Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2022-11-20 in all areas

  1. A. Current Biremes (light warships) B. Current Triremes (medium warships) C. Current Quinqueremes (heavy warships) D. Dudes collecting seashells by the sea shore (for scale, with the dock) So, I'd say the light/bireme class would remain the same size as they are now, which is A. Then the medium/trireme class (B) would be shrunk down to the size of A, but would be bulkier and have a foresail. Quinqueremes (C) would be shrunk down to the size of B. They'd retain all their detail and come with a catapult aboard.
    2 points
  2. For what it's worth, the wikipedia describes them as infantry, including their role on the battlefield and other duties, while citing sources like Thucydides. Screenshots of Chinese books don't help me a bit, so I can't really judge how credible their claims are.
    2 points
  3. @rm -rf vs BeTe bete-vs-rm-rf.zip
    2 points
  4. When I started playing the scenario Battle of the Tiber was really frustrating to me. In V 0.25 0AD Rome has the worst starting conditions (no starting population) and because the bridge is the only connection between the two map areas Rome is always in the middle of the batteling. I was raided to end before I even really started to play. So I modified the map, first intention was to introduce treasures to give rome a starting burst, but then I made it to a plentyful treasure area. Also added some wild animals and other features to make the map more interesting, and learning to use the map editor ;). Another introduction was a crossing ability in the middle of the map. There I called this versions "Rome with crossing". I now have several verstion. This is one I want to present here, maybe someone is interested to try it out. This is the xml-File wich should work when placed in ~/.local/share/0ad/mods/user/maps/scenarios. Is it fine to present a modification in this way here in the forum? I do have some more modified map. From Battle of the Tiber and some other maps. Rome-with-Crossing8-w.pmp Rome-with-Crossing8-w.xml
    1 point
  5. What I mean is whether the Sciritae should have been designed as cavalry rather than infantry units in the game, based on historical reality.
    1 point
  6. Valihrant vs Edwarf ValihrAntvsEdwarf.zip
    1 point
  7. The battle results vary when you use a formation. From what I tested flank gives the "best" result with 18 kill vs. 43 losses. Other formations I tested gave these results as number of kills with 42 losses: Box 16 Close order 12 none 9 Phalanx 8 This is the replay with flank formation: metadata.jsoncommands.txt
    1 point
  8. The last match has been played, we can now start the 2nd round! Standings are here as always: https://challonge.com/sv36zmko/standings But first I have an announcement: the new version of feldmap (0.2.1) has been signed! It is now available on mod.io. This new version drops the quite imbalanced Nubia biome, so now we can drop the previous convoluted biome rules, and back to simply a random biome setting. Note: if you previously installed feldmap manually and wish to update through mod.io, I recommend you first delete the mod to avoid bad surprises. __________________________________________________ Round 2 matches: @ValihrAnt vs @Edwarf @Feldfeld vs @LetswaveaBook @Player of 0AD vs @Dakara @MarcusAureliu#s vs @Philip the Swaggerless @borg- vs @chocapoca @rm -rf vs @BeTe @alre vs @seeh The deadline for this round is Wednesday 23, 23:59 UTC. If all matches are finished sooner we could try to get closer to the original schedule but that's not a priority. Please try to organize your match as soon as possible using forum private messaging! Beware of timezone differences. Please message me personally if your opponent doesn't answer you after 2-3 days. EDIT: I see there is a new Community Mod version released, please update and use it for this round!
    1 point
  9. Sounds are already played when units spawn from their production building.
    1 point
  10. Or you can just decrease their health/armor. You can introduce vulnerabilities a bunch of ways. My point is that ships don't have a "natural size" as you originally suggested because the scale of the game isn't truly "natural" (and nor should it be--I don't want to zoom in and out x1000 to see my units on the Mediterranean map or wait several days for them to walk across it).
    1 point
×
×
  • Create New...