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Showing content with the highest reputation on 2024-11-07 in all areas

  1. In the community mod, you can also get a nice experience with spartan hoplites. Basically you can train them in phase one and they promote to Olympic champions which are the best spear infantry in the game. People tend to play the community mod fairly often, and the changes are less sweeping than what @Emacz has put together. you can get the mod in settings->mod selection-> download mods
    2 points
  2. Do you by any chance have any plans for narrative campaigns? I'm wondering if in some secret corner of wildfire games there is an idea to follow with the narrated campaigns.
    1 point
  3. I just had a question about how this affects unit chasing when cavalry are chasing infantry. It turns out the difference is pretty minimal and is hard to capture on video. The concern was that the range checks during the repeat time would cancel a jav cav's attack, making chasing buggy and ineffective. So, i did a quick test: 5 mercenary skirm cavalry chasing 20 regular skirmishers. with the change, it took 1:46.65 to kill all the units and without, it took 1:56.49. I don't think there is a mechanism for interrupting the jav cav's attack: once the cav can attack an enemy unit, the attack will take place. What this approach eliminates is the case where a cav can launch 2 projectiles from the same spot in a chasing scenario, with the second one being substantially farther than the unit's range.
    1 point
  4. When i re-introduced non-random arrows to the current version, i balanced p1 building arrows on the weaker side out of an abundance of caution. 2 default arrows is closer to the sentry tower's original dps, so i think its appropriate to try it out with 2 arrows. the change to the sentry tech is important because the value of adding 1 arrow to a tower depends on the number it already has.
    1 point
  5. Sounds good for campaigns, or some scenarios.
    1 point
  6. In city builders, for example, you allocate some stock for warehouses and warehouses for markets. Then from the warehouses and commercial market allocating resources. In Caesar III you use the warehouses and leave them open to trade, that's where the caravans arrive. The one above trades timber. Then this building fills up and the merchants empty it.
    1 point
  7. Or maybe with a commercial stock, nobody in real life starves from trade or runs out of resources from trade, a percentage is always produced for the local market and another for the export market.
    1 point
  8. It has limits, which is the resource for which it is exchanged.
    1 point
  9. https://gitea.wildfiregames.com/0ad/0ad/issues/7188 from what I can tell, the bolt shooter fix will need to be in the c++ code, so it can't be done in the com mod :C
    1 point
  10. Hello, I've been playing 0 A.D. for a few months now, and my main civilization is Sparta, as I have a deep admiration for the Spartans. However, I was disappointed to discover that they don't have the strongest champion hoplites in the game, even after the champion upgrade. This seems surprising considering the Spartan civilization is lacking in several other unit types, including a variety of ranged units, cavalry, and siege weapons, as well as stone walls. Because of this, I believe it would be fitting for Sparta to at least have the strongest standard spearmen (which they do, thanks to the Hoplite Tradition upgrade) and also the strongest champion units—something they currently lack. Thank you for reading this message..
    1 point
  11. @Emacz 's mod introduce a lot of changes that makes you play differently then with usual vanilla/com mod civs (In witch all civs can be played nearly identically). You can have a great time having to think about optimal times to attack with this new mechanics, and very often, it is leaning toward you attacking early on, because of the slow economy of Sparta as an example. You also have a lot of changes on how you balance your economy with Spartans. When successful, you might manage to get a small group of elite units capable to fight off a player that had a much larger economy then you, right before his economic dominance become a problem. On the other hand, the community mod champions in p1 are only viable on very specific map/settings. The only times I felt they would be good is on "fortress" map where you start with extra stone and metal from treasures, and have a market to buy more metal from others players selling metal for food/wood.
    1 point
  12. I'm kinda opposed to this. it's good to have this structure for art I guess, but I think that for gameplay it's bad. Why should two greek city states like Athens and Sparta play alike? One is a thalassocratic democracy with a stratified social system, the other one is a militaristic oligarchy with a frozen society and political system. They would have a similar military in many regards, but the eco should be different, and new players should not feel like they are the same at all. agree with campaign-specific civs, I think they are a cool idea.
    1 point
  13. Umbrella factions I have an idea with this, a game mode. You start with a generic faction and evolve it. I won't give any more details.
    1 point
  14. I guess it works ok for campaigns, but like @wowgetoffyourcellphone said, its seems fine to just make a campaign only civ as needed. However, I am completely and totally opposed for what this near complete rework of 0ad civ design would mean for multiplayer. 1-click strategies (chosing civ specifications upon phase up) results in cheap gameplay. If the civ design itself depends on what option you choose then the game could be decided by clicking A when your opponent clicked B. The same thing goes for the "cards" you get in aoe3. additionally, it would mean each umbrella civ is capable of a massive number of strategies which makes trying to counter them or shape the game early on pointless. (an example would be denying metal when your opponent is likely to go for mercs). Since phase 1 is the generic "umbrella" civ it means we will lose many interesting and fun p1 civ bonuses, like the spartans p1 gameplay, or briton p1 gameplay which often involves slinger rushes and forward builds. How would Iberian walls work? Would this not force the Lusitanians to start with walls?
    1 point
  15. It would be interesting to include, especially if it gives you extra units and unique technologies. It's like the one you included in Delenda est, each game with the same faction would be different.
    1 point
  16. Indeed, seems to be asking a Rome:Total War question
    1 point
  17. Again, you assume a lot. The original designers had plenty of "vision." However, they limited the game design in order for it to be a feasible project. The generic Hellenes faction was eventually split from "Hellenes" to Athenians, Spartans, and Macedonians, since the original Hellenes lumped all "city-states" into one Poleis sub-faction and then the Macedonians as the other sub-faction. Essentially, it functioned much like the old Seleucid reforms techs used to, by simply unlocking a couple of different champions and heroes. This was very limiting and didn't allow the game to show the real differences between these historical civilizations, so the idea to split them up into their own full-fledged factions took root. I'm glad it went that way. Quite frankly, all three of those campaigns would be possible with only some minor adjustments with the current civs we have as-is. This concern alone isn't enough to add additional complexity. Triggers and custom assets for a campaign have always been understood as necessary and would be enough to tailor the civs to anything we need. The game is already supremely diverse and respectful of ancient cultures.
    1 point
  18. Hello, community mod players This is possible to add this to the community mod, although it comes with a pretty minor performance decrease. On the upside, we get more responsive engagements and unit ranges hold true no matter where the target travels. The benefit to testing this in the com mod is we get an idea of the balances effects as well a more complete idea of the performance impacts. On the balance changes, I expect this to make retreating less punishing, improve spear cavalry chasing, and make ranged units easier to micro around melee units (ie like for ram ships). Are you all ok to try this out? I'll also look into the bolt shooter unitAI.
    1 point
  19. Looks like a sweat lodge where they clam bake with cannabis. Probably not far off?
    1 point
  20. Have the experiments been conducted? Can the map be overhauled? To fairer seeds? I think the wood placement is total BS. Speaking of res: These are three different things, if you couldn't tell at first glance. I think the rock doesn't look rocky enough, the metal not metally enough and the clutter too minerally. Edit: Oh, and all the "eye candy" bushes can go. I don't like them anyway, why would they look like wood when they aren't; makes this confusing map even more confusing. Best replace them with actual bushes. Edit2: some more BS One of these logs is actual wood, the other "decoration".
    1 point
  21. Thanks!! Gio, yes Ive tried to modify Sparta and make them a little more historically accurate and give them the strongest hoplites in the game!
    1 point
  22. I discovered this after having my Spartan champion 1v1 my buddy's Macedonian spearmen champion and lost.
    1 point
  23. Replace index with something more appropriate. In favor of democracy and freedom of expression and real ethnic diversity... I put it in the vulgar Spanish of my region. Note: is not an inappropriate expression.
    1 point
  24. @Vanthaand I talked about it a few times, nothing conclusive, I do have some ideas.
    1 point
  25. I was thinking about the Egyptian AoE campaign... And a little bit about William Wallace's campaign. The first escenario in AoE is hunting, we can combine this with foraging farming and explore Which are the following scenarios. In the following, you will learn how to increase the population, use the corral, capture animals, research technologies, prepare defenses and withstand an attack, as well as pass the phase. The following map would be water. Water exploration, fishing and trading as well as preparing for a second CC expansion on the other shore and offensive combat. Those would be the first 3 maps of the learning campaign.They are not all that there would be, but it is the basic idea. I leave the source with the link for more ideas. https://ageofempires.fandom.com/wiki/Ascent_of_Egypt
    1 point
  26. Such a grande planne™ is fine and all, but would take 20 years to complete. I got time (I hope), but just understand how much work this is. Starting with a tutorial campaign as you mention there is key to such a plan. It proves it can be done and with quality. Personally, I don't want something just thrown together. We are long past putting low quality content in the game. While this stipulation slows things down, it at least keeps the game consistent. So, let's develop a tutorial campaign first. Block it all out, scenario by scenario. Decide what the goals for each scenario are first. Here are some random thoughts: It would be a cool "behind the scenes" thing to name each scenario after a piece of music in the game (and then have that piece of music by the first song you hear). Each scenario can be a different faction, so the player can passively get comfortable with the varied factions, at least comfortable with the aesthetics and names of everything. Each scenario must have a goal in mind and revolve around that goal. "What are we teaching the player in this scenario and what are the steps to do it?" The goals for each scenario should have a natural progression and escalation. Start with basics and work up to higher level things. We can't teach every single UI feature, hotkey, gameplay feature, or strategy in one tutorial campaign, so choices must be made on what to teach and what to let the player discover on their own. We will need UI code to allow us to highlight things in the UI. Flashing icons. Circle overlays, etc. And the trigger scripts for these things. So, if the narrator tells the player to click the Hoplite button in the UI 5 times, then that button should flash and we have some kind of overlay to highlight it (a circle over it, an animated arrow, sparkles, something). Not only does this help move things along, player will expect this kind of user experience polish.
    1 point
  27. I like seeing it like this, in graphical form which creates immersion, rather than just a list of scenarios as in more modern games. The reason it's no longer done like this is less about and aesthetics than about the fact that it takes time, energy, etc. ($$) away from development elsewhere. Since we don't have a budget per se, the money consideration is taken away and all we need is someone to come along and want to create the assets to make this work, then have a programmer who wants to slap it together. Once the framework is in place, then creating the 2D assets for the maps and icons to click for the next scenario is pretty simple. Creating the campaign(s) and scenarios themselves doesn't have to wait for some great UI like in those images in order to commence design and construction. The game already has the "simple list" UI for basic campaigns.
    1 point
  28. Colossus of Rhodes complete, by @nifa
    1 point
  29. Maybe someone has been watching too many Batman movies and playing too much Grand Theft Auto. Anyway, GTA has a lesson: there's always a higher power that can be brought in to counter whatever firepower one brings to the situation.
    1 point
  30. Some little update, finally. wackyserious on X: "XIIIAD (13th Century Mod for @play0ad) here's some slow development progress. #13thCentury #MedievalWarfare https://t.co/ksJ44Nmax1" / X
    1 point
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