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  1. Proto-Germanic would be the best. Wikipedia: https://en.wiktionary.org/wiki/Category:English_terms_derived_from_Proto-Germanic https://en.wikipedia.org/wiki/List_of_Germanic_and_Latinate_equivalents_in_English https://en.wiktionary.org/wiki/Appendix:Proto-Germanic_Swadesh_list https://en.wiktionary.org/wiki/Category:Proto-Germanic_lemmas Others: https://lrc.la.utexas.edu/books/pgmc/1-introduction https://brill.com/display/title/8205
    3 points
  2. This topic is not the continuation. You removed the option for me to say 0ad does not need more factions... I feel outplayed
    3 points
  3. Needs and wants a different. The game is fine now. But I don't have anything against including more (if the additions are reasonably balanced). I have no desire to add civ that would be nearly duplicative of civs that already exist (i.e., Syracuse repeating elements of other Hellenic civs).
    3 points
  4. There's a limit for some buildings, so I guess a modder could just copy that mechanism to other buildings.
    2 points
  5. It creates a trade off decision to force players to have a better balanced economy (or make the decision to concentrate on a few resources more strategic) before all food was for pop and you only needed to mine wood/metal to tech upgrade, which meant a near mindless allocation of gathers to the same three res for most civs. For most games, was no reason not to spend all your food or to invest heavily in stone/metal Also, it was to free up some metal for mercs/champs.
    2 points
  6. Yes, but maybe not garrison. Not 100% sure on that. yes, but I'm afraid the distinction and their roles are quite a core structure to the game, and in order for the nomads to fit in they must have some adherence to the standards of the other civs. Right now it feels like a different game almost. The same goes for territory dependence. if they are quick to build, it could work out nicely. I could make a proof of concept sometime. This already sounds better. One risk could be an expansive women boom turning into a flood of archers with an upgrade, so maybe it would be better to promote to this unit? I envision a successful defense from a raid turning into a counterattack using the headhunters. This also adds some nice risk and reward elements.
    2 points
  7. Yekaterina's forum account has 2907 posts. That's a significant percentage of the total forum content. They're helpful, constructive posts that ask insightful questions, provide feedback on bugs and opportunity for improvement, answer people's questions, share replays, teach people how to play the game, etc. For example, I'm regularly directing new players to read Kate0AD's guide "From nub to OP" when they state that they can't beat the AI. Yekaterina, you have an opportunity to reconsider on the deletion request. It would be a good gesture that would demonstrate that you care about the community. I've sent you a PM with an invitation to get started on Restorate Justice in order to regain a state of trust in the 0 A.D. community. I can neither confirm nor deny this. Lobby moderators won't be answering this question until the time is right because it would disclose to Yekaterina if, how, and/or when we have detected duplicate accounts. Others, please privately share with WFG clues and rumors about duplicate accounts used by Yekaterina. Those with accounts that were shared with Yekaterina, please change your passwords so that Yekaterina does not know your passwords. It is not an option for Yekaterina to try to hide from the consequences of misconduct by using duplicate accounts. And, it won't solve the problem that Yekaterina is concerned about, anyway: lack of trust in the community. What will solve that problem is Restorative Justice: apology and restitution to the people who were affected by the misconduct.
    2 points
  8. Anything but another Hellenistic faction.
    2 points
  9. give me a nomadic civ and I'm happy with that, I ask nothing more.
    2 points
  10. Can someone update the Aristeia mod to work with the Alpha 26 version: Zhuangzi is fantastic I really liked him but he can't play with this version anymore
    1 point
  11. I mean, the poll was extremely one-sided against your view. So, I guess we can discuss it with or without you.
    1 point
  12. Like 100% of the Civs. In any case, what differentiates them is the style of combat.
    1 point
  13. Ox carts Similar to Gauls Some may have nomadic buildings.(semi-nomadic). Very good for raiding and looting. New weapons like battle axes. Women could have bonuses to encourage men to fight.
    1 point
  14. The UI is not responsive so unfortunately while you have more screen space, not all users do. A tooltip would be welcome however.
    1 point
  15. I don't see why not. Should it be able to shoot too? I did this to emphasize cavalry more, but to not hamstring the civ elsewise. Realistically, they really wouldn't have a distinction between "infantry" and "cavalry." For nomads, they are one in the same. They would rarely, if ever, fight on foot, but if they did they would ride their horse to the place of combat, then dismount. Again, this would be rare and 99% of the time they would absolutely fight on horseback. The infantry are included only as a way to fill out the roster with needed classes to keep them competitive. Hmm, I was trying to represent nomadism in the simplest way possible. Also, I thought we were going to reduce or eliminate their dependency on territory. Integrating the Ovoo into their expansion meta could work. Not sure I like the effort needed to pack up a CC, move it, then unpack, then build an Ovoo, then move on, though. About the defense bonus, I believe the Scythian Ovoo already does this. You like? The current Stable/Corral is pretty loaded up, isn't it? I just didn't have a model to work with the distinguish the two, so combined them. For EA, I think the female citizens could maybe be upgradeable to Maiden Headhunters, with similar cost and stats as a mercenary archer. They can also have a ranged attack by default, like DE's Xion female citizens. In DE, they aren't really free, but of course wouldn't cost Glory in EA.
    1 point
  16. Very possibly. You also see a guy in the background blowing what looks like a couple of dragon antlers, and a woman about to bludgeon a man with a baby. Romantic-era paintings are about 2% accurate and even less authentic to the depicted period.
    1 point
  17. I think the game is way too wood-heavy in general. But too late for A27 to mess with it now.
    1 point
  18. The way the bow is presented made me think it was loot.
    1 point
  19. These images are not very scientifically rigorous.
    1 point
  20. Yes, but I want to say that we must have some differences between civilizations. Historically, we can give all units to all factions, but I don't think that's the goal here.
    1 point
  21. I don't mind changing either, but I need a good reason. I don't see it as a big deal right now.
    1 point
  22. We had changes from that from a24 to a25. I don't remember for sure the reasons for the changes, but it had to do with better economic balance.
    1 point
  23. Spacemen really shouldn't cost wood. Nor do you give any reason for your suggested upgrade cost. Git gud! But banter aside, I don't really have a problem with the upgrade costs. First thing I do is build a storehouse, first thing I research is woodcutting. The first women I produce I send to wood. I concentrate on my wood eco until I can afford my food eco; ofc I need that eventually to grow my population. While I don't want to deter you from your project, there might be other ways to handle the situation. An experienced player really shouldn't die to an average AI. Maybe you do stuff in phase 1 which isn't advisable? There are plenty of guides for eco and build order. You could upload a replay and seek feedback from other players. Anyway, best of luck and success whichever route you choose.
    1 point
  24. Ah that. It was an oversight from Alpha 26 (the fact they were naked, not the woad per se). @Genava55 pointed it out as soon as it came out. And since we didn't have a "b" release we could not fix it.
    1 point
  25. IIRC we tried to update it, but it changed directions so many time that everything was broken again and again. I wouldn't mind seeing it up to date or helping a bit.
    1 point
  26. Any resurgence of @Yekaterina in any shape of smurf detected yet? Few players said they'll leave 0ad recently but of all, the biggest loss for the community is you Yeka.
    1 point
  27. I plan to update it. Lately I have been fascinated by Canaanite, Hebrew and Babylonian culture. I am reading the context of many sacred books beyond the Bible. Sounds fascinating and nostalgic. I plan to go from Babylon to the Hittite Empire from future to past.
    1 point
  28. Some feedback (one or 2 of these i have mentioned before): allow the CC to train while moving. (both civs) don't allow cavalry to build. buildings can only be constructed in your territory (thus carts can only be unpacked in own territory) Allow Ovoos in p1, exchange their stone trickle for a defense/damage bonus within 60 m. Ovoos instead also provide a territory root, the idea is that you can place one and then move the cc elsewhere. This allows a lot of flexibility while maintaining the core feature of territory influence. I would also move the stone tech back to the storehouse. split the stable and corral, and give the stable a small structure (perhaps for keeping supplies dry). I think the market/food deposit hybrid is fine for xiongnu. I don't really like the maiden archers and cav archers. Being free means a risk of some spammy gameplay. Also it might be confused with normal women. I'd say just let the starting women be fairly strong, which makes sense because of the lack of towers and how weak the buildings are.
    1 point
  29. I don't know if you can add images to the encyclopedia. I'd love to be able too, however. @Genava55 I'm sure this will take longer than a summer, so afterward you are more than welcome to review and/or contribute.
    1 point
  30. Re: Elephants. Maybe too late for this alpha, but what about coming up with a tech tree for them for the next.
    1 point
  31. Yes I am aware of that, I just wanted to have something that isn't greek and it's at least closer to the region. Same for han (they probably didn't speak mandarin). As someone mentioned earlier, this mod is more like just placeholders until the game has proper dubs, to sound at least closer to the place these civilizations are from and not just speaking greek. As for Phoenician @Lion.Kanzen I have been reading about the topic and many people agree that phoenician is very similar to traditional hebrew, that dictionary that I found points to some words such as the one i mentioned for walking (halakh). I also read that for example Civ 6 uses neo-punic for the voice lines of Dido and it seems like the voice actress speaks hebrew.
    1 point
  32. A few things that I'd say prevent 'beta', though I've argued differently in the past as well: No dedicated servers (and with it stuff like what Dunedan describes) Game Performance woes, and turn-length issues (200ms turns are not so acceptable these days I feel) Graphics performance - though the Vulcan rewrite will probably end up fixing that soon-ish No actual campaigns. AI still isn't great. However, these are only sorta relevant. The reason we're not in 'beta' is because the 'original vision' for 0 A.D. included a lot more features, including things like running units / charging / better formation & naval play which we have not been able to deliver on. We just don't have a good design for these within the current scope of the game. In the end, this isn't a race. This isn't a money-making project. It's a side-hobby for all of us. It moves slowly, it moves surely, and it'll likely get there (or computers will catch up...)
    1 point
  33. Imo what 0 A.D. is lacking most is a campaign, and second would be better performance.
    1 point
  34. One of the hugest issues I had with 0 A.D. is the frustrating play experience I had in regard to my economy. I could not beat medium AI, but any level under that was too easy. In medium AI the enemy would always attack me while I was still struggling to get my economy up. spearman cost wood, so did the city level upgrade and every single building I needed to build. However, there was one point that really frustrated me. The upgrades that you can purchase at the store house(excepting the carrying compactly one) don't make any sense. Gameplay wise, it doesn't make any sense to have a wood resource gathering upgrade wood. I mean, if in 0 A.D. you need wood, you really need it. The upgrades just sat there and laughed at me while I struggled to gather enough wood to raise an army. In the same way, I thought it very strange how the metal and stone gathering upgrades both cost stone and meat with no given reason. There was some discussion of that here: I have made a mod(https://mod.io/g/0ad/m/0-ad-balancing-mod) that tries to balance this by changing the kinds of resources that the upgrades use. In the mod, the wood upgrade costs metal and meat, stone upgrades cost wood and metal and metal upgrades cost wood and stone. I would like to try to add these changes upstream, but first I thought I'd like to have other 0 A.D. players test it and see what they think. It seems like a little gameplay change but changing resource upgrade costs are large economy strategy changes. The first game I played with the mod on 1 V 1 against the AI, I still lost, but it was a lot more enjoyable lost where I didn't get murdered in the first 10 minutes. The second time I played with it was a 2 V 2 and while it was slightly tricky I was able to win. Both games felt different. There's one issue with the mod which makes you have to enable it every play through. I'm going to work on that, however I'd be very happy if you would play this and tell me what you think of it. You can get it through the 0 A.D. mod downloader as 0-ad-balancing-mod @real_tabasco_sauce , stan said I should talk to you for gameplay balance things, and I think that's what this is.
    0 points
  35. Mercenary foot archers already served with the Roman republican army... It could be mercenary archers. Another option is to allow the Romans to create archers only in the captured buildings of other factions. Or if you have another player on the map with archers, the Romans will also be able to hire these archers.
    0 points
  36. As far as I can see, it would be more logical to replace Athens, which seems to be subordinate to the Macedonian Empire, with Epirus or Syracuse.
    0 points
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