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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. 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
  10. But first please focus on Western Han's in 0AD EA, then you may start working at Eastern Han.
    1 point
  11. 0 A D is more authentic. no extreme censorship to please Blackrock shareholders.That is why AoE IV is cartoonish and far from depicting a terrible and cruel Middle Ages full of secrets and scandals.They introduce you to the Middle Ages in a childish way. Going back to 0 A.D. I wouldn't like a menu like the one in Warcraft III.
    1 point
  12. 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. It should be fixed in the next build (there was a fix for that kind of glitch: rP27511).
    1 point
  15. 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
  16. @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
  17. 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
  18. I think we need to add such a technology to range soldiers, of course, the premise is that we have to weaken their firepower, or further strengthen the melee soldiers, so as not to kill them all before they can get close to the range soldiers.
    1 point
  19. 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 difficult
    1 point
  20. I've tried my luck with the pantheon and this is what it looks like: I think it's quite ok for the start. It's my first project so it'll probably still have some flaws I'd be happy if some people could give me a feedback, I'll attach the blender files so maybe someone can also give me some technical advices. For everyone who wants to try it in Atlas, you can just copy the folder to your mods folder:) About textures... I think the mesh could have less triangles, maybe dissolve some faces and so on, but what I kind of struggled with are the textures. First I tried it with the texture of the existing pantheon and added a roof of rome_struct.png. Then I was thinking about creating a new texture file just for this building, but my texturing skills are too limited. In the end I ended up using four of the existing textures that I found already in the game. That's why in the end the mesh is sliced up in so weird props:D Anyway, it somehow worked, but still I got some unclean parts of texture on the mesh. The one on the left is the original one, the one the middle new mesh with old texture: So for the future, what would be the best workflow for texturing? First unwrap everything and make a perfect UV map, then paint a texture? Or use an existing texture and scale the UV islands according to it? How important is it to save disk space by using existing textures? Thanks a lot in advance! Pantheon.zip
    1 point
  21. 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
  22. 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
  23. 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
  24. This is also true, they seem very bland. My main issue with it is that they are so forced as a gameplay mechanic. The developers seem to be unnecessarily messing with the classic conquest formula.
    1 point
  25. @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
  26. That was quick, what changes do we have for the next alpha?
    1 point
  27. 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
  28. 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
  29. 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
  30. 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
  31. It's "Yayoi" with an extra "y". Besides, this leans to off-topic.
    1 point
  32. I had the notion that the edge of the usable map would have a dashed line border and beyond that the map grid would extend out to the extent of the player's camera so that you'd never see the edge of the map in normal play. In this buffer zone there would be no templates or entities, only actors.
    1 point
  33. 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
  34. Hey, @Stan`, I'm trying to use the addon you made. It seems like the mesh is imported well but I get this error and no texture is being shown. Could I ask you for some advice to make it work? TY
    1 point
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