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  1. hello fellow 0 A.D players. today I started the open beta testings stage for realism mod (Alpha 27). if anyone is interested in participating in testing the new features and reporting bugs feel free to download the mod from github repo and giving us feedbacks. main intentions of this mod is: increasing realism. reducing micromanagement by increasing units' autonomy. giving more advantages for players that can do good tactics. for now, I need more tests for the separate horse and rider entities. try it through ordering any unit to turret any horse (even if owned by gaia or enemies) and report any unwanted behavior. it also has hunger and thirst mechanisms which needs few tweaks but usable with no problem for human entities. the resources mechanism now changed. instead of being able to put the resources in a very far storehouse and immediately use them to build some building, the builders will need to carry the needed resources to build (which requires the resources or storehouse be closer for faster building). todo: adding workshops for delayed converting of a resource to another (like using forgery to convert metal to swords).
    5 points
  2. What seems to work for me is to load the map in Atlas without DE enabled. So, base game, no mods. Boot up Atlas, load the map in Atlas. You'll get a bunch of those errors. Save the map as <filename>_EA or something different. Atlas has a cleanup feature, so the act of saving the map will remove the missing files once you reload the map. So, once it's saved as a new map, close Atlas and reopen it again and reopen your new map and see how many errors you get. You might still get a few, but the previously missing objects will be gone. At least now most of the missing files will be stricken from the map file and you can see what you need to replace. Only other way is to manually edit the map's XML file. Look in the Pyrogenesis Log file for the list of bad files and then go through the XML file and delete them by hand (or use ctrl-H and replace).
    2 points
  3. Kind of semi-nomadic I guess. Economic flexibility with carts, but not as mobile as the xiongnu or scythians, which also need some art if you are interested:
    2 points
  4. Maybe nomadic, but with Germanic aesthetics.
    2 points
  5. Greetings, i wanted to know if the Goth faction will be nomadic or sedentary. I want to start designing buildings.
    2 points
  6. Having combat heavily dependent on formation is the only way to ever have a combat system vaguely resembling what happened historically. As of now, switching from a formation to another takes a lot of time and makes many units do very unproductive moves, making it a problem in combat. It's not entirely unhistorical, as getting soldiers in formation could indeed be a real hassle and take a lot of time. There's a least one battle won because one side took too much time to get in formation and the enemy were able to charge them before they were ready. (no, I don't remember which battle) But there were also formations that were supposed to be easily switched from one to the other in the battlefield. So, shouldn't we have something like a "formation tree" where switching from one "branch" to the other takes a lot of time and shouldn't be done under enemy fire, while switching from one formation to another in the same "branch" is quick and painless ?
    1 point
  7. === Once, some new 0ad player created a map called "map-rheinland". It was supposed to play around a river in old Germania. He tried to imagine how such rivers might have been like, long ago. He had no experience in the game and no idea of the balance whatsoever, so he simply decided to place ore in the mountains and rocks in the swamps and rivers. It was published soon. Since the original map became unloadable with vanilla, a multiplayer / skirmish map is being created from scratch. The main thread, which you are reading now, has been edited and renamed. This could someday become a map pack. I am not sure yet. === While there is further development, i provide the mod in this thread, so it can be used until existing problems are fixed. Also, please consider that it is recommended to use Alpha 27 with Vulkan Backend for good performance / stability. Maps can be huge and contain many resources. For me it works fine with Vulkan on mid-end system. The A27 version of the map... requires Delanda Est, which does not apply to the old A26 map. For some reason, after i had opened the map in Atlas - with DE activated -, the game cannot find any objects when loading it with vanilla 0ad. I try to find out why that happens and will provide the fix. While that is so, the Skirmish version of the map is supposed to work on Vanilla (although, as mentioned, it does not, right now). But for now, it should not be played anyway. I was focussing more on the DE scenario (see below), so that the Skirmish remains kind of unfinished. TBD. The A27 file can be found at the end of this post. Delanda Est Patch On top of that, you can then use the Delanda-Est patch if you like to. It contains a Scenario (1p vs 4 AI) aswell as balancing changes for DE that are designed for this very map. So please remember to turn it off when you play another map - else it will likely disrupt the balance of the original mod. The old file... If you want to play the vanilla map, you can still get the old A26 modfile on mod.io (ingame mod menu) - but it only has 3 player slots, it is not balanced and the terrain and forests are much more generic and dull. Also be aware that there may be changes in the file structure - renaming for example. Need to get a better overview of the map Sources for creation (for myself; can contain german articles. Feel free to share knowledge about how the terrain might have looked like at the time): "Geschichte des Waldes in Mitteleuropa" - Wikipedia (has translations) "Wie breit war der Rhein früher" - the-duesseldorfer.de "Der Rhein in römischer Zeit" - neuss.de "Maps reveal the historical path of the rhine" - uu.nl "Publius Cornelius Tacitus described "Free Germania" (Germania magna) in the 1st century as "terra aut silvis horrida aut paludibus foeda" – a land, covered by horrid forests or loathsome bogs. Tacitus' Mediterranean homeland at that time had already been a cultural landscape for centuries, its forests cleared for fields, orchards and towns, to say nothing of the use of wood for home fires and maritime construction." - Wikipedia Current Map: Old image: ================================================= FILES map-rheinland.pyromod REQUIRES 0ad A27 AND Delanda Est (for now) map-rheinland-v02-patch-delanda-est.pyromod REQUIRES 0ad A27 AND map-rheinland.pyromod AND Delanda Est =================================================
    1 point
  8. I have to admitt I do like this a lot! Reminds me of my past playing settlers IV (and before) where resources must be available nearby where they are needed. Will download the mod and try it.
    1 point
  9. Well before you get a ton of work underway, check out the suebians in delenda est. If the goths should be a separate civ entirely, then you should be familiar with the suebian/cimbri buildings so the goth ones stand out.
    1 point
  10. Well it's trying to load a bunch of DE templates (and/or art/models w/e) that don't exist in vanilla, so trying to start it without DE won't work. Likewise a map made in vanilla might not work in DE because they might have restructured/renamed templates (idk haven't looked into their code). You'd probably need to make 2 completely seperate maps if you want a vanilla version and a DE version, since i'm pretty sure DE touches ALOT of files (even stuff like trees i think). If you enabled the mod you will see a mix of vanilla and DE stuff in the scenario editor, you want to disable the mod if you wanna make a vanilla version.
    1 point
  11. mmh no , since it can work differently , it can be something that decreases over time and has limited stocks (like pop) Imagine that having 0 water stocks decreases the hp of your units slowly ( like the fire effect but slower) . Losing units by thirst . Water is life after all Also, there's a real tactical implications : forcing a turtle player to go out of his walls to defend its city weak point : water supply arrival Water buildings type : those that collect and bring water : Wells, Bridge, Pump near river (similar to a dock - it's ok for storage) , Rain captors , Mobile unit (just like maurya worker elephant) those that stock water and have limited capacity (basically to secure long siege ) -> The stocks of water will go down as soon as the water supply is inferior to the demand -> Each unit will require a certain amount of water over time. Op elephants will require a lot The downside of having a great pop can be materialized by having big needs in water and so it would act like the weakest link in a strategic game. Also, since early rush is becoming too risky to beat the celts-mainland-ecobot-spam-cav "strategy" in TG, We need something that needs to reward early attacks more. 0ad needs really needs some innovations. Game has stagnated since 5 years
    1 point
  12. Remade some parts of the map, did some adjustments regarding the paths through swamps and choke points, added 3 AI players and had some good fun with Delanda Est on singleplayer Still more work to do here...
    1 point
  13. I suggest the following Changes analyse * Acceleration should be nerfed , . units have become much slower at formation or escaping . . A rush can easily fail . When big numbers units sometimes freeze for 1 seconds just because of a change of direction ( left to right ) due to rotation + acceleration . * New Techonlogies : Add a phase 2 tech that gives archer cavs/camels ability to shoot while walking but also gives slower mobility less DPM for expample 1.5s , less range 45m and worse accuracy . This will make archer cav less affective against infantry (towers ) but better against other cav which they are already too weak against. * Add siege for phase 2 : Smaller siege with less Hp , less DPM and armor, reasonably less expensive than the phase 3 ones. like rams + catapults the ratios between cost/ damage damage/armor+ hp and training time are to be figured out in relation with phase 3 siege having good siege at phase 2 really helps some civs and makes the game better ,faster more enjoable and faster -> less laggy for TGs for example instead of waiting for phase 3 one will be able to get rid of a ennemy tower in own or border territory or even attack much earlier . it opens new world of startegies because if doesn't work then most likely the attcker just slowing him self * Heros buildings: Civilisations with heros whom historically kings born in ruling family or leaders who later became kings should be trained from civic-centers . all the rest of civilisations train hero from unique buildings ( generals pallace ) . From civic centers : kushites , ptolemies , seleucides, persians , macedonians, hans. . From unique buildings : gauls , britons , romans ,mauryans, atheninians ,spartans , ,carthaginians ,iberians. Instead of spending long building time and ressources on expensive fortress which half of times no need for it but just to have a hero whom potentially will die in battle and can only be trained once. Thats why we see Roman or carthage or iberians heros for example so rarely despite thier greatness.
    1 point
  14. Well, you have to approach it as its own thing, almost a brand new game. Not in DE.
    1 point
  15. I see no problem with using the fasces, this is the appropriate place (the game) to represent them. Wanting to erase history is something serious and censorship of history is something typical of the novel 1984, if people knew and entered openly to know the history would not be forgotten. The issues will be talked about openly instead of falling into attacks with Ad hominem for example "white supremacists" or "racist" or "sexist". Most of them are unfounded attacks or without using correct terminology and many times hypocritical. There is a lot of ignorance and political propaganda with these terms. To rewrite history is to try to destroy it and to fall into ideological puritanical thinking.
    1 point
  16. The art of that symbol is based on modern iconography and not on ancient representations, you are right, there is no reason to censor a symbol just because X ideology used it a century ago. The symbol is older and is not related to facist ideology. I don't see it as Roman to use the facist symbol to represent "Romanity".
    1 point
  17. I want to say I don't have an objection to using a fasces as a Roman symbol - I'm not one to censor history because it offends modern sensibilities. But, if there is to be a fasces, it had better be very clearly based on a real Roman fasces, and not based on the flag of the Italian fascists. For example, if it had two opposing long and skinny axe blades at the top (instead of a wide axe blade and a diamond-shaped spike), like the rusted Roman fasces above, that would be sufficient to identify it as a Roman one and not an Italian one.
    1 point
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