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Showing content with the highest reputation on 2023-08-09 in all areas

  1. The Achaemenid Persians Above: King Cyrus the Great (left), King Cambyses II (right) Above: King Darius the Great (left), King Xerxes I (right) Above: Persian Citizens (left), Conscript Laborers (right) Above: Zoroastrian Magi Priest/Healer (left), Aramaean Merchant (right)
    1 point
  2. The Ptolemaic Egyptians Hellenized Egypt Above: Ptolemy I "Savior" (left), Ptolemy III "Benefactor" (right) Above: Ptolemy IV "Father Loving" (left), Cleopatra VII (right) Above: Egyptian Priest/Healer Above: Egyptian Citizens (left), Egyptian Slave Laborers (right) Above: Their Minimap Background emblem
    1 point
  3. A long time ago in a code review far, far away ... https://code.wildfiregames.com/D2667
    1 point
  4. Plus, they have weird mustache and have a side parting haircut under their turbans. Redesign please
    1 point
  5. maybe your right. i dont konw. i hope
    1 point
  6. Then it becomes an opportunity for education.
    1 point
  7. 1 point
  8. Back in the day, when these units used to cost metal, they were quite overpowered. But now, even though they've been balanced, they still shine in crucial moments like rush or counter attacks. I wouldnt say they are weak at all xd. i think its okay now. i wish you could have seen the earlier fanatics - even 4 of them can earn you some good amount of kills
    1 point
  9. Estoy de acuerdo con eso, deberíamos poder agregar las tres facciones en el siguiente ALPHA, a la comunidad le encantaría ver tres facciones nuevas y quizás aumentaría la cantidad de gente que lo juega.
    1 point
  10. Above: Scythian Commoners (left), Scythian Slaves (right) Above: Skilurus, King of Crimea Above: Tomyris, Queen of the Massagetae Above: Ateas, King of Scythia Above: Scythian Shaman (Healer)
    1 point
  11. Thank you Vrayer. But that is not an answer to my question :) It should be possible to implement if it is not yet done. Remember we should be open to feedback and always look for improvement :)
    1 point
  12. I would like to put forward an interesting idea for a new simple game feature: The Commander The idea is to add a non-player mastermind that can help the team to coordinate, come up with strategies, and supervise the team performance during all stages of a game. This "Commander" will act as an additional player in team games, who has no control of troops itself, but can share ally vision, ally map flare, and ally chat. And of course, doesn't have spectator view privileges. Only one Commander per team would be allowed, and it would be an optional figure. Leaving it to the discretion of the team to make use of the feature or not. This would make it possible to involve up to 10 players in a normal 4v4 TG, while adding almost zero extra overhead in terms of unit counts and overall lag to the game as a consequence. Also it would allow players that currently don't want to actively play, but would be willing to act as coordinators and strategists to be part of the game instead of spectating. It could also open new possibilities for balancing games. For example, by giving a "noobie" team a very experienced player as Commander, their combined strength could skyrocket, as most of the time new-ish players can boom well and mass good armies but lack the experience to make op team decisions. Being guided by an experienced Commander should also help players get better at playing in general. We would encourage the dev team to implement this simple feature first, in order to make it straightforward to include soon in a new alpha. Then, in case this feature becomes popular, other more refined ideas can be implemented later, such as: - A scouting or hero unit that the Commander can control. This unit could be used by the general to gather information about the map and the enemies in order to help him strategize. It could also be a kind of hero that could possess an aura to benefit his players in some way. If this unit is a hero it would possibly make sense to not give him fighting capabilities as that would break early game balance (hero being too strong in early game). - The players could send the general floating or excess resources for him to redistribute as needed. - In general the consensus among the players brainstorming this idea was to give The General only power of vision, scouting, strategizing, and maybe logistics, but no direct control in wars. - An interesting feature proposed by one player is that if the commander gets a hero to control he could use it to dance in front of armies during wars to break 0AD fighting mechanics more efficiently (joking! XD). Credit to players contributing to this idea: Stockfish Kakutstha guerringuerin effervescent Mucholag
    1 point
  13. I like the idea of at least giving the commander player a hero unit. Perhaps when this unit dies it can be retrained at one of the team's CCs. Furthermore, this unit can only be retrained X number of times and costs more resources for each revival.
    1 point
  14. I believe the easiest way to do it would be to make a custom map (can be included in a mod) that gives commander role and powers to two of the eight players. in general, I think it's fun to have different maps that propose different kinds of player collaboration: for instance you could have a map where one player for team (and only one) is given the means to always be raiding the opponent team eco, while the other players are given other roles, like defense, eco, expansion, and leading the big armies.
    1 point
  15. Just to give inspiration to distinguish between Scythians and Xiongnu: https://assetstore.unity.com/packages/3d/environments/historic/nomad-tents-pack-53565 https://www.unrealengine.com/marketplace/en-US/product/nomadic-tents https://fr.3dexport.com/3dmodel-desert-gobi-dome-tent-02-148636.htm https://sketchfab.com/3d-models/cartoon-yurt-4-low-poly-game-ready-e5d7941d52b44bc9a21e07ed1fab0690 https://sketchfab.com/3d-models/tent-yurt-f97ea7435a3244a0810bd77fe19a4b70 Even if it is not historical, at least it won't be stuck
    1 point
  16. 1st century BC, Sarmatian priestess, Pestchanyï (Russia)
    1 point
  17. 1 point
  18. Xiongnu Chieftain https://www.artstation.com/artwork/k4YzAy
    1 point
  19. I. 1. Make the farmstead and the corral one (small) building (yurt), (just like Norse in Millennium AD). 2. Consider building a very basic dock where they could train at least; 1 fishing boat, 1 merchant boat, 1 light (very light) warship / transportation boat. 3. Give them Ovoos as special buildings. II. (Walls and 3rd phase buildings, maybe they should unlock fortresses in the 2nd phase?) Ideas for walls*: *I remember having read that nomadic civs wouldn't were supposed to have walls. However, just looking at those ruins, the first thing that I thought about was walls. And well, those walls are... still standing up... Maybe their walls should be shorter and without the possibility of garrisoning units. http://german.xinhuanet.com/2020-06/01/139103707_15909720519851n.jpg http://www.transoxiana.org/14/Images/obrusanszky_04-tongwancheng_tower.jpg **Ideas for a fortress: http://www.xinhuanet.com/english/2020-05/31/139103031_15909222690181n.jpg http://www.xinhuanet.com/english/2020-05/31/c_139103031_6.htm Idea for a Wonder (it requires a reconstruction): https://nexusnewsfeed.com/article/ancient-mysteries/dragon-artifacts-found-in-mongolian-tomb https://www.archaeology.org/issues/365-features/top10/8248-mongolia-xiongnu-tomb http://www.kaogu.cn/uploads/soft/Chinese Archaeology/12/20151119A study of Xiongnu tombs.pdf https://edspace.american.edu/silkroadjournal/wp-content/uploads/sites/984/2017/09/Investigation-of-a-Xiongnu-Royal-tomb.pdf https://depts.washington.edu/silkroad/archaeology/mongolia/xiongnu/xiongnuarchhist/xiongnuarchhist.html **The hand-drawn last image is the only thing I was capable to deduce from those ruins, lol
    1 point
  20. I believe that all civilizations have to have their wonder, even if in our view it is something "dumb". I believe that for the Xiongnu of that time what really fits most are these royal tombs.
    1 point
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