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Showing content with the highest reputation on 2022-11-01 in all areas

  1. I can play this time if it's still available.
    4 points
  2. Apologies for my absence these days, this below is the reason.
    3 points
  3. Well, frankly, when starting a game I believe it can be part of the fun to not exactly know where the others are (in most cases you can guess). This is also the reason for the "fog of war" and the need for scouting. Even more, if you are playing nomads, you may even not be able to determine beforehand where the CCs are but only where the starting position is. As you can dynamically select for some maps how many players participate, it will be challenging to show the positions on the static preview. Providing a map preview serves, as @hyperion pointed out, to recognise a map and to get an overview of what this is about topographically (desert, jungle, mountains, sea scape...). Sorry for being so negative, but I personally would probably not overload the preview. Best regards, Grautvornix
    2 points
  4. Make it for the community . I think @rossenburgwould be able to help in making the same. He is working on enhanced UI mod for 0ad.
    2 points
  5. The colors are only called "Player 9" - "Player 16", but only to keep the original pattern. Not sure if they can be called anything else. The patch is to give more choice of colors, not more choice of number of players. The max players is still 8.
    2 points
  6. I like how Duileoga and Lopess chose the protoclassic period, as 0 A.D. straddles between 500 B.C.E (Empires Ascendant) and 500 C.E. (later planned civs for that time period) meaning the maya can face civs from both time periods which you can make a few somewhat logical alt history fantasy scenarios with
    2 points
  7. Yeah, it's easier said than done. Also, we don't want too many options because then it gets overwhelming. Implementing some of these, showing proof of concept for the adopted items, and implementing for a27 could help with the winnowing the total number of open items.
    1 point
  8. Overall I like this setup and the voting on whether to include things or not. It seems to have gotten things done quickly, which is good.
    1 point
  9. Thanks for work and afford for the changes and also for the poll. For next poll please separate the questions for specific units in two different questions. I like Iphycrates beeing less strong, but I am not sure about Ptolemy. I don't see people playing him much, so I think he is not to strong. So, I cant give a clear answer to the question... Also I like healers being cheaper, but I am uncertain if I like healers costing metal... This could also be different questions.
    1 point
  10. Sure is! As a reminder for other potential players, the deadline for registration is Sunday 6 November 21:00 UTC
    1 point
  11. https://code.wildfiregames.com/D4813 The above diff adds colors for players 9-18. Tweaks the colors for players 1-8 to help them stand out from the new colors. Adds a "ColorName" line for each for identification and possible future use. If anyone would like to try it and review, that would be great. Referenced diff: https://code.wildfiregames.com/D4811
    1 point
  12. It doesn't work exactly well with random maps, also for me those pics only serve the purpose of looking good and to immediately recognize the map. Maybe some people are indeed interested in more info, but then a sample minimap render might be more useful and can be optionally viewable with some trigger.
    1 point
  13. Thanks @Ceres ! Great idea to provide more helpful information from within the game so it is not required to search the FAQ (which is great by the way!) or the forum or wiki. Cannot resist, however , suggesting another helpscreen: Newcomers, including myself, typical scratch their heads when trying to install a mod and/or map they discovered outside mod.io. I do know this is simple and can be found searching the forum, but providing this help from within the game would be make things much more straight forward. Thanks and best regards, Grautvornix
    1 point
  14. If I may, I 'd prefer the classical one on the right as it provides really an overview of the terrain. In this phase (map selection), I don't think we need to look for resources. As a minimap during the game (as shown on the left) this is exactly the opposite - I need to see resources, other players, as far visible at the respective stage. Terrain overview would be interesting in that phase as well, but I am afraid the minimap would be to cowded. Would it be useful to switch minimap in a different mode or temporarily enlarge it while a button is pressed to , say, half the screen? Then it could make sense to show simultaneously terrain details and resources and players. Just my twocents. Best regards, Grautvornix
    1 point
  15. I do look forward to the maya jungle biome being fixed so we can use it for randomly generated maps like unknown. In the meantime to justify using the indian tropic i've imagined some maya city state overdosing on caocao, getting kicked out the peninsula and deciding to sail across the pacific somehow and impossibly smashing their way through with some canoes and landing in India. Because they are so high on caffeine they label it the 'Yucatan', and incidentally anger the Mauryas.
    1 point
  16. @all This is a test and obviously work in progress. E.g., the buttons need to be adjusted and content be completed. Maybe the whole window needs some amendments, too. Please let me know if this is useful at all and what you would like to have amended/added/etc. Thank you!
    1 point
  17. https://trac.wildfiregames.com/ticket/1889 Adding another way to open an external resource is another possible security violation. So it should be considered carefully. Also it requires a not easy modification of the gui engine.
    1 point
  18. Hi! It's not intended, but some export tools doesn't have an option to avoid such includes or people don't know how to use it.
    1 point
  19. If it's one or the other, I much prefer the one the right, ie the current one.
    1 point
  20. I hate to necro such an old thread, but was being able to specific the amounts of specific starting resources ever implemented, or am I forever stuck with all starting resource amounts being the same for every resource?
    1 point
  21. Can we change the UI for color selection? From vertical line to some square format (4x4 grid) just like any other UI. @wowgetoffyourcellphone CC: @rossenburg for your mod as well.
    1 point
  22. In Delenda Est, if you capture an enemy Civic Center, then you can train that civ's Citizens, who will mostly build your civ's buildings, but will build their own culture's temple, wonder, and cult statue.
    1 point
  23. Some things I like: * Fire javelins and incendiary very fun to use, good alternative to rams. * Love how the structures and units look, one of the most bright civs i've played. * The maya feel very spammable, almost unstoppable in large numbers (though probably should be balanced in some regard, i'm no expert on that. Ask @Lion.Kanzen about balancing). * I like the unique research the maya have. Criticism/suggestions * Another exclusive unique unit i.e. the maya bee bomb could be interesting * Personally I think Sajaloob and Aj Payal should be merged as one unit or made to have different stats, as they are exactly the same. Other units should be made to have different stats or merged to make them more viable. * I think all of the content that isn't in the mod currently from past pages of the forum would be good to add either in the current mod or the 'extended' version (unless that's already planned) * Always felt strange how the ballcourt champions are classed/based on cavalry. Personally I think they should just be infantry class but very fast as another all infantry civ alongside zapotecs. I like the idea of them becoming cavalry in captured non americas stables Those are just my thoughts. I'll probably add more as time goes on. Feel free to use what you want from them
    1 point
  24. This looks like nomadic mode in Age of Empires 3, which I don't think makes much sense technically. The main problem now is that some of the content of P1 (such as cavalry) and P3 (such as siege) should be moved to P2, and the battle should start from P2.
    1 point
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