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  1. If ennemy is forced to hide in CC you've won the game.
    3 points
  2. As already said, look at it from the side of the one receiving the rush. You can't win just by hiding your units while your enemy strengthens up.
    2 points
  3. Everybody wants a piece of borg-
    2 points
  4. 2 games 1v1: Grugnas vs borg- borgvsgrugnas.zip borgvsgrugnas1.zip
    2 points
  5. i made this two tools for update the old meshes of the axe and the pick Reference Blend file >Tools_update.blend <
    1 point
  6. Cavalry rushes are devastating. I recommend you take a look at some replays of borg- 1v1 matches to see how the game should be played. There are some in this thread:
    1 point
  7. Honestly I really love the game despite missing so many things still longing to have in the game...generally what Sundiata and Shieldwolf are pointing at. Just recently feeling some frustration as well as anticipation as to what the next alpha can have and when. Yesterday I read lots about Darkreaver's post and he really have very nice opinions. I only disagree about his style of battalion. I think the developers are succumbing to multiplayer gamers attitude/demand. I recently been playing multiplayer and it's fun but really ugly most of the time especially on teams. Lags, fast paced(causing lag too) that counters are not noticeable, when players drop they don't covert to AI, when host quits others can't continue, no walls, OP slingers, nerf archers, cavalry capturing buildings easily, no signals or flares to teammates. All these things are fine with me in single player. For singleplayer just give me road and more economic and military buildings (Stronghold style weapons maker, stable to breed horses) and more eye candy. Need more better maps like Alphine Mountains with more mercenaries and camps. But make sure "wololo" works all the time. Also if you have or a unit is able to build a unit production structure make sure it creates the unique units or designated units of that structure. Village, town and city phase CC can't look different?
    1 point
  8. About the texture I don't know which one is best. One is totally weathered and makes boat like they are not being taken care of which is only okay for fishing boats I guess. The other is kinda dark though so I don't know if it's better for the rest of the fleet.
    1 point
  9. Well, I think the current version of the game, when finished would be the "arcade" version I was referring too. Nothing needs to be trimmed of the current game, in fact, a number of elements still need to be added. But it would essentially be the finished version of what it is now, designed to the wishes of the online gaming community, tailor-made for competitive online gameplay, as we see in the recent surge of youtube video's being posted. The playing style is similar to AOEII, and follows the tradition of classic RTS games. It would something like 0 A.D. Classic The second much more expansive version I was talking about, would go a lot further and deeper in every level of gameplay and visuals. Much more realistic, naturalistic, immersive and time-consuming. Something incorporating elements from classic rts games like the Age of Empires series and Rise of Nations, but at the same time breaking free from the dogma of classic RTS, and incorporating city building elements from games like the Anno Series, or the Pharaoh and Caesar series from sierra entertainment, as well contemporary examples like Banished, and finally include an actual economy management element to the game, with a large amount of goods that can produced and traded and need to be transported and stockpiled, instead of metal, stone, wood and food… Managing an actual population… Much larger and realistic maps, Infinite diversity in building types and variations, environment, wildlife, units and animations… Animations for everything! Even playing kids in the streets of your bustling little town, and laborers working away in your industries as porters shuffle resources and finished products back and forth and housewives visit the markets for grocery shopping. More realistic dimensions too. Some people will complain the units look like ants next too the trees and buildings, but they can play the "arcade" version, 0 A.D. Classic. It would bloat the game to several GB's in size, but I wouldn't mind… I also just realized this is the forum for Delenda Est, and might not be the most appropriate place to discuss these ideas.. My apologies for that.
    1 point
  10. Go around the edges of the players base and take out his units/workers? if he's garrisoning then keep a safe distance, he'll already be ruining his economy by doing that.
    1 point
  11. Axes would be a peculiar choice for the era for troops en masse. There are cases for particular cultures; the Persians did employ axe-men, but before considering how counters could function, it remains important to have a proper historical basis for how they would function. It then becomes a matter complementing history with gameplay to best marry the two. Marcus Aurelius was a capable emperor, but the Roman Republic depicted in the game had no emperors, making Aurelius anachronistic. Similarly, with Israel, depicting the kingdom during the time of David is also inappropriate since the timeframe of the game is from 500 B.C. to 1 B.C. The Hasmoneans would be a plausible choice for that, but currently the team has no plans to include any more civilisations into the game given the number of assets necessary for that. If anything was to be added at all, the simplest would be to add in more Hellenic ones such as Syracuse, Thebes, Epirus, or even Pergamum (Epirus isn't strictly totally Greek, but the unit roster would be pretty awesome.). Most people find there to be too many Greek nations depicted already despite the possibilities of creating distinctions for them so I doubt that they could be put into the official game. There is the possibility of mods though....
    1 point
  12. Btw, according to our research (https://www.dropbox.com/s/g6hwc2k81h430k4/viking research.pdf?dl=0 page 8) the karvi has between 12 and 32 oars so you current count for the karvi oars is fine Btw, I noticed that we now have two different texture types for the Norse ships. The first one is bright and is used on the fishing ship, snekkja and the knarr. The second is much darker (and is used on Alexandermb's karvi and drekar). I think we should make a choice between one of those for the sake of cohesion. What about you @Alexandermb @stanislas69 Also, @Alexandermb: please don't forget about this one (makes it a lot easier for us to comment and keep track of the status of models (i.e. when it's ready for committing or still being discussed about) ) I finally had the time (I have graduated from school, yay!) to browse through your 7z file and I have some comments I want to make... (but I prefer to do that in an organized matter )
    1 point
  13. Made a karvi ship, (Smaller, and have less oars) and also, remade the drekkar animation file and fixed the position of the skeleton, now i've made a base skeleton in case anyone want's to make another ship whitout concerning about the animation. this skeleton will use two animations wich i already made, for Idle, and for move. (Still use Longboat skeleton.xml file) Note: The drekkar still have the same size as before If someone needs to make a ship with oars, just delete the ship and keep the oars you need and make the ship as you like. Animations Blender file: >> drekkar reanimado.blend <<
    1 point
  14. @Sundiata - definitely dig the idea. I have also this thought of combining RTS and city-building, so that single player would really be realistic, while multiplayer would have the trimmed down, simple and quick version of the game.
    1 point
  15. For a long time, I've also been thinking that 0AD needs to be split in to two versions: - A classic and streamlined arcade-version, perfect for online multiplayer and people who like a simple, fast-paced game. - A much more expansive, time-consuming simulator, with endless options and a strong focus on realism, actual economy management and city building. (similar to the direction DE is taking, but even further) I believe this is the only way to satisfy most people, as they represent two very popular, but irreconcilable visions for 0AD. Trying to achieve both visions in the same game leads to mediocrity. But splitting them in two versions creates options for the optimization of both playing styles, and could make 0AD the best RTS ever made
    1 point
  16. When it was first proposed the subforum would have been quite empty and we didn't know whether it would fill much, but this topic is a proof it would work indeed! I propose we create one when A22 is out, in order to mark the occasion
    1 point
  17. I'm thinking in a building special for some maps called Slave Market when you can start train slave women and men, buy tamed wild animals, like lions, tigers. would be nice in my map called Batlles into the dirt. I need a nice concept art. For this building.
    1 point
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