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Showing content with the highest reputation on 2014-11-19 in all areas

  1. Then let us just call it Village center. It just does not look natural to anyone. Farms could be extraterritorials as outposts, why not.
    1 point
  2. In my local mod I have made chariots a some different than "normal" citizen cavalry. They do not upgrade ranks, you must purchase improvements called Medium Chariot (City Phase) and Heavy Chariot (Imperial Phase) in order to make them uber good. It is my hope that I can change them further when trample damage is implemented by developer and improvements to the visiblegarrison part of the xmls that can make the archers passive garrisoned units and the chariot itself is used like a ram to smash into enemey units (trample and charge, you do still plan these right?). Like someone else said, the chariots would almost be a suicide unit (think of Petards in AOE2, but used against units instead of buildings), and the archers are just passive guys shooting at nearby enemies. I wish to do the same with elephants (but obviously less suicide and just more chaotic and crazy, for a big price).
    1 point
  3. Nice play incog... at first I thought Valar would make a fast push (after quick hunting his elephants)... but he sit on his side and lost the advantage gained (more soldiers than you at that moment of game). At middle point I realized Valar wasn't going to give you a challenge at all... specially when he set click to attack 1 of your cavalry and you just make them turn around your skirmishers who killed all his infantry (that was truly embarassing). Completed out-microed and out-macroed as you set forward CC... easy win for you. I saw from your channel some previous alphas games (A16 mostly) where you do 1v1 vs several guys... I do agree A16 was really behind in balance terms. Still a long road to walk... I'm a bit sad about it since I like 0 ad... looks like AoE 3 should have been.
    1 point
  4. I imagine pathfinding will be the topic of the next developer report. Hopefully.
    1 point
  5. For my mod I will include a "test" ship with units garrisonable on the deck. The pathfinder hgets confused because I think it runs separate paths for the ship and the garrisoned units, so the ship stutters and acts weird when you move it. I will include this test ship in a modified Ptolemies sandbox scenario.
    1 point
  6. What would you suggest replacing it with? There will always be an artificial point at which the "land meets the sky" or the game world ends, and having a visible sky complicates this (besides not really enhancing gameplay or visual quality). There's a reason it's hidden by default. In some 3D environments, I've seen them reflect the terrain, trees, etc. out to infinity with filters in place. That's probably a better solution for a first-person view, not a top-down RTS like 0 A.D. The issue is the diversity of maps we have and the possible camera angles, so no one solution seems like it would work.
    1 point
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