Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2019-12-21 in Posts

  1. Ey Brutus you sure those mushrooms were edible?
    6 points
  2. Today I started creating a gameplay mod for the current (svn) development version of 0 A.D. “Empires Ascendant”. Although there are already multiple gameplay mods, and the aim of improving gameplay for the next alpha is not unique, this one has a different approach: each change has its own patch on https://code.wildfiregames.com/, to make it easier for the team to discuss, play-test, review, and implement them. Open gameplay balance patches available on phabricator (can also be found withhttps://code.wildfiregames.com/search/query/MwAW9pins9Vt/ ): D3565: Make all support units bribable. D3563: Make theater cheaper. D3528: Bring turnRate back to realism. D3523: Bring projectile speeds to realistic values. D3488: Lower unit movement speed. D3487: Unify unit vision range. D3486: Lower soldier vision range. D3466: Make wall turrets upgrade into proper towers. D3431: Increase ram damage D3418: Purge Battlefield Medicine. D3417: Balance pike again. D3416: Fix unlock shared dropsites requirement. D3407: Add food/researchtime cost to reformed_army / traditional_army. D3404: Make gather technologies less effective. D3392: New kush civ bonus. D3390: New cart market civ bonus. D3377: Enable cart basic infantry javelineer. D3341: Move some trainable animals to higher phases. D3319: Differentiate rams. D3318: Move will to fight technology from fortress to wonder. D3246: Increase advanced and elite and lower champion ranged attack damage. D2988: Replace corral technology. D2965: Separate chariot templates. D2956: Tweak ship costs and tweak merchant ships. D2900: Separate camels from cavalry templates. D2886: Introduce crossbowman templates. D2854: Introduce centre tech progression. D2845: Change phase bonuses. D2769: Add visible garrison points to wall towers. D2648: Make Caratacos and Maximus auras local. D2535: Remove pop cap civ bonuses. D2508: Prevent ships and siege engines from attacking fields. D2506: Allow building fields in neutral territory. D2477: Garrison units on short wall segments. D1400: Hero aura revision. D1351: Reduce cavalry gather rate. D904: Themistocle aura 1 modify. D497: Allow hunting aggressive and violent wild animals. D76: Revisit Vision (and Ranged Attack) ranges. Abandoned: Tagging everyone listed in the `balancing.json` credits file: @Acumen, @Alex, @Alexandermb, @Allen ROBOT, @alpha123, @arissa_nightblade, @bb_, @borg-, @Deiz, @elexis, @fatherbushido, @Feldfeld, @Freagarach, @Grugnas, @Hannibal_Barca, @historic_bruno, @LordGood, @Matei, @mimo, @Mythos_Ruler, @Nescio, @niektb, @Pureon, @quantumstate, @sanderd17, @scythetwirler, @Stan`, @temple, @ValihrAnt, @Wijitmaker, @wraitii. Please refrain from discussing individual changes in this forum thread; go to corresponding phabricator page instead (click on the links in the list above). To try out individual changes, just include the corresponding patch in your repository (e.g. `arc patch D888`; and `svn revert -R *` to remove them again). If you know of other small, up-to-date patches (only gameplay balancing, not art, maps, mechanics, etc.), feel free to propose them for inclusion in this list. Other feedback is also welcome.
    3 points
  3. @Stan`, @wraitii @Angen Today, I tested the latest svn23273, and found an AI problem: when the warship carrying my army landed on the island where it was located, when they stepped off the ship and attacked the enemy's dock, they stood in place and rotated left and right. When the enemy army came to attack them from behind, they still didn't fight back, and they still rotated left and right in place. My map name is Corsica and Sardinia (4) commands.txt savegame-0006.0adsave
    2 points
  4. Thanks to all for the pretty inspirations - Maybe i work on a 2nd version in my winter holidays.
    2 points
  5. Been messing around with Atlas and the MS Word artistic effect picture filter, plus some little post prod. A Roman Senator with his Bodyguards.
    2 points
  6. Thanks for sharing, it was a great match! I gave it some commentary:
    2 points
  7. @Alexandermb, @Stan`, @wowgetoffyourcellphone, are these selection overlays something you'd like to have available in the svn version? 256x256 circle (left) vs 128x512 ellipse (right), for comparison:
    1 point
  8. Just updated the mod on the git repo. I will update it on mod.io when we reach 50 maps. Six more to go. --- By the way, @Marcus Brutus Bombastus, just played the map, it is really cool and fun to play! Congratulations on the work!
    1 point
  9. I haven't kept the mod up to date the past few months. It's possible unitai is out of date again or something. EDIT: I just need that controllable animal ai patch committed and I can finally get rid of the unit ai file from the mod.
    1 point
  10. I made it Do you like it? Also btw your mod crashes atlas for me... not sure why.
    1 point
  11. @nani ahh u laughting but you probably would like it. And pretty sure you've seen it
    1 point
  12. @gameboy, thanks for the report! I've localised it to around turn 3723 and that it seems a PetraAI bug to me, but more investigation is needed.
    1 point
  13. I saw this in this alpha , is bug probably unit ai, but is rare tof replicate, I used this bug to kill my enemies.
    1 point
  14. In 0AD's timeframe "Bedouins" were largely confined to the Eastern deserts of Egypt and primarily Arabia. Essentially Nescio's "Arabs". The nomads of the Deserts West of the Nile are distinguished as "Libyan", another very broad term. There's this weird popular mantra that Romans introduced camels to (North) Africa in the AD period, insinuating that Garamantes didn't use camels in the BC period. But even Roman sources place camels among the indigenous people of the North Western Sahara by the first century BC latest... Libyan (and other Saharan) rock art also says otherwise, and depicts camels from the so-called "Camel Period" which may have started as early as 1000 BC. Lances and javelins are most common:
    1 point
  15. @Alexandermb @Stan` @LordGood Anyone interested in continuing this concept?
    1 point
  16. @badosu I've just change italian peninsula, now is more big. Giant Real Europe.xmlGiant Real Europe.pmp
    1 point
  17. Nice... @coworotel, something for community maps mod?
    1 point
  18. I probaby will not make the Brown Hyena yet because they are in South Africa and the Kalahari and I don't know of any maps in the game already that would be for the Brown Hyena that are South African based, but the Aardwolf maybe because there is a Serengeti map in the map editor already, so they might be good there, but I will focus on the Spotted Hyena and Striped Hyena in terms of species that would be alright for the maps ingame.
    1 point
  19. lol, check this out: A Kerma Period Kushite striped hyena ivory inlay (1700 BC - 1550 BC): Originally part of a typical Kerma Period bed, a design which persisted for thousands of years and were actually depicted in New Kingdom Egyptian tribute scenes depicting the produce from Kush. Somewhat similar beds are still used for marriage and funeral ceremonies in Sudan today. A reconstruction of the original piece, with inlays of striped hyenas, the goddess Taweret and Ibexes (Ibex are already in-game I think): Original next to reconstruction: Detail of the inlays including ibex and hyena
    1 point
  20. I made a spotted hyena out of the gray wolf, if you guys need a remodel, just a contribution, I know hyenas are not dogs, and their own species related more to cats, but I made this because It found it easy to mesh one off a canine model, let me know what you guys think
    1 point
  21. Delenda est Suebians (informative pic)
    1 point
  22. Hi, now I have found the replay (Thanks @Hannibal_Baraq). pro3 commands.txt metadata.json
    1 point
  23. Attached are two replays of bitodiego quitting rated games. I heard other players have plenty of replays of the same situation as well. @Hannibal_Barca @user1 bitodiego1.zip bitodiego2.zip
    1 point
  24. Hi, eliasmolins quit a rated pvp game without resign Game finish at 3h53 GMT(+1) 31 decembre 2017 I have kill all city at eliasmolins and all he cav and lots of he unit so i'm going to search the last unit for win, but the host have exit without resign. I have say that in lobby directly, but @hannibal not in lobby, so @user1 say me post in forum. commands.txt
    1 point
  25. First 1v1 I've played in a while... Posting here as requested by user1. commands.txt metadata.json
    1 point
  26. Hi, i was playing a rated game with TheN00b during which he sometimes started pausing (didnt mind it that much) but when i won the game i didnt get any points. The chat time stamp of the lobby said he left during our game and joined the lobby again after our game was finished. So i guess it was on purpose because he knew the rating only gets updated when both players are online in the lobby. user1 told me to post this here and upload the replay. commands.txt
    1 point
  27. What about deteriorated/abandoned structures of the current period? I used it in a modified version of Cycladic Archipelago to add abandoned structures on some parts of the islands. (On one of the matches, I managed to capture and garrison the tower before the AI started expanding, so when the AI colonized the island, the southern part of the island was under my control)
    1 point
×
×
  • Create New...