to play a particular match would also be a major help in making this work.1 point
-
1 point
-
The biggest problem of balancing is that everyone says that the team needs to change this and that. It is like waiting for the bus to arrive while not realizing that you are the bus driver of your own life. Very little people actually realize that everyone has the power to do so. I think that attitude needs to change and this proposal can help with that.1 point
-
1 point
-
1 point
-
@real_tabasco_sauce mentioned that autotraining in larger batches will start the second batch faster, which is something that I did not take into account. So I am now comparing autotraining in batches of 2 units to autotraining one by one. The mathematical derivation: Plotting the two functions onto a graph in Desmos: Vertical axis: total resources gathered (arbitrary unit) Horizontal axis: time passed (arbitrary unit) Blue line: R(t) for 2 by 2 Red line: R(t) for 1 by 1 Black line: the amount of resources by which blue leads red. Analysis and conclusion: Initially, red is greater than blue: 1 by 1 wins for short time lengths. If you want a quick burst of resources then training 1 by 1 is superior for a short duration. Then blue catches up and exceeds red at a finite time: this is the critical value; if you are planning on batch training continuously for longer than this critical value then 2 by 2 will maximise your economy. The black line suggests that the advantage of 2 by 2 will blow up after a significant amount of time, so if you are booming peacefully from scratch then 2 by 2 is favourable. @berhudar This may be of interest to you. Would you like to develop a build order for 2 by 2 training? Tessekurler1 point
-
You should probably wait until I merge D3243, which will make it much easier to change the gamesetup GUI. However, I'll probably not do it in the days to come as it's likely to introduce a few bugs in situations I've missed.1 point
-
It would be great if it was a standalone mod so other mods could easily use it or make it a dependency. Or better yet, made a patch for the core game so that it can be maintained.1 point
-
1 point
-
Agreed, 100% But, but, Japanese... "probably too insignificant to be included." Although that might be correct, it's also very subjective. The Yayoi period laid the foundation for the Kofun period, the first unification of much of Japan. The Jomon and Yayoi have been quite the sensation in modern day Japan as well, so I'm sure Japanese gamers would die for this, and they are a huge demographic. I like to look at the Yayoi as horseless Oriental Celts . They're mainly for Oriental flavouring, and contrasting the Han Chinese. I don't think they've been depicted in a computer game before either (a nice first for 0AD), and they look quite exotic. As for Koreans, I don't know... Perhaps a miniciv? I really like the miniciv idea (unplayable, truncated civs), and think a nice list of "lesser" civilisations can really help the flavour of the game, bring maps alive (creeps), and contextualise and connect existing civs.1 point
-
Illustrations of Japan during 0AD's timeframe So I have a bunch of Japanese references I collected but never shared before... This is mostly Yayoi period, and a little Jomon period. I actually think this civilisation can be done... The biggest issue, just off the top of my head, is: no cavalry... Here's a full unit roster... How 'bout that... Temple: The following images are mostly very high quality reconstructions from the Yoshinogari archaeological park: "Yoshinogari (吉野ヶ里 遺跡 Yoshinogari iseki) is the name of a large and complex Yayoi archaeological site in Yoshinogari and Kanzaki in Saga Prefecture, Kyūshū, Japan. According to the Yayoi chronology established by pottery seriations in the 20th century, Yoshinogari dates to between the 3rd century BC and the 3rd century AD. However, recent attempts to use absolute dating methods such as AMS radiocarbon dating have shown that the earliest Yayoi component of Yoshinogari dates to before 400 BC." -wikipedia- Civic Center: Farmstead: Houses: Special building: Walls: Other stuff:1 point
-
1 point
-
Japan is a game on its own. If this mod were implemented I'd like to see it present the warring states separately as well as the reigning dynasty. After all, the most common stereotype in Japanese history is Ronins vs. Samurais, and then the Swords vs. Guns period. There's a lot to unpack (and dismantle) with just those two.1 point
-
I think unique and unrecognizable is great to mod. As implied, there's a lot of focus on the later periods of Japan but not the earlier ones. One of the more interesting aspects of 0 AD is how it brings historical accuracy to dynasties that few would know about such as the Mauryan and the Seleucid dynasties. I think it's a great idea to bring less familiar versions of civilizations we've come to know to ROTE.1 point
-
Use Korean as mercenary and others related. Pirates may be from another Asian faction.1 point
-
It's true that Japan during this period would be very different from the "golden ages" of Japanese society, but I don't think it would be completely unrecognizable. For one, the style of Japanese architecture used during the time period was very distinct. Raised houses like this one were very unique and iconic to Japan's history. In addition, the turmoil and village societies of Japan during the period would fit right into the game, as it centers around many such civilizations. I agree that Japan was very different from most people's view of "Japan" as a country, but there are elements to Japanese society and culture that were first introduced to the area in the Yayoi period, and have continued for centuries since. Depending on the true "cut-off" dates of 0 A.D, there were several iconic figures that surfaced in Japan around this time, including Yamato Takeru, and Ōbiko.1 point