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The latest patch for this overhaul: https://code.wildfiregames.com/D5213 I'm asking for testers to try this patch with the development (A27-SVN) version of the game. The patch includes: All-new ship classes replacing the old "light/medium/heavy" classes. These new classes have specific strengths and weaknesses that contribute to a simple and effective counter system: Scout Ships: Super weak, but good speed and vision range. Available as soon as you build a Dock in village phase. Arrow Ships: Good vs. melee ships; Countered by Siege Ships (and other Arrow Ships) Melee Ships: Each civ usually has one of these. Ramming Ships: Good vs. Siege Ships; Countered by Arrow Ships; their fast speed and 30 garrison also make them good transport ships. Fire Ships: Good vs. Siege Ships and Buildings (Docks); Countered by Arrow Ships; cannot garrison; 'Upgrade' to ignite with fire and damage nearby enemy ships. Siege Ships: Long range and strong crush attack damage; Good vs. Arrow Ships and Buildings; Countered by melee Ships such as Ramming Ships and Fire Ships. All ships can now transport Relics/Catafalques. This was a previous oversight. An all-new Tech Tree for the Dock based on the kinds of ships each civ has available. For example, "ramming" techs are only available to civs with Ramming Ships. Village Phase Fishing Boat unlocked for all civs Merchant Ship unlocked for Cart Scout Ship unlocked for all civs Fishing Nets Fishing Boats +30% fish gather rate. Unlocks “Salt Curing.” Salt Curing Fishing Boats +20 food capacity. Unlocks “Clay Amphorae.” Lookouts Ships and Boats +10% vision range; Scout Ships an additional +25% vision range. Unlocks “Exploration” for the Carthaginians and Han Chinese. Exploration Requires “Lookouts.” Civs; Cart, Han Traders and Ships +20% vision range. Town Phase Merchant Ship unlocked for all civs, except Cart Arrow Ship unlocked for all civs Ramming Ship unlocked for: Athen, Cart, Mace, Pers, Ptol, Rome, Sele, Spart Fire Ship unlocked for: Brit, Gaul, Iber. "Upgrade" to set on fire. Clay Amphorae Merchant Ships +25% trade profit per trip. Shipwrights Docks work 20% faster (Ships −20% build time; Technologies −20% research time) and are built 20% faster. Reinforced Hull Requires “Shipwrights.” Civs: Brit, Gaul, Iber Ships +25% health, but −10% speed. Naval Oxybeles Arrow Ships +10 crush damage and +10% attack range. Unlocks “Naval Ballistae” for civilizations with Siege Ships. Flanking Maneuvers Ramming Ships +25% speed and acceleration. Unlocks “Bronze Rams.” Ship Cladding Warships +1 pierce and crush armor. Unlocks “Undergirding Cables” for some civilizations. City Phase Siege Ship unlocked for: Cart, Han, Ptol, Rome, Sele Naval Ballistae Requires “Naval Oxybeles.” Siege Ships +20% attack range. Bronze Ram Requires “Flanking Maneuvers.” Ramming Ships +50% attack damage. Undergirding Cables Requires “Ship Cladding.” Civs: Athen, Mace, Pers, Spart Arrow Ships and Ramming Ships +25% health. Burning Pitch Civs: Brit, Gaul, Iber Fire Ships +25% health and +25% attack damage. Flaming Projectiles Ranged Warships +10% attack damage. This is for those civs who only have Scout Ships and Arrow Ships enabled, but no Melee or Siege ships: Currently just Kush, but may be applied to upcoming Germanic or Nomadic civs as well. Arsenal of Philon Requires “Shipwrights.” Civs: Athen Warships +1 health/second self-repair rate. Not implemented, but may in future patch: Marines All Warships +40% capture resistance. This is for all non-Roman civs if we implement Corvus Ships that capture. Currently removed from the list. Juggernauts (“Tessarakonterēs”) Requires “Shipwrights.” Civs: Ptol Siege Ship +50% health, +25% more projectiles, but −25% speed. May get rid of the "Juggernaut" ship template and replace it with this tech.3 points
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It's time to present a blender project I've been working on lately, which is a set of buildings that make up a roman castrum. Contubernium (Barracks) The contubernium consisted of 10 units of 8 soldiers and one centurio, I had to cut it down to 6 stalls, so that it wouldn't be way too long. Horreum (warehouse/storehouse) Horrea were special warehouse to hold mostly grain. The floor was elevated to keep it dry. The walls needed to be strong to withstand the pressure from the filling. Principia (Main Building) The Principia was the main building, were the administration was situated and the standards (Aedes) and valuables (Aerarium) were kept. The big basilica was used for gatherings of the troops. Gate (Porta) Walls (short with stairs, medium, long, curved) It's a work in progress, so still some things are missing, especially (normal, spec) texture improvements and more props. Climbing plants like ivy would look good on it. Some parts still look a bit empty, especially the roof parts. The Gate animation is still missing. Possible buildings to add could be: Praetorium Porta praetoria (Bigger and fancier gate) Wall towers Calvary barracks I'm gonna add references later. I know that for now there might not be much use for it, maybe for some mod or scenario. To make it constructable ingame a js wallplacer helper would be helpful. Anyway, it was fun and I learned some more blender and gimp stuff I guess. Let me know what you think:) castrum-0.27.0.zip2 points
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Right-click "Download Raw Diff" and Save As... to your computer. Double-click the saved file (should be D5213.diff) and a dialogue will open (if you have SVN installed). From that dialogue, choose File -> Apply Patch... Choose the folder that the "binaries" folder is in. Another little dialogue will open. Select "Patch all items."2 points
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no, players can't interact with actors, they have no impact on gameplay. The files in simulation/templates/... (entities) take an actor file and add information needed for how something is handled in gameplay https://sketchfab.com/3d-models/castellum-de-horbourg-wihr-alsace-france-7d888d51e229455c917e71122268319b nice 3D work of a castrum in France2 points
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that's props/flora/reeds_giant.xml if you open the map in Atlas you can click an actor while holding ALT, this will show you the name of it2 points
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I have the intention of recreating some parts of the roman limes as a map / multiple maps. Such models as yours will be of great help. will stay tuned.2 points
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Ive had some tennable, easy and highly effective solutions for forever, even wrote out much of the post few months back but couldnt have been asked to finish. If enough people are interested id be more willing/motivated to finish it, since im off 0ad for a while and idk when ill feel like getting back in, could be a good time to post. If this post gets 15 positive Emote things, ill do it.1 point
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Hey all, I made a scenario map about the Roman Limes (latin for border), more specific the Upper-Germanic and Raethian Limes. The Limes was a Roman border defence and controll system against celtic and germanic raids, consisting mostly of walls, moats, palisades, towers and military camps. The land in the middle of Europe was mostly covered in forests and swamps, what complicated warfare for the Romans. I hope you'll like it Overview (spoiler alert): some references: https://wildfiregames.com/forum/topic/35014-inspiration-for-map-creators/ https://en.wikipedia.org/wiki/Limes_(Roman_Empire) https://en.wikipedia.org/wiki/Limes_Germanicus https://en.wikipedia.org/wiki/Castra to add an ingame preview, copy this to \binaries\data\mods\public\art\textures\ui\session\icons\mappreview @Stan`, @wraitii hope you can give me a hand now to make the palisades and towers not lose capture points outside of the territory the_limes_2p.pmp the_limes_2p.xml1 point
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Actors do not interact with the game simulation in any way. Entities do. So, yeah, you could say many actors are merely "decorative objects", but every entity has an actor too (actors are sprite you see, while the Entity is the file that interacts, has stats, etc).1 point
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It would be great to have complete models for this so they can have AO maps and such. Would look nice and natural. Can make the entrance of the mine a separate object that can be gathered like a metal mine.1 point
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I could add this back into the base game as an Atlas object. (Might even make a patch and post it up on Phab to add a 3rd level to the Roman outpost and make it this). This type of map could make a cool random map script where the map is divided by a Gaia wall and players have to break through in order to reach their enemy's side.1 point
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I honestly think "Limes" could be a cool either map type or random map. The map would be divided by Roman walls into sections by number of players. The walls would be Gaia and have to be broken through in order to get into the enemy's side of the map. So, two players would have one long wall down the middle of the map cutting it in half, etc.1 point
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Is it a system hourglass cursor or in-game one? Do you have any mod installed? Could you record a short video? Another way to possibly solve it is to change the type of the cursor. For that you need to add the following line cursorbackend = "system" to your user.cfg (you can find a path to it here: https://trac.wildfiregames.com/wiki/GameDataPaths)1 point
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hi all, I had this idea, lets make a thread for map creators where they can get inspiration from. Many of you probably know alot about history especially around 0ad timeframe, and know about interesting battles that have happened or places to recreate. The idea is to share that information here, so that a map creator can pick it up and start working on it. To keep things clear with a nice overview it's probably best to use a format e.g.: ---------------------------------------------------------------------------------------------------------------------------------------- Name: Battle of Thermopylae Type: Historical Battle - Sources - Docs Source Vids Source Pictures Source Source Maps Source Comments/explanation ---------------------------------------------------------------------------------------------------------------------------------------- If you wish to contribute i'm sure the map creators will be thankful, at the very least i am. Copy and paste the format from above and start sharing (Keep the comments/explanation in a spoiler tag please, for better readibility of the forum). Looking forward to learn some new history. A few last notes. If you as a map creator decide to start working on one of the projects, please call it out in the comments section to prevent more than 1 person working on the same thing. If you decide to share a battle/historical place make sure your sources are solid, i learned from battle of thermopylae that alot of sources are not credible and often contradictory. Sometimes more than others you will get fed biased information/stories much like the spartans themselves did.1 point
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I tried to represent a roman castrum, so I think the fortress makes more sense there, also the civic center looks too big in there. But if it works better in another way I'm also fine with it I don't have much freetime and I won't be active so much, so feel free to improve the map however you want (I won't be able add the new terrains as well). I'm kinda proud that it get's some recognition anyway Thanks a lot!1 point
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Related changeset: rP25458 - Allow decaying only in enemy territory. (18/May/21) Proposed patch to add it to more structures: D4339 - [Gameplay] Expand the number of structures that do not decay in neutral territory. (10/Nov/21)1 point
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