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Showing content with the highest reputation on 2014-08-13 in all areas

  1. The basic idea was to somehow make tunneling a 'ranged' siege feature. One of the options we discussed was to create a Siege Engineer unit, who when tasked to attack a wall would build a tunnel entrance (small building) a certain distance away from the wall, but far enough to hide from ranged attack. It would take a certain amount of time to dig the fictional tunnel towards the wall - we're not actually talking about a real tunnel units could walk through The undermining stage begins when the tunnel reaches the wall, and it would slowly trickle away at the wall's health, until it collapsed. You could prevent the wall's collapse by destroying the tunnel entrance. We also discussed having other units join the Siege Engineer in the tunnel to speed up the digging process.
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  2. As LordGood knows, fields are hard to model
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  3. We had discussed creating a Siege Engineer unit for some/all factions that would undermine walls from distance (tunnel entrance location), meaning that Rams weren't always needed. Could still happen if there's enough support for it. It's probably more historically accurate than Rams for all factions
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  4. Hey guys, this is my first Map, i just played around with the Map-Editor a little. You can download it here rar file: http://www.filedropper.com/battleofeurasia1 I did not know how to play it with others, without asking them to download, so i hope someone will test it from here and maybe tell me how it went. Its a 3 player map, everyone has its unique territory and in the end its about conquering the others. nothing too special really hope you still enjoy, D3CEPTION "battleeurasia.png" goes here : C:\Users\YOURACCOUNT\AppData\Local\0 A.D. alpha\binaries\data\mods\public\public\art\textures\ui\session\icons\mappreview battleeurasia.pmp + battleeurasia.xml go here : C:\Users\YOURACCOUNT\Documents\My Games\0ad\mods\user\maps\scenarios
    1 point
  5. Thanks for the feedback! Edited Lightning/Water as well and updated the Version. My other question would be : is there a way to make a map available for others and play online?
    1 point
  6. I have some simple suggestions, I hope they could be put into consideration: Decreasing default popcap to 100. Since large army can cause lags, I think 100 popcap is more suitable for default experience instead of current default popcap (300). I know this will make the game less epic on high-end computers but I hope this could prevent new player from being discouraged because their first playing experience is lagging. AoE.II has default popcap set to 75 and still awesome as it is. Change 'Learn to play' to 'Help'. It's probably just me, but I expect a learning/tutorial campaign when I click 'Learn to play' button. I think it should be changed to just 'help' and put the button just above 'exit'. Integrate 'Language' menu in Options panel.Thank you
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  7. Hi all, here are my suggestions: 1. Chariots need more power (especially the britons chariots as at the moment there is no point in building them cos cav skirim are better as they cost less resources and have the same amount of power ). 2. Catapults need to be dubbed down (or have a set limit on how many you can build) because it is very hard if you are a civ who does not have catapults to defend against a civ who does (more so when they build like 30 catapults guarded by lots of archers and spearmen as well as a fort). 3. Forts need to stop gaining so much territory because people are just forting their way to victory which is stupid (you should be destroying your enemy with army's not buildings). 4. Please let the AI do something if a player/teammate leaves half way through a game.
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  8. Hey and welcome:) 1) I think it's a design choice. Offensive civ centers near the opponent, followed by other buildings are not uncommon though. 2) Design choice again I think, but it works without problem imo, as requiring less or no buildings works as well. Not sure exactly what's behind it. 3) I've found treasures to be a huge advantage to people knowing the map, I could often gather almost all of them even vs good players. So I'm with you on that one. There's also a little randomness factor but that's not that big of an issue for me since I'm not a very hardcore player. 4) You can always use more workers to speed it up and I think it's pretty fine, but that also depends on the game pace each player likes.
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  9. You could have drop props of different height and shape paddy terraces. It could hug the terrain, and give that terrace effect.
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  10. Perhaps. It seems like all the errors like this reported in the past have been solved by a restart and reinstall. We should probably display a nice error message to the user when they try to start while another instance is already running on Windows.
    1 point
  11. Salute. Here is a walk cycle animation preview:
    1 point
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