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Showing content with the highest reputation on 2018-03-10 in all areas

  1. Messana Inside the map (It's already finished, minor details were done, but its subject to changes)
    4 points
  2. Hey everyone, Several years ago I was considering creating a sci-fi RTS here in 0AD. Due to my other project taking up too much time, I sort of set it off to the side. After getting fed up with the Medieval 2 engine I'm considering porting that big project, Hyrule Total War to 0 A.D. now. I've started some preliminary work, porting a few of the static buildings over from Medieval 2 into 0AD: I just have a few questions before I make the decision: I thank anyone for their replies, and I hope I can come back to 0AD soon.
    1 point
  3. Hello, I am new in this forum and want to say a german "Hallo!" ^^ ...so please don't be too confused, because of my grammar. I really love this game and convered multible friend of mine to play it too. I come to the point, the battle and counter system is bad, worser than it has to be. Many older versions have nice elements which are delete now. Especially some siege weapons need some love in my opinion. I am no complete noob in balancing, some months ago I was part of the balancing Team of Company of Heroes 2. I was searching some problems and made a small fix for rams because wh
    1 point
  4. Welcome to the community FlorencePants we all have Homer moments and checking error logs and such is just one more Enjoy the Choice
    1 point
  5. This happens on many maps, I'll some fix after feature freeze to most maps (testing different distances)
    1 point
  6. Templates typically inherit from others; open any xml template and have a look at the second line, all the information you need is there: <Entity parent="*"> Unless a new value is specified in a template, the child has the same values as its parents. Basically all unit templates form a tree; e.g.: template_unit.xml template_unit_cavalry.xml template_unit_cavalry_ranged.xml template_unit_cavalry_ranged_javelinist.xml units/athen_cavalry_javelinist_b.xml units/athen_cavalry_javelinist_a.xml units/athen_cavalry_javelinist_e.xml
    1 point
  7. “Aegyptos” is a chimaera; correct it to “Aigyptos” (Greek spelling) or “Aegyptus” (Latin spelling); or just keep “Egypt” (English spelling).
    1 point
  8. I'll keep repeating myself, but such suggestions would only fit in if the rest of the gameplay is build around advanced combat mechanics and not the classic RTS style. That said, the idea of merging things like ammunition, stamina, morale etc is an interesting one from a gameplay perspective, in order not to overwealm players with many changing stats to manage for each unit. On the other hand it might be a bit hard give it a good name and not having it appear unrealistic. Edit: On second thought something like "supplies" could work. Similarly, the terrain ideas would need many game
    1 point
  9. Another quick update - I have some sketches ready! Will be posting them very soon. Thanks for the patience Omri
    1 point
  10. The encyclppedia..? we hace something similar but need more information.
    1 point
  11. Sounds like a good idea, but we would need someone writing them. Till then: there is a tutorial for basic economic things. Guess what feature is coming for the next alpha (which will be released soon)
    1 point
  12. Reading various topics and comments after quite a long absence I got the impression that the gameplay, or at least people discussing it, still has/have little clue on where it's heading, while not strangely, as preferences vary, people often have radically different visions on where it should head. Please correct and update me where I'm wrong, since I'm sure I can't/didn't catch up with everything. What I'll (more or less) repeat is that you can't have everything fit in the same gameplay type and that no idea is universally great without context. At some point, preferably sooner rath
    1 point
  13. Indeed, my approach, believe it or not, despite allowing for massive battles would only actually have the player controlling maybe 20-30 actual combat entities. Entities being the operative word here, since each of these "entities" represents a battalion of 20-24 soldiers. Add in about 25-30 citizens and maybe 30 or 40 slaves and other support units, and you're only maintaining 100 actual entities in the game. Meanwhile, you actually get the feel for real ancient combat through the use of large armies in battalions, formations, charges, and all the rest. Absolutely! I've reduced
    1 point
  14. I'll expand a little on my way of thinking around this. Also if what stan said holds true and the team is lacking in this field, I'm open to discussion on how I could help. While working on my (now stagnated) mod and other projects and reading more history/playing more strategy games, (from Classic RTS to Field of Glory II, Hegemony, Civ, Stelaris, CK2...) for enjoyment and/or scanning them for ideas, I've come across some issues. What to aim for, what to keep and what to discard? The more ideas I come across, the more I want to steal, edit, fit with other or draw inspiration from. To me
    1 point
  15. I think the general vision for the longest time had been: Age of Empires 2 + citizen soldiers + territories Boom done. But many see some gameplay problems with that as well as a huge missed opportunity to build something more interesting. Hence all the broken mods and bloodbath gameplay threads. In the end I think just voting on each feature individually as had been done in the past misses some of what Prodigal and Thorfinn are talking about, which is coherence. Imho best way would be to have a small number of self contained gameplay proposals that a
    1 point
  16. 1 point
  17. Not finished. Missing: Triggers.Details. First update: Second update: Now playable in game. Constantinople_Midnigth_Assault.zip
    1 point
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