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Showing content with the highest reputation on 2015-02-17 in all areas

  1. As has been stated already, the base game is unlikely to have additional factions added to it now, I personally think we have too many already However that doesn't mean I wouldn't love to see more geographical faction variety added through modding. Kushite-Nubians are a great choice for an African civ, the architectural style is quite distinct and there's a good amount of information available about them online. A number of years ago (before we started on the Mauryan civ) I also looked into the Bantu and Nok civilizations that existed during 0 A.D.'s time period. Unfortunately I couldn't find very much information about them, but the walls of Great Zimbabwe were of particular architectural interest Moving over to the Americas, I was also very interested in the Mayan and Olmec civilizations which would have existed in the time period. One day I hope to see them all in 0 A.D.
    2 points
  2. I now have some grip on map analysis and play around with village layout. This is the current status: Each centre has a no-build here zone with a radius of 40m. Also Hannibals trys to detect possible streets. It selects 48 points from an inner circle and 48 points on an outer circle and runs the pathfinder on each of these pairs: Cells visited by the pathfinder multiple times qualify as street-cells and block buildings. Hannibal launches 4 builder groups for houses. The groups build the next house near the last one, but may start from different points, hence the "clumps" in the maur village. The find-a-free-place algo allows to define a border with of size 0, 1, 2, 3. A border of 0 doesn't work with random building angle. In the villages above the maur build houses facing north and a border of 0, all other face centre with border 1. The spart have always face centre and border 1. Also interesting on small maps is facing map centre. In mind a have an agora for the greek cultures, may have a monument or a tower in the middle. Also, idle units can met here or healer do their stuff. I think, a few simple rules might be enough to layout a complex looking village. Ideas, proposals below
    1 point
  3. The story you explained about the LAN is amazing, it's really good that people try to expand the 0 A.D. community! >: )
    1 point
  4. I've been thinking a while but I wondered what you call 'rules' in this case. Could you elude a bit on that? It sounds most logic to place buildings that have a relationship close to each other (so farms and corrals close to a farmstead, blacksmith and barracks near each other. etc.) Another idea to came to my mind would be the implementation of satellite villages. These are tiny villages with a set task that can function independent (to a certain extend) from the others. They could share some services like repairing/building groups. An example of a stone mining village that provides work and space for 10 gatherers: An example of a farming village that provides work and space for 10 gatherers:
    1 point
  5. Thatch roof 0 Stan 1 http://i.imgur.com/27CvJgm.png
    1 point
  6. It's been mentioned that players would decommission civilian units during an attack to avoid letting the enemy get loot/exp, so direct decommissioning that allows return of loot values to the original player could be abused by very experienced players (in circumstances where a building is destroyed and the units could not make it to safety.) The other system (walking to buildings or applying only to garrisoned units) was considered too much effort for too little gain. I get the impression that it's simply a difference in player skill. An experienced player has no issue with unit deletion because they plan well enough to never need to delete any units. They are always producing new units; they don't really make a massive attack force all at once. It is an issue for casual players who like to build up a big economy with a massive store of resources and then free up the entire pop cap for an epic battle afterwards. The play style is basically a slower pace regular game that ends with death match level resources.
    1 point
  7. I recall seeing black Roman legionaries in a History Channel documentary (when that channel was still good and made shows actually about history), so that could be fitting for the Romans at least.
    1 point
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  9. @Sanderd17 can't we adapt your code to add catapults on the boats ?
    1 point
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