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Showing content with the highest reputation on 2023-02-07 in Posts

  1. 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
  2. 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
  3. 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
  4. the best RTS free (without being Freemium).
    2 points
  5. 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
  6. 2 points
  7. This is a great direction to take naval combat.
    2 points
  8. 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.zip
    2 points
  9. https://code.blender.org/2023/02/new-blender-development-infrastructure/ @Stan`
    1 point
  10. 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
  11. Yep! It's all working flawlessly. Thanks for making a bundle @Stan`!
    1 point
  12. the best post of the year. We must give more depth to the gameplay. Nobody plays water maps.
    1 point
  13. 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
  14. What you call dumbed down, I call consistent.
    1 point
  15. 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+Wood
    1 point
  16. 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
  17. For what it's worth, it was very easy for me to get the game built and running on the v141 toolset in VS2017 (which references the Windows 8.1 SDK), with defines to support Windows 7. The binary dependencies in SVN don't even need to be recompiled, I just had to remove two XP-toolset-related workarounds. v141-toolset.patch
    1 point
  18. @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
  19. I think your reference is AoM, but honestly I don't recommend it. After all, this game is not a world view of mythology and magic. The forms of warships and naval battle concepts of different civilizations in the ancient world are different, but they are unified in archery and boarding combat, so the main focus of naval battles should be based on this Both, the ram and the catapult may perhaps characterize Mediterranean warships.
    1 point
  20. 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
  21. muchas gracias de verdad... esa recomendación me pareció super útil.
    1 point
  22. 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
  23. Logic understood, so Its not a bug, behavior issue, but If you have enough catapults, there's no way to repair a building, even If you put all Men there, so we also have a problem i think.
    1 point
  24. 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
  25. (Nanman auxiliar would be a good choice for the mercenary in Delenda Est)
    1 point
  26. Which civs would have the boarding ships and which civs would have the ramming ships?
    1 point
  27. That was quick, what changes do we have for the next alpha?
    1 point
  28. 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 Games
    1 point
  29. When a ship is destroyed that had units garrisoned inside, these units disappear form the game (they've presumably died in the shipwreck) but they are not included in the lost unit counter in the stats. Is this intentional? Screenshot from the stats of my playing Corsica and Sardinia for the first time in a while. You can see that the total of units lost from red and yellow are lower than the number of trained units. Disclaimer: new to the forum (not new to the game, started playing in 2018). If this is not the right place for this kind of post, lmk. I sifted through the FAQ as well as this thread, and did a quick reddit search on r/0ad and did not see anything recent about this topic, but I'd be surprised if I was the first to bring it up. Game version: Alpha26
    1 point
  30. Yeah, same problem with the Mauryas in Delenda Est. I've been meaning to come up with some kind of caste or peasant system for those civs without thralls/slaves, but I've spent time on other things. Any ideas?
    1 point
  31. I would like to suggest, as an enhancement, that units gain experience in a fortress. Additionally, that fortress have an enhanced experience benefit, such as 2X what is obtained in the barracks.
    1 point
  32. i completely agree, recently bought AOE4 for $45 or so and instantly regretted. It's just too realistics doesn't feel more like an rpg. I bet 0ad is way better as compared to AOE4 from my POV. Faster and competitive games, requires smart approaches and fast thinking to overcome opponents, that's what RPG is all about. In AOE you cant use a scout to gather food, women can take forever to gather etc. The only best thing about AOE4 is their graphics. If we are to compare 0ad with AOE4 headon, i definitely would say 0ad stands out. About time people should get to know 0AD #0adtotheworld
    1 point
  33. is 0ad not 3D? Honestly, I think 0ad has a massive edge graphically even over AOE4 with its massive budget. AOE 4 looks goofy and cartoonish, and apparently it only runs fast on the lowest settings so it looks even worse in that configuration. I think one way to make 0ad more "modernized" would be to improve accessibility. It seems to me that players these days often just want to jump right into a playlist with matchmaking as soon as they are set up with an account and knowledge from the tutorial/tech tree. In other words, it might be a bit of a turn-off to join the lobby and have to pick a 1v1 or host their own game. Within the lobby, I can envision a "Ranked" quickplay button which will queue you up for a 1v1 with an opponent determined by matchmaking. I'd say this would improve accessibility and the competitive interest of the game. These ranked games would have a standardized set of random maps (maybe feldmap incorporated into main game), a particular map size, population cap, and starting res.
    1 point
  34. 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 game
    1 point
  35. may be report to community mod devs https://gitlab.com/0ad/0ad-community-mod-a26/-/issues/5
    1 point
  36. Oh, yes I can make a merge request for this. Thanks.
    1 point
  37. It also appears in EB. It is based on a migration period Scandinavian pendant, so maybe not the best choice https://www.metmuseum.org/art/collection/search/473485 On another thread Genava posted some ideas for a sun wheel symbol
    1 point
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