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Showing content with the highest reputation on 2023-02-07 in all areas
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4 points
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More often than not, refining the enhancements to different units means enhancing skills rather than weapons, and these technologies should be dispersed in the buildings where these units are trained, rather than in the blacksmith.3 points
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Visible garrison is quite the joke without scaling, battlements on walls look like shin guards. Now I imagine an archer roughly the height of ship body in a crow's nest. I doubt making ships anything else than simple units which work mostly like land units will ever lead to something playable.2 points
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Generally speaking, it would be nice to standardize some things, like: 1 civ-specific blacksmith tech for each civ. 1 civ-specific tech for each civ at the Civic Center. 1 at the Temple. 2 at the Fortress or Champion Building. And then 1-2 wild card techs for each civ placed in any building (I can imagine 1 or 2 special techs placed in the Dock for the Athenians and the Shipyard for the Carthaginians, for example). I wouldn't count any of the new unit-specific techs in this thread as civ-specific, since they are given to all civs with those classes of units. They are class-specific, not civ-specific.2 points
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2 points
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After taking a long break from RTS games I returned to a game from my childhood - American Conquest - and it reminded me of this specific topic because I think that the way battalions work there would make this game possible to implement them at the full capacity Battalions in that game are made from singular units and can be created with proper special units and disbanded at will or after the battalion looses too many troops - in that game battalions help buffing units and lower the fear of encountering cav/overwhelming enemy force in the fights (fear can actually cause units to flee for their lives and be uncontrollable for a short time) - so battalions serve a double purpose: 1. They boost morale for the troops they are made from so they fight in sync and don't flee from the fight 2. They help ease the micro intensity (and also make the game look smoother/easier to manage when fighting on more than one front) Also - adding battalions might also make sense if you view the development of your civilization over time and would add a leverage to a town/city phase rush if it's implemented as a later phase thing - in the first phase when you don't have much you still build one by one but later on when you get bigger you get options to organize your troops (adding battalions as a tech in a building to research at a city phase for example) As stated earlier BFME2 has awesome battalion system but on the other hand I see more potential for American-Conquest-style of battalions in Delenda Est (possibly even in base 0ad game) since making fixed battalions would negate a lot of potential singular units provide (not just gathering aspect that was changed in Delenda Est but scouting and building multiple buildings at once as well - sending 20 troop battalion to scout could be a huge blunder if the area is dangerous/occupied already)2 points
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2 points
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2 points
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Thanks for the help I cut it down from 12k to 7.4k tris. I imported the Columns from the roman Civic Center and used them for the Pronaos (the temple part). They look better now, but still have 2.8k tris only for the 16 columns, probably still to much considering they are much smaller. I could try to further decrease the number of tris or to do a texture rework if needed. Just need to know what I'm aiming for so let me know, I'm open to any kind of feedback I'll attach the files incl. blender files again. Btw, why are imported models often scaled so small and how can I see the seams of them? Also is there a way to unwrap uv-islands on top of each other? Pantheon2.zip2 points
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1 point
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Yeah thats what I have done here, except they are in the barracks/stable. In the forge, these would be very crowded, while in production buildings, they are less crowded and their association with each unit class is clear.1 point
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The campfire was found on gameart.org and is cc0. Indeed, not only do I dislike most of the techs requiring 3-4 resources, I also dislike the techs being so broadly applied (unfocused). It's like we're afraid of making the player deal with the consequences of their tech decisions. These new techs go far to addressing that. Agreed. Blacksmith can be broad, with a few more-focused civ-special techs, while the "barracks" techs can be focused on individual unit classes.1 point
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my anger comes from the fact that they are already done. I'm not going to continue supporting the 2D art team anyway.1 point
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It should be fixed in the next build (there was a fix for that kind of glitch: rP27511).1 point
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I mean, this is a very logical division and not extreme at all. Though, I'd diversify it a bit and go: Basic Buildings = Wood Military/Defensive Buildings = Wood+Stone/Stone Special Buildings and Civic Centers = (Depends) Stone+Metal General Techs = Metal+ 1 other res Blacksmith Techs = Metal+Wood Health/Temple Techs = Food+Metal All Meaty land units = Food+Wood/Food+Metal All Siege units = Wood+Metal All Naval units = Food+Wood1 point
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Looking at the arch wiki it says there are three drivers, me is using radv on Gentoo. See https://wiki.archlinux.org/title/Vulkan#Switching_between_AMD_drivers if you use the closed source driver (arch default) and if switching makes a difference.1 point
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@wowgetoffyourcellphone is the leader of the mod. I have nothing to do with this decision, but if I can bring some info to help discuss this topic: "The overall size of the Roman forces in Roman Britain grew from about 40,000 in the mid 1st century AD to a maximum of about 55,000 in the mid 2nd century.[1] The proportion of auxiliaries in Britain grew from about 50% before 69 AD to over 70% in c. 150 AD. By the mid-2nd century, there were about 70 auxiliary regiments in Britain, for a total of over 40,000 men. These outnumbered the 16,500 legionaries in Britain (three Roman legions) by 2.5 to 1.[2] This was the greatest concentration of auxilia in any single province of the Roman Empire. It implies major continuing security problems; this is supported by the (thin) historical evidence. After Agricola, the following emperors conducted major military operations in Britain: Hadrian, Antoninus Pius, Constantius I, and Septimius Severus." / "By the 2nd century, the Auxilia contained the same number of infantry as the legions and, in addition, provided almost all of the Roman army's cavalry (especially light cavalry and archers) and more specialised troops. The auxilia thus represented three-fifths of Rome's regular land forces at that time. Like their legionary counterparts, auxiliary recruits were mostly volunteers, not conscripts." / "Recruitment was thus heavy throughout the Augustan period, with a steady increase in the number of units formed. By AD 23, the Roman historian Tacitus records that there were roughly the same numbers of auxiliaries in service as there were legionaries.[24] Since at this time there were 25 legions of c. 5,000 men each, the Auxilia thus amounted to c. 125,000 men, implying c. 250 auxiliary regiments.[25]" This is simply from different articles on wikipedia.1 point
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Anything that hasn't any silly requirements like letters or relation to a feature so that we can have the name for A28 committed with the first commit in the development cycle.1 point
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The idea is to make ships that are dedicated to a purpose so that a countering system can be devise, kind of like a video game.1 point
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I’d rather do what’s discussed above. Plus it’s already really tough to recover if you lose an initial naval battle—promotions would just make it more difficult1 point
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I am Chinese, today is the Chinese Lunisolar New Year, and I wish all the people around the world who celebrate the festival according to the Chinese lunisolar calendar a happy new year.1 point
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muchas gracias de verdad... esa recomendación me pareció super útil.1 point
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There is also a patch by @wraitii making attackers temporary visible so this would make a reasonable combo, probably attacked units should become visible as well. Compared to attack_range + ~70m vision_range which would only reasonably solve the issue this would be full solution.1 point
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Because Its shoots infinitely at the target even already destroyed, the correct behavior is stop shooting as soon as the target is destroyed and then look for a new target in vision range.1 point
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Let me be more specific. The longbow has advantages against the crossbow in several aspects, greater range, greater impact, shorter firing time, the only advantage of the crossbow is that anyone with mediocre training could be able to deal some damage, therefore being strong level 1 as are, and then losing strength over the course of the game, so removing rank 2/3 looks good.1 point
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1 point
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Which civs would have the boarding ships and which civs would have the ramming ships?1 point
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@wowgetoffyourcellphone how about this for a ramming ship implementation: Either make ram damage a function (maybe sigmoidal) of speed, or require a particular speed the boat should be going for the ram attack to be successful. In either case, the ram "charge up" is the ship's acceleration, which I think is a neat approach since we already have it in the game.1 point
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That was quick, what changes do we have for the next alpha?1 point
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Thanks this is a known bug. Bugs should be reported here #3866 ([PATCH] When a ship sinks/building destroys without space to unload units aren't lost in summary) – Wildfire Games1 point
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1 point
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Actually champs are not that rare in TGs and not even in 1v1s. They are so relevant that I think that Athen and Sparta could need some cav champs, as it can be a serious disadvantage currently. Maybe that is a change which is needed, not a change for all champs. The Han civ is not big fun champion-wise, as no champs come out of their barracks and stables (same goes for Athen and Sparta btw). They need to build very expensive champ-buildings which dont even access the best kinds of champs.1 point
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potential sources of inspiration for some units. I think it's fair to say that boarding vessels was a very common approach, so there might be some benefit to using 0ad's own capturing mechanic. Maybe on all ships, or some class of ships designated as boarding vessels. This would mean all ships may be captured and either all ships can capture or select ship types can capture. In this case, one could give ships fairly low capture points so that land units could capture a neglected ship used for landing.1 point
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I think it would be pretty cliché to have chinese roof tiles but we can use the planks and some other elements I suppose.1 point
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Not a question concerning the strength of a fortress, but the acquisition of experience points by units through training. Fortresses, due to their size and purpose would seem to offer more training opportunities than barracks and stables.1 point
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1 point
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1 point
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Hola, como estas? Una duda, a ti te gusta hacer tus propios mods?, ya qee hay una forma de crear tu propio mod donde puedas organizar este comportamiento a tu gusto inicialmente, esta es una de las magias del juego en cuanto poder hacer mods. Esto lo menciono ya que el cambio de como se promociona las unidades es una discucion que se puede demorar mas que haciendo tu propio mod. Muchísimas gracias por tu sugerencia Summary: he want to change the way how units its promotes, he want to promote his unit only from build, and he try to find at least an option to choose how we want to promote units in a game1 point
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I think it would be nice to develop formations more, so that the Skiritai can be fast swordsmen in general, but can switch to hard meat shield wielding spears in phalanx/locked shields formation.1 point
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1 point