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Showing content with the highest reputation on 2015-12-04 in all areas

  1. I agree that it's not tooo different from what you did in Sibyllae Vox, I think there are two big differences between the approach I'd take and yours: -I'd make cav weaker than infantry. The idea is that Cav is for charging. -It makes champion swordsman and champion spearmen mostly the same units, allowing them to always be the bulk of a strong army. I do believe champions should be the "way to win" in general, and not just a particularly strong unit. However you don't really get another option right now because buildings are pretty much too difficult for citizen soldiers to capture or tear down. I think part of the reason why is that garrisoning is a little too efficient, and too used as a mechanism in 0 A.D. in general. In a mod I'm working on I'm currently making champions have about 3 times the attack and 2 times the resistance (same HP, higher armor), but I think their HP should be bump-able by tech (I'm also slowly starting to think of techs). So basically yes they are no match for citizen soldiers. They are very costly units though, so they're not really as cost-effective as it seems. I think the progression should go: -first 15-20 minutes battles with citizen soldiers, where hard counters are more possible so you can't just insta-win. But winning then needs to be possible, and in 0 A.D. right now it's kinda hard. -Champions would come into play slowly, it should take some time to get a sizable army (and a few champs won't be a match for ranged units). -in parallel you could research technology to make your citizen soldiers better counter units. I don't think all civs should have the possibility of improving all citizen soldiers, though. Fully upgraded, you might end up with units that are more cost-effective than champions, but the pop cap makes champions attractive. It's also a bit of a choice between champions and upgraded CS, so we should probably try to differentiate on that
    2 points
  2. I like this idea. It makes each upgraded settlement more valuable.
    2 points
  3. I have an idea we are planning the future of 0 A.D but we cant have agree in many aspects. My game consist in play if is possibly other games. Why_ Because we discuss about balance, quit phasing and ever and ever we dont take a best desicions. may be is because not all were play the same games. The rules are the following. Main games RTS and TBS Are allowed : simulation ( city builders and war games) Card games ( strategy) Board games ( video games ) Mobile strategic games.( not puzzle) All need be videogames or famous ( monopoly) First all named their favorite games in order 1 very important and the next less important. From these games we named the features we enjoy and can be nice to 0A.D So... If are a game that you don't even play in the other user list, you must play. Things way we can have at last some experience. Example I never play command and conquer or battle for middle earth ( Lord of rings). I must play with them. Because I'm not understanding some suggestions.
    1 point
  4. Flora - Trees · European White Birch · Carob · Generic fir · Baobab · Austrian Black Pine · Nordmann Fir W.I.P. Enrique + Stan · Acacia W.I.P. Enrique · Holly Oak/Oaks W.I.P. Enrique · Aleppo Pine W.I.P. Enrique · Dead Conifer · Maple · Mountain Ash · Pear · Dead Deciduous · Dead Palm · Dead Date Palm · Queen Sago Palm · Pistachio · Pomegranate · Atlantic Cedar · Cedar of Lebanon · Italian Cypress · Maritime Pine · Oleander · Olive · Citron · Fig · Lombardy Poplar · European Larch · White Poplar · Tamarind · Curry (Punjab) · Coral
    1 point
  5. I said from the beginning that the capture mechanics shouldn't be in A19, but whatever.
    1 point
  6. 1 point
  7. Yes, I also thought that later on when we have the game well developed we could split the Norse into some subfactions (like the Celts and the Greeks are divided in 0 AD), namely Danish and Norwegian (since Icelanders descend from Norwegian settlers they would be included in the same faction), and maybe Sweden (considering those have many traits in common with the future Rus state).
    1 point
  8. Congratulations for the new release! I appreciated many things in the new version: the new fortress design for the seleucids, and gymnasium for athenians, the possibility to choose the colour of your team, the icons showing the healing or battle aura, and the return of the experience for civil troops. As for the pathfinding, the main issue of this new version, I must say it is worse for me than it used to be, with units stuck before a wood, or moving endlessly to find the spot of construction. However, it does not slow down the game, and it is not very disturbing for the moment (I'll see when I will have more games). I'm sure everything you work on is to improve the game, so I know the pathfinding system will come to fruition someday. On the whole, it is a great release. Thank you for all your work and dedication to this incredible and FREE (some disappointed players forget it!) project!
    1 point
  9. Now you guys are rollin' Keep this line of thought going and I think you'll bring some more innovation and life back to the RTS genre Aside from being a good game design, it also would help distinguish it from be an AoE clone
    1 point
  10. Streaming soon, making two more oak trees variations to have 6. I do not work today as you can see Enjoy!
    1 point
  11. Talk about syncronicity! Exactly today I was thinking weather or not we should rename the factionto Anglo-Saxons.
    1 point
  12. Regarding the Briton presence (IIRC, there are two contradicting statements from two chroniclers during that period, one states that little (or no violence, at all) occurred, and that the Britons in the region where they settled where peacefully assimilated, while the other states that the Anglo-Saxons carved their way though series' of military conquests. We could try splitting or make a new civ for the Anglo-Saxons in the later stages of development, because I believe that this faction was meant to represent the Saxons during Charlemagne's Saxon Wars, right? A separate Anglo-Saxon faction would fit much more once the Normans are introduced. I kinda agree that that Anglo-Saxon Britain was a little different in some aspects. (Well, not that different, since Germanic culture brought from the Northern parts of Europe prevailed, but it can be a little biased if we only mention or refer to the Saxons and exclude the other groups that also migrated to Britain) The Anglo-Saxon dominion over Britain was often called the Heptarchy The one who manages to dominate the other groups during their time, are often referred to as Brytenwalda or Bretwalda Mercia (Angles) dominated the scene for quite some time during the early phases, while near the later periods, the kingdom weakened and the power shifted to Wessex (Saxons)
    1 point
  13. Isn't that strange actually since both Angles and the Saxons originate from the Northern part of Germany?
    1 point
  14. This is probably the time it takes to compute a turn, which "hangs" for a bit every 500 ms in multiplayer. I'd suggest not using AIs in multiplayer to alleviate the issue.
    1 point
  15. Thanks for the reference, Andrettin. It's nice to see how the same people can have different architecture styles depending on where they are settled. While West Stow in England is all made of wood boards this German village is more about timber frame. Reminds me of some Danish Norse buildings.
    1 point
  16. Fpund discussion: http://wildfiregames.com/forum/index.php?showtopic=18635&p=300053
    1 point
  17. All of this, especially Wijitmacker's comment about applying changes only to that city, make me believe that the game should encourage actual cities instead of using large territory effects to block off huge portions of the map. The concept of strict frontier borders was alien to ancient civilization anyway. Territory line should then instead demarcate city limits, a firmer concept in the ancient age. See Delenda Est for a attempt to do this. What can happen then is that the phase upgrades only affect buildings in that civic's center's territory (city limit). These concept are making me a little excited if you guys agree with this direction. EDIT: See here, the player 1 has two Civic Center. Their city limits do not merge because each town/city's phase only affect structure in their city limit: I yhink in general the MinDistance between Civic Centers would be enough that city limits would not touch, except maybe until last phase or other research (or Hellenization effect or other effect expand territory range).
    1 point
  18. Technically the main game is a mod which is located in the public folder. In addition the "mod" folder within mods is another mod folder. I tried downloading an existing mod and enabling it, but I could not get it to work either. I have just been putting files in the public folder. I am really new at this too. Here is a link that might help. http://trac.wildfiregames.com/wiki/Modding_Guide Before you try and change a bunch of things, I suggest you start small. Try and get the box into ATLAS scenario editor. http://trac.wildfiregames.com/wiki/Basic3DImplementation Hope this helps.
    1 point
  19. I like that suggestion. Choice = strategy Your choices at the phase could bend you either toward a strength in military (perhaps sub divided in aggresion or defense) or economic (perhaps subdivided to favor certain resource types) It would also make it more interesting if the phases weren't globally applied to your entire civ on the map, but instead utilized territories and were localized to each town center. My view of phases are that they are gates players go through to unlock more capability: new structures, new technologies, new units. They also help measure the pace of the game. I belive AOK notified all players when they reached different ages. If you weren't in the castle age when your opponent reached it before you, it served as a good kick in the pants to say... you better age up, and fast! Just some random thoughts
    1 point
  20. I agree allow players to adjust and then their opinion can still not matter. j/k Realy yes allow player to adjust and then they can give a more accurate opinion on the changes. But there are many SVN player who have been playing with changes for a long time now and we know what need change to make better but no one hear. I think consensus is capture need to be more focus to and less general. If capture focuse more on thing like Civic Centers and Mercenary Camps and civic building, then caputre can remain the default over attack. If leave all building capturable (I do not support this, but let's devils advocate), then attack should be default and capture made Alt attack. It is okay though to have some release as experimental release just to understand what players will like and not like more fully. The changes in this release are severe, but sometime it okay to swing far in one direction to understand the limits of the design. I think for A20 the design should swing back. Team will find a center for this I think. Looking back on each alpha release, each one have its own flavor. Some, like A19, feel like completely different game.
    1 point
  21. Found interesting thing: http://socialblade.com/youtube/user/play0ad Shows potential income for 0 A.D. youtube page.
    1 point
  22. A few time ago I discovered that an old placeholder horse with better geometry was added in the game. I afterwards learned it was made by Enrique and was the last survivor, since he lost his pen drive. So I managed to get the old armature of the horse and make a blendfile so we could export it to dae again (For now anims are in PSA/PMD) For now I have been able with a little tweak from the XML to reexport the horse with blender, with four anims (Walk, Run, Death, Idle) I will maybe add the attack anim afterwards. So you might ask what the point ? Well the armature will prevent from having to redo all the anims for the new horse, which considering the amount of artists active on those forums, is really a timesaver. And offcourse make the game a little more beautiful is always nice. So here is the Blendfile, if someone feels like adding new anims in Blender he can now do so. HorseTrial2.7z For those who want to try : Horse.diff What's next ? I will rig the new mesh that I already textured with this armature, and everybody will have a new horse. If the results are okay, I will do it with the new units mesh until Enrique makes all the anims. PS : This was helpful in the process : https://developer.blender.org/T27426
    1 point
  23. It's not really blood just red pixels. And the units are not dead, they will be reanimated once you train more.
    1 point
  24. Many thanks my friend, glad to hear it
    1 point
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