Leaderboard
Popular Content
Showing content with the highest reputation on 2023-12-17 in all areas
-
it works indeed! Thank you all for the help. Looking forward to start contributing3 points
-
yeah my 50% against (ignoring any art development effort) is that with the CS model, armies are very large, so having to get specifically transport ships for this would make army transport even harder than it already is.2 points
-
A few problems I have with transport ships are: We already have a lot of ship classes. The other ships can already garrison and transport units. Do you want to take that away? Transport Ships have a very limited utility. You transport the army across and then you'll probably delete them because that's all they do. Or you'll station them near your shoreline in case you want to ferry more, but that's just a bunch of idle time for a supposedly crucial unit. I'm 20/80 against lol2 points
-
I would like to join and do some C++ development work in 0ad. However, yesterday I tried to get registered in all the services (Phabricator, trac, this forum), and I found the same problem in the 3 places: I got stuck in the "verification email" step, basically I did not receive any email at all. So I cannot open tickets or communicate with anyone, and at the moment I am crossing my fingers hoping that this message will get published Any help to reach out to an admin who could help me is much appreciated. Really looking forward to join this community!2 points
-
2 points
-
2 points
-
As also suggested in this threat, the wall could very well be owned by one of the factions provided we find a balancing mechanism that provides disadvantages for the faction owning the wall. This would be more historical than a neutral wall separating two (or several) factions. As an example, such balancing disadvantage could be fewer resources for the wall-owning civ. In fact, I could even magine a scenario where one faction is placed in the centerpiece of the map surrounded by walls and several other factions surrounding this area can be available for attack or support. Alternatively, a scenario like the siege of Alesia by the Romans would be interesting. Here, the centerpice would be a fortified Gallic city with Romans surrounding it between own double walls (having however not many resources) and support troops arrive from outside. Just phantasizing...1 point
-
Would not mind having the wall belong to one of the factions (like in the limes case or for Hadrian's wall - or the great chinese wall). In return to this "unfair" advantage we might want to deplete resources a bit on their side, e.g. less stone or metal. Alternatively, a more complex scenario could be envisaged where the faction owning the wall would be threatended by Gaia on their own side, e.g. a village that was originally a peaceful ally would turn into hostilities after a certain time. This would try mimicking treason as happened in many cases in history (must be scripted - trigger could be an attack by the adversary or whenever anyone crosses the wall).1 point
-
1 point
-
I've been dreaming of that for a long time, would be so nice to have that. Maybe also an option for one-sided, unfair border, which is nice against AI. Could include a random map script for a castrum as well. So far I don't have experience with random maps though Would be nice. Maybe I could create a new tower in the future. I've visited some limes tower reconstructions and collected references. I'd like to have white plaster included. Ground level entrance bothers me too, should be second floor with a ladder.1 point
-
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.1 point
-
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
-
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
-
I have modified Atlas to work in isometric. I replaced line 233 of /source/tools/atlas/GameInterface/View.cpp original: camera.SetProjectionFromCamera(*g_Game->GetView()->GetCamera()); new: camera.SetPerspectiveProjection(1, 512, 0.1); It can be done! More work is needed to export the 2d images.1 point
-
1 point
-
1 point
-
1 point
-
1 point