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Showing content with the highest reputation on 2023-10-15 in all areas

  1. Definitely was the answer I needed and now I got swimming stuff to work, thank you for pointing me to him! https://www.moddb.com/mods/hyrule-conquest/videos/they-swim-now
    1 point
  2. I think houses in the game look better than the reconstruction and that's an artistic license. artists who make the buildings models are always trying to give a visually rich representation of them, which is not quite the same as four walls with a roof that shows a small opening... a house of that kind would have a porch and items in the inside that our artists will rather depict in the outside.
    1 point
  3. I'm not sure how viable it is to fix Socrates, but his appearance does a disservice to how ugly the man truly was. Observe this bust.
    1 point
  4. FYI: Dog Kennels for Britons have been reintroduced with changeset 27890.
    1 point
  5. I agree the houses aren't 100% percent historically accurate, but I believe they're historically accurate enough. Yes, Greek houses were probably bigger in scale, but this is a video game and there are other liberties taken with all the other buildings (there's no such thing as a civic center, and Sparta really should have Helots and no Trading.) Gameplay wise, I think it'd just clutter things up. Why two houses? There's simply no benefit beyond a civ's special power. If someone wants to add more cosmetic ones, that's great, but I'd hesitate giving the civilizations a wide variety of buildings for skirmishes. For places, however, where history and gameplay are at odds, we're working on an encyclopedia to clear it up.
    1 point
  6. Sasanians I think can have a full roster of siege and armored War Elephants. Siege, I'm thinking of Dura Europos and how the Sasanians took that city. Parthians I think maybe just Battering Ram and no elephants.
    1 point
  7. The problem in 0ad is that these attacks have either no stakes or too high stakes (destroy the player, or at least the player's economy). There is very little occasions to have a battle for a clear but secondary stake (like controlling a strategic point). Also, when they're strong enough to be a threat but not to kill you, what make them unfun is that the resource they actually deplete is the player's attention/concentration, much more than the Civ's army or economy.
    1 point
  8. This priest is on the juice for sure.
    1 point
  9. I like games where first (or major) attacks happen in minutes 5-11. Otherwise it feels like everyone is polishing their swords for the whole game … boring to me.
    1 point
  10. This is possibly nothing new - boats can be now built with turret mechanics. Units transported by them will sit down unless they have something to attack in range. Currently, the boat also slows down proportionally to the number of passengers.
    1 point
  11. Another update brings a new unit and a new feature. The unit - Child - acts as a cheaper "civilian" unit, which is less effective at hard works like lumbering and mining, but gathers fruit well. Boys have a bonus to carrying capacity, girls have a higher resistance. As my grandfather always reminded me that Romans found it important to know how to read, write and swim, I always found it somewhat surprising, that in most Rome-themed games not even Velites can swim. This is, of course, not acceptable for a light-infantry-focused faction. Thus, Warriors - both basic and skull-upgraded - are now able to swim. That is, they can traverse deep water with a small penalty to moving speed. A hack was needed in UnitAI component to make the specific animations for idle, moving and attack states. "don't mind us, we're just having a bath" Little update - now I understand how to calculate the depth, so the swimming mode should be triggered correctly.
    1 point
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