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Showing content with the highest reputation on 2024-08-31 in all areas

  1. Why not make it optional then? A gamesetting called "Reveal enemy civs" (which is enabled by default) There is an old ticket about it, it suggests to also hide them on the gamesetup page. I definitely like the idea. https://gitea.wildfiregames.com/0ad/0ad/issues/3971
    2 points
  2. https://gitea.wildfiregames.com/0ad/0ad-community-mod-a26/pulls Here's a list of patches for the next version of the community mod. Feel free to leave comments. A short list: Champions trained from special buildings and temples train 25% faster carth sacred cav moved back to temple as a test. This is intended to greatly improve the viability of champions that come from buildings other than the barracks and stable. Han champ building cheaper 300s, 300m -> 200s, 200m loom 150 f -> 100 f team vision tech added to the market, still available in from the cc. Walls can be built over trees, destroying the trees upon completion (Thanks @Grapjas) Archer class buff: 0.2 more damage and +0.1 move speed for infantry archers. Han Crossbow buff: +1 pierce damage and +0.4 move speed (9.6 was very close to melee move speed) Ram armor rebalance: 50 pierce armor -> 30, 6 hack -> 7. Sparta adjustments: slightly longer train time for neodamodes (reduce spam) Champion train time penalty removed Syssition cost 200s, 200m -> 150s, 150 Champions in p1 hopefully more viable Champ move speed tech in p1 and cheaper. Macedonians arsenal available in p2, bolts available p2. (in a27) Romans update (in a27) fertility festival is not needed to train women from houses (civ bonus) unique tech: roman roads, global 5% movement speed buff. unique tech: marian reforms: Converts citizen soldiers to legionary infantry, which are rank 3 legionaries and lanciarius may be trained from production buildings with an cost profile of 50 food 50 wood, 15 metal. Centurions may be trained from the fortress Onager unlocked from the arsenal (Area of effect siege) I will add the athenian differentiation soon: https://code.wildfiregames.com/D3727
    2 points
  3. I fully second Justus' comment: it looks elegant and is a very nice touch, but will probably go unnoticed in the UI. (Necroposting this thread, that I just discovered after an interaction with abian)
    2 points
  4. Would you like to have this? https://trac.wildfiregames.com/ticket/6849
    1 point
  5. The idea came from an age-old patch on Phabricator that let players cycle through the tips on the loading screen. We came to the conclusion that the loading screen was too laggy and often shown too short for this feature to be useful. So, I instead implemented a popup accessible from the main menu via 'Learn to Play' => 'Tips and Tricks' containing the (previously only) loading screen tips. There, players can take all their time to throughly read and browse through the tips. And I also enhanced its visuals by adding a new bullet point sprite, a subtle decoration below the title, and a new button style for the 'Next' and 'Previous' buttons. So far, maybe half a dozen people have seen the diff Phabricator, which is why I decided I'd make this post before porting the patch to Gitea. Here is a short video showcase: sceenrecording.mp4 Any feature ideas, any opinions on the design? Of course, the tips will continue to be shown on the loading screen as well (with the new design), but without the ability to scroll through them.
    1 point
  6. I've even made a pic for that two years ago.^^
    1 point
  7. Hopefully tree-destruction feature will prompt someone to make it more full-featured visually, by making the trees and shrubs tint red when the wall preview is waved over them. It's something I've wanted for a long time for Delenda Est, which allows all buildings to destroy trees when placed.
    1 point
  8. Thanks for the heads up. I doubt OOS will be a problem, but I typically make a test mod and send it to a couple people for testing before releases.
    1 point
  9. I lean a bit towards the idea that these kinds of uncertainties make the game (and the exploration of the territory) more interesting.
    1 point
  10. Exactly, and why you'd want to scout them.
    1 point
  11. I'd like it if the enemy's civ wasn't displayed until the first enemy unit or building is sighted.
    1 point
  12. I think it wasn't cause it gave too much info to other players. @real_tabasco_sauce
    1 point
  13. Here are the details on this part of the reforms: Swordsmen -> legionaries, rank 3 swordsmen skirmishers -> lanciarius, rank 3 skirmisher both are trainable from the cc, barracks, and army camp for 50f 50w 15m after the reforms Cavalry availability remains the same spearmen, no matter what rank, will become "Conscript spearmen" that cannot promote. The reasons for this change was that the power spike of suddenly having so many rank 3 swordsmen from spearmen specifically was too strong. At the same time, losing the spearman unit entirely would put the civ at risk to cavalry. Also, the conscript spearman fills an economic hole that would be too problematic after the reforms.
    1 point
  14. Ha! I came here to post this one.
    1 point
  15. The prevailing opinion is to do this with the Civic Center-only, as doing it with every building in the game would be very time consuming and add 200MB of art to the game. Doing it for the Civic Centers is much more doable and could be a nice visual indication of phase. Also, as in Age of Empires/Mythology, a dramatic chat message to all players when someone Phases up could be welcomed.
    1 point
  16. For now I'm afraid I haven't come up with anything easy to introduce that is interesting, meets certain standards, and is culture agnostic. If dreaming is free, I think it would be great if the appearance and height (not width or depth) of all buildings evolved with the phase, so that the complexity or modernity of their appearance and their great height would be associated with an advanced phase, and their poor/simple appearance and minimum height, with an early phase.
    1 point
  17. I wouldn't mind including this small elegant detail while also adding something more noticeable and dramatic.
    1 point
  18. Hello gameboy, my friend, for your use case, you must use the Nightly Build. It works exactly like the old SVN, but you have to redownload it. Delete your copy of the old SVN. Then in TortoiseSVN, use SVN Checkout, and use the URL https://svn.wildfiregames.com/nightly-build/trunk It will work like previously.
    1 point
  19. B- but what about the precious historical quotes? Like how sweet it is to die for one's country.
    1 point
  20. Agreed, really like it and will make a nice addition to the game.
    1 point
  21. Looks very nice @Vantha
    1 point
  22. I have no notes. Looks nice. Maybe the Previous/Next buttons should be consistent with the rest of the UI. I think the loading screen tips were for something to look at as the map loads. The flip book idea is much better and allows people to browse the tips at their leisure. The loading screen should be changed to something more relevant to the upcoming match.
    1 point
  23. also a26 was the one ending the alphabet naming convention. I don't see why next release shouldn't be of a different cycle. btw in today's industry, lack of narrative content doesn't block a game for going into early access either.
    1 point
  24. yeah I think this would be really helpful for Han crossbows in particular. When 50+ crossbows all shoot 1 unit because its a tiny bit closer than the others, its effectively almost 4 seconds of no damage dealt by the crossbows. I'm looking forward to porting it over to the gitea
    1 point
  25. One of the bigger gameplay issues that 0 A.D. has, in my opinion, is that booming = turtling. It means that every game is a complete boomfest to the lategame with little to no aggression after the occasional early rush. The problem stems from citizen soldiers and the fact that they are the best economic and military unit available at the same time. The solution I've got is to increase the gather rate of female citizens to be equal or greater than that of citizen soldiers. This should offer a dilemma between picking a safe approach with citizen soldiers or taking it risky with a women boom to have better economy. Similar in lategame, do you opt to have all women on economy to be able to field a larger army or have soldiers on economy and be safer from raids, or do a mix of units?
    1 point
  26. I like it, but it feels a bit too subtle to me. Have any alternative mockup ideas? I'd be interested in seeing what you can come up with.
    1 point
  27. I think there are not enough champions to do this. I think we could do this with Sparta as you proposed a while ago, and if it turns out well, it could either remain civ specific or become more of a mainstream mechanic.
    1 point
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