Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2022-11-26 in all areas

  1. I packaged all replays to make it less tedious for late watchers: Round 1 (Community Mod 0.26.2) FTS2-Round1.zip Round 2 (Community Mod 0.26.3 - latest) FTS2-Round2.zip
    2 points
  2. https://trac.wildfiregames.com/wiki/PortA25ToA26
    1 point
  3. Disable your mod and then run replay, also you should have the same mods as replay is using.
    1 point
  4. 1 point
  5. Well, the Athenians, not only forerunner in democaca already had their guerillia gardening movement removing the tiles and planting them... well,serious... This are effects when not flat terrain and buildings are merged together. Where the terrain is higher than the building the terrain structure is visible. In this case the lower tiles were replaced by the grass texture. In other environment it is not that visible. There are extremly ugly outcomes when you place a roman civic center on a steep hill. On some other civilisations the builings have a "foundation" like harbours making the outcome not that bad, until the terrain is not "steeper" than the foundation. The templates should be overworked how to alter the terrain in vertical direction with basement and a bank, so that there are no remains of the terrain where a building is placed.
    1 point
  6. Good guess! It's actually a QR code that will take you to the modeler's OF.
    1 point
  7. I've looked and I can't find anything. I think the description is pretty vivid though and rather simple to imagine. What do you think? @Obskiuras
    1 point
  8. Yes, I use a translator, I'm sorry, but my knowledge of the language is not enough to communicate without it(( fat in this case means too much, too strong. Yes, it seems to me that these fighters can be made analogues of Spartan swordsmen. Just having a T3 fighter at this stage can greatly break the balance. Although I judge exclusively from fights against bots. Online games may show otherwise. By chariots - this can be an interesting mechanic. A melee chariot could look interesting, and besides, it could only be used to move fighters quickly across the battlefield. Maybe it's worth making them "empty" by default, and giving players the opportunity to plant soldiers in them themselves? Or make an improvement? once mechanics are possible. But there is a problem here - overlapping models on top of each other. Now the models go into each other, which looks very bad. For companies, most likely yes, there are not enough models. You can go for a simple option - as in the old games, just take the models of ordinary units in maximum pumping and add something to them, such as flags, flags, changing the colors of clothing and armor, etc. So you can make officers or generals there. Heroes can be left as is, just work on the balance of faction bonuses and bonuses. As I wrote above, the game has problems with this. Because historical features can set a very narrow scope of possibilities. You can go the other way - choose, conditionally, 5-10 bonuses, economic, attacking, defensive, etc. and balance them. Then give each hero 1-2 abilities, depending on their strength. Without getting attached or little attached to the story. In some mods or games, each faction may have sub-factions, development options. For example, depending on the chosen hero from the Kushites, I could get a discount on the elite infantry of the temple of Meroe and pikemen, and choosing another one - a discount on cavalry. The third one can give a bonus to the defense or attack to the soldiers around.
    1 point
  9. Hey guys, Kate here and right now I have a complete 0AD guide manual that teaches cosmic noobs how to become 1500+ players!! Please suggest improvements!! :)))) From nub to OP.docx
    1 point
  10. 0AD guide from nub to OP.pdf @sarcoma`
    1 point
  11. Inspiration, from Battle for Middle Earth 2. In this video you will see: Persistent Battalions Army Formation Cavalry trample effect on enemy soldiers Cheering Informative sound FX Target Flash
    1 point
  12. Oooh, great idea! Let's do it But, yeah, in hindsight, that suggestion is indeed a little too bloated. I'm still 100% in favor of a dedicated economic unit, simply called "labourer", or whatever. The lack of something that approaches a real economy and and real civilians is sorely missed by a lot of casual players and leaves competitive games with only one real strategy to win: spam the most efficient unit(s) as quickly as possible. There is a logical flaw in that reasoning, in the sense that a lot of casual players (who constitute the majority) want a more in depth economy. A lot of people think town building and economy management are super fun, and consider the military aspect only as the cherry on the cake. In single player, I often play to build the most beautiful, and realistic looking town, and only start wrecking the AI once I'm satisfied with my little kingdom. But without an economy and the associated hustle and bustle of a town, the game looks a little sterile for casual players, who want to see activity in their towns. We'd even like beautifications like statues, shrines, more unique monuments, even the ability to plant gardens etc... Doesn't even need to be functional. But having the option would greatly enhance the visual pleasure in SP, and enhance immersion. Granted, Delende Est goes a long way towards this, and does offer more replayability for SP, we'd just like to see some of that in vanilla as well (cult statues, villagers and slaves, mercenary camps, farmlands etc.). I understand that's not for everyone, but I'd like to see a little more compromise to facilitate SP. At least DE puts to use those amazing new stables, siege workshops, elephant stables and archery ranges, which would be super appreciated by single players in vanilla (diversifying the look of their towns), but would also please a lot of multiplayers (more interesting strategic choices to make). I'm not saying that the vanilla version of the game should become some sort of economy management game like Banished, but we could have a semblance of an economy, even if it's only visual stuff, like animated buildings, merchants selling wares in the market stalls, blacksmiths hammering at the anvil anytime you research a new tech, some scrawny hunched over NPC slave units scurrying back and forth with supplies and materials, children playing in front of their houses, stuff that doesn't actually affect gameplay but makes the towns look alive, even when your whole army is on the march somewhere. So, I'm not actually opposed to this if it means the towns will look more alive. It just shouldn't be dumbed down to the point of pointlessness. In this scenario building diversity and placement should become even more important, especially with regard to building farms only on suitable soils, logging camps being built in a forest, with their income determined by the number of trees in it's radius, mines and quarries, maybe even fishing huts, and maybe even storage yards to emulate a virtual resource cap (just like you have to build houses to increase your pop cap), with animated NPC suppliers going back and forth between the storage yards and resource and construction sites, just for the visual kick. Just brainstorming here, but it would make the game a lot more visually interesting/engaging, while at the same time eliminating the micro of economic units. It think it would make 0AD a more mature game, less constrained by the AoE legacy.
    1 point
  13. Ton message n'est pas plus intelligent. D'abord tu as fait une remarque péjorative inappropriée, ensuite tu le provoques avec le ton que tu emploies et les accusations que tu lui portes.
    0 points
  14. Congrats on screwing up your comment right on the first line! It sounds xenophobic, but in the West it's just taken as irony.
    0 points
×
×
  • Create New...