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Showing content with the highest reputation on 2023-10-27 in all areas
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Hi all, After my enjoyment of 'hyrcannian shores' which is a nice hybrid (water+land) map, I decided to make something a little similar. Coast Range is a hybrid map with players placed in the middle with forests, food and some small rolling hills. The nearby sea has plenty of fish, but on the other side, a plateau rises from the hills with plenty of metal and stone, but no forests and no food. There is stone and metal among the middle, 'rolling hills' section, but it is only the small stone and metal mines. There's a couple additional things I'd like to do: 1. Make the coast a little more beach-like. 2.Give the plateau a little variation. It looks too straight. Any other suggestions?2 points
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Dear all: The hero units, especially cavalry units, have thousands of health, top tier armour and insane attack values. They are absurdly strong as individuals, quite undying. Many people use the hero to distract large armies and absorb huge amounts of damage, while others can plunder a whole base with a single hero unit. I think we should decrease the stats of heroes themselves to maybe slightly stronger than a champion, or even unable to attack, such that we have to work on protecting the hero (makes more sense to protect the important people in a society) instead of using them as a meatshield. Let me know what you think1 point
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map_placement.zip This has all the placement options on the random maps, and also contains the new migration as well as the Coast Range map. For coast range, there is a bug with a couple of the biomes, so just use subalpine for the time being.1 point
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these suggestions' fits more in the Realism mod than in public mod. since they're more about simulation than for fun.1 point
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in my mod, when a unit gets very hungry it will start looking for food. but if can't gather food. it will simply start losing health. for the maintenance of buildings/mechanics, you can give them some small negative health change. and require resources for repairing generally.1 point
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yea so the buildings are placed on a tile system like in aoe2, but the physical building has a 1/2 tile perimeter where units can still walk through. So you can't make house walls like in 0ad or aoe2. Another thing about aoe4 is that all civ bonuses and mechanics are these basic inert bonuses that you either decide to use or not, there is no skill-based execution component for the player to master. While the learning curve is tough for aoe2, its obvious that the depth of learnable skills and strategies are what has kept the game alive for so long. people argue about civs being the same in aoe2 and that aoe4 has improvements here, but the civs in aoe4 just look different. Every civ in aoe4 has to have some kind of gold generation trickle, it just appears in gimmicky new ways. Also many of the units for each civ are unique units, which makes unique units... not feel unique.1 point
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that's indeed the risk. The point is that I like to specificity of the citizen soldier, and we loose a bit this aspect at later stage in the game when the big powerful unit can be acquired. Having a mechanism that penalize a big ratio of unproductive unit over productive unit is therefore appealing and works towards the specificity of 0 A.D.1 point
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I reworked/rewrote the five texts of the Spartan soldiers, as they were (in comparison to the Athenian soldiers) too short, and not at the level of detail, style and cohesion that I want them to be. I also rewrote the champion pikemen, even though this unit is currently not in the game, but it can be used in campaigns and mods (I think they are in DE?) https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/60/files Here is the text about these Spartan Phalangites (Champion Pikemem) (I wrote more about Cleomenes rather then the unit itself, because there wouldn't be enough to talk about): Infantry Spearman (Perioikoi) Champion swordsmen (Skiritai) Champion Spearmen (Spartiates) Infantry Javelineer (Helots)1 point
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@man_s_our all mods that are related to the creation of new civilizations depend on a good level of work and time to be carried out, the good side is that much of what these civs need can (and should) be reused from other mods or even from the main game, see in particular Umayyad civ from Millenium AD - REVAMP, they need better models for the buildings, they weren't one of my most inspired creations, Middle Eastern architecture is very different from what I did with Mayans or Japanese. If you need tips, don't hesitate to send messages.1 point
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Hello Stan. I know all too well the feeling of not being able to carry on anymore, despite wanting to. You have been an extraordinary leader and the best successor I could have had when I decided to step down. You should indeed have absolutely no regrets, including in this decision of stopping and focusing on yourself and your health. Others have worded it perfectly during these ten past days: thank you for making 0 A.D. the best game that exists. I am certain that, thanks to your work, the project will endure.1 point
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HI, while I am new to 0 a.d., i do have one or two suggestions that I think could make the game more interesting and require more stratgic management without increasing what I have seen referred to as "micro". I do think they are manageable in a code, but I may not have enough grasp of the process yet to foresee the complications... Suggestion: get an OPEX cost: As I see it now, we only have CAPEX costs to unit and building. Once we spend the resource, the unit/building is available as long as it is not destroyed or captured. However, that does not feel right. Units will at least have a running food costs (mercenaries would have a metal ore costs maybe as well), and repair and maintenance on building have a resource costs in wood/stone/metal. Hence I think it will be nice that as your civ grows, its running costs increases. The rate of gathering resources would therefore have to increase as well. Not enough resource, building will start to loose strenght, and not enough food you might as well have unit loosing health. --> impact on gameplay: reduce the possibility to create large group of non productive units. You just can't keep xx elephants for example, it will give more importance to worker / citizen / soldier unit, which I think ties quite well with the historical context. --> how to code it: add a resource OPEX costs to each unit/building, and a degradation costs proportional to the deficit in each resource. Engine will then have to tally the cost over the whole civ (updated at each unit/bulding creation and destruction) and manage the degradation. The deg might not have to be applied at each time step to ease the computational burden. Additional indicators get a moral status it is touched in a few active threads right now, but it would be great to have a moral score for the whole civ, with bonus/malus over the full range of activity. The morale score will be based on the following elements: stock: high level of stocks of resource is good, it provide security, feels good for the population -> higher moral. To be related to Opex costs above, a deficit in running costs of civ is bad for moral as well spirituality: from age II, the ratio of temple / civique building / priest to citizens should be valorised in morale of civ. The threshold should be discussed ratio women / men: to low a ratio of male to women in civ is bad... we should obviously not aim for 50/50, it is a game, but I see the point of valorising having more women, makes it also more needed to defend themhero: having a Hero is a morale boost high ratio of mercenaries => bad for social cohesion, malus to moral city quality: it was mentioned in the thread about athenian houses for example, you could have a morale score if you develop better housing. Paving could also be introduced (age 2 onward) to improve the city relative dev: it is a competitive game after all. Moral should be higher if your civ is more developed than competitors. relative size of territory should be valorised, having a wonder when the other civ don't have it yet, being at a more advanced age, having unique tech or units Having a powerfull ally would help for moral --> impact on gameplay: we'll have to manage our civ a bit more, keeping in mind more parameters. it valorise expansion, and therefore risk taking, which might be fun. You compete also with the other in dev level, therefore not only looking only at military strenght. Nice message from you population could appear on screen, such "We need more priest!" or "wtf, the xxxxx already have a wonder, how come our great civ is so backward!", positive ones also such as "we are so proud of our new fortified dock, let's build quinquereme now" --> how to code: probably not too complex, engine will have to keep track of a few kpi. no need to do it at every turn as well, that's something that can be computed on a rather long timescale. that's it, sorry for the very long post. I understand that it would significant change in the philosophy of the game so it might not interest everyone...1 point
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Maybe we can just make an option so everyone can choose the most attractive one.1 point
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We don't have to cite excerpts. And as long as those books are legally available to the public in any way (store, online, at/from library...) I think it's fine to name them as source.1 point
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Seconded that you should refrain from such comments. This is a community of history enthusiasts, and some are liable to take umbrage with claims like that. While it is true that the ancient Jews did suffer long periods of foreign occupation throughout their history, so did almost everyone else in the region. And during their periods of autonomy I think you would be hard pressed to argue they were perfect models of principled restraint. They did their fair share of conquest and war crimes to their neighbors, just like their neighbors did to them. It's well documented in the Tanakh. You are free to believe whatever you want, but if you wish to participate productively is a community like this you need to follow certain rules. Those rules are set by the majority consensus. They include not casting blanket judgments on the moral worth of any ethnic group relative to others, and not judging the behaviors of ancient peoples by modern standards. And more broadly, where no consensus exists on standards of behavior or acceptability, we default to a permissive standard that prioritizes historical accuracy. Thus it doesn't matter whether you believe the portraits are modest. What matters is that there's no majority consensus about what modest is (beyond possibly a bikini level of minimum coverage, and even that might be contentious), but we do know some ancient (and modern) groups followed different conventions of modesty. So what we have now is the right standard. If you don't like it, make a mod.1 point
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Refrain from such comments. This is a game in which you can kill and destroy other people, and the thing bothering you is seeing the belly of a woman?1 point
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Based on how many arrows it takes to kill a hero, 0 A.D. - the same fantasy as Red Alert 3.1 point
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This is a perfect reference!!! Thanks!! ) Yeah!! That's my idea!! I would like the final result to look something like that. My reference have been also Apollinary Vasnetsov's paintings.. I think he depicted very well that rural / traditional side of Russia (albeit romanticized and not historically 100% actual.. but I think is pretty close!)1 point
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Guys.. let me introduce you the new Rus civilization for Millenium AD!! Finally, after some troubleshooting and a quick deep dive into 3D modelling, I managed to bring my customized CC into my new civlization!! Since now I was only experimenting with dummy models, but now I think I can really transfer those initial concepts to the actual game! Thanks to everyone that answered my doubts/questions!! It had been a big, big encouragement to not despair from the very beginning! EDIT: yes, I can still make that model a little bit prettier.. but overall is a decent result of what I had conceptualized! Next one: add props, decals, etc... Rus_civic_centre_08.blend Rus_civic_centre_08.blend11 point
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Okay, a couple of other ideas (if they will ever see the light): Heian Japan The Heian period (平安時代) is a period from 794 to 1185 beginning when the 50th emperor, Emperor Kanmu, moved the capital of Japan to Heian-kyō (modern Kyoto). It is a period in Japanese history when Chinese influences were in decline and the national culture matured. The Heian period is also considered the peak of the Japanese imperial court and noted for its art, especially poetry and literature. Heian (平安) means "peace" in Japanese. Despite the name, this period of relative peace was precursor of future internal wars inside the Japanese Empire. In fact, Japan during this period was fractured among various feudal lords. Although the Imperial House of Japan had power on the surface, the real power was in the hands of the Fujiwara clan, an aristocratic family who had intermarried with the imperial family. Playing with the Japanese, each territory around the Civic Center is a feudal province. To progress through the technology three you have to build several buildings around the CC area. The concept is “synergy building mechanic” to unlock techs. (will it ever be possible to try this feature, technically speaking?) The central building in each province is the “castle”, the residence of the Shogun. It’s a centre of power and wealth. It unlocks élite military units and generates a trickle of metal, but doesn’t shoot arrows so it can’t be used for defence. Japan excels in the late game with powerful units and techs, but it requires a slow buildup that makes it vulnerable to early attacks. Army Most of the Japanese army is composed of levy infantry from the peasant population (Citizen-Soldiers). They’re relatively cheap to train and quick to die. But the rest of the “core” of Japanese military is composed of specialized heavy infantry that is provided by the feudal lords in the castle. The cavalry is composed of nobles from various clans. They have heavy pierce and hack armour, but this slow down considerably their attack Economy Overall the Japanese military is strong and specialized, but slow and expensive. So a solid economy is required to sustain such an army. Metal and stone are the most important resources to build advanced buildings and train champion units. The castle provides already a metal trickle helpful in the late game, but the rest of the economy is sustained by the peasant population that work endlessly in the farms and in the forests. The class of citizen-soldiers and rōnins is particularly inefficient in gathering resources, so an elevated number of villagers is required in the economy, making it vulnerable to raids.1 point
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I think that in some civilizations, women's appearance is not modest. I would be happy if their appearance in the game would be changed to a more modest appearance. If you don't intend to do it with everyone, is it possible to at least have such an option?0 points