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Showing content with the highest reputation on 2023-04-22 in all areas

  1. This is the character 星野爱 of the Japanese animation "推しの子". When I saw this character for the first time, I thought to myself: "This is a woman with Macedonia in her pupils."
    4 points
  2. I personally am not so hung up on the dancing thing. I agree, that particular issue has largely been mitigated. I just think /in general/ it would be a good thing for units, by default, to spread out their attacks and not all attack the nearest unit possible. A "MaxAttackers" component/element in the templates could be one way to do that. I agree that such a unitAI/template change should be overridable by the player if they wish to focus-fire on something. User input, to some extent, should override default behaviors. But also keep in mind, we don't allow players to set 100 gatherers onto a farm or 50 gatherers onto a tree either. They spread out. It's nearly the same concept and no one bats an eye at that. A MaxAttackers template component would work very similarly to the MaxGatherers component in that sense. It's not "automating the game" to have those things, IMHO, and generally leads to better default unit behavior.
    2 points
  3. I feel it's unfair that cav can't get their horsies into the towers while traders can take their animals inside.
    2 points
  4. Genava es historiador no es artista 2D. No conoce el repositorio de texturas.
    1 point
  5. We could probably set MaxAttackers as some kind of ratio to size of the target, so that larger units can have more attackers targeting them (makes sense I think). But a setting of 20 MaxAttackers for infantry and cavalry could be a good starting point. It's something I'd love to be able to play around with and see if I couldn't make battles flow better and look less like a mosh pit. I could even see such a thing make battles stretch out linearly, naturally recreating what a real battle would look like.
    1 point
  6. This is really nice to finally see the Thracian tombs! Well done.
    1 point
  7. Yeah thats a good idea. Something globally defensive for buildings. I think it would be cool to make the recruitment speed a lot faster, like 50% faster but only for champions and mercenaries. Excluding economic units justifies the much faster train time, and also distinguishes it from other train time hero, which is 20% faster with indibil.
    1 point
  8. Dromichaetes was an incredible leader, he should be considered too in the list of Thracian heroes.
    1 point
  9. Teres I is the founder of the Odrysian dynasty. It is generally thought he unified the Thracian tribes to resist against the Persians. I would give him defensive bonus. Maybe making the capture of the buildings harder. Better recruitment speed too.
    1 point
  10. Awesome work! I really like the look of these buildings now. potential hero bonuses: 1. Teres I: I don't have a great idea for this guy. 2. Sitalces: This guy seemed to have led some successful invasions, including one into macedon, with a large army from various different regions. How about: +10 pop space, infantry -25% food cost, and cavalry +15% move speed, +10% damage within 45m. 3. Kotys: Seemed to be a great negotiator, always had allies for war. This could be another ally bonus hero, with perhaps speed being prioritized.
    1 point
  11. Hello! So I wanted to recreate Ancient Rome through Map Editor and wanted to get some feedback from you guys (: It is still a work in progress and it is not 100% historical accurate and tried to scale the city center 1:1
    1 point
  12. No, you can make rpg out of it. https://github.com/LenaTheWolfess/MMO/tree/a24
    1 point
  13. I recommend reading Flavius Josephus and the siege of Jerusalem.
    1 point
  14. But then can the horses be killed? The garrisoned cavalry would become it's infantry equivalent? (trolling)
    1 point
  15. Horses garrisoning in barracks and infantry garrisoning in stables isn’t illogical, but I feel somewhat indifferent about the gameplay effect. As for horses in towers: op towers would be easily captured by horses who could then garrison to deny resources in an enemy base.
    1 point
  16. sorry but no. turtling almost does not exist in 0 A.D. and we are not going to remove logical coherence just because of that. and putting a horse in a tower is not logical either. -when soldiers defend a tower it is also an abstraction of other attacks made by infantry, such as throwing rocks or boiling oil. if they hide swordman they mean they are smart. and it's perfectly logical, besides you can use infantry inside the Rams. it's not going to accommodate personal preferences. not without a strong logical-gameplay argument. it's not going to accommodate personal preferences. not without a strong logical-gameplay argument.
    1 point
  17. Epic start to a nomad game from spartan_299
    1 point
  18. first the mercenaries easy and then the mechanics of the camps.
    1 point
  19. SVN users: there is now a release candidate version for A27 - see first page for screenshots. Here is the download link: https://api.mod.io/v1/games/5/mods/1965214/files/3658747/download (you have to manually download & install it) Feedback and bug report welcome - maybe I will have time to update it again for the official launch of A27.
    1 point
  20. Interested. (which means: give me dat mod)
    1 point
  21. If only there was some kind of documentation about what tech modifications are available.
    1 point
  22. It's now working. I don't have time to play it more right now but it seems to be what I was looking for I think I'll continue working on formation stuff with your mod, which seems a lot more suitable for them than alpha 18/svn.
    1 point
  23. It's indeed possible to delete a file by adding .DELETED to the end of the filename. So if there's a file template.xml in the public mod that you don't want, putting a template.xml.DELETED file in your mod will remove it (the contents of the file doesn't matter).
    1 point
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