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Showing content with the highest reputation on 2020-04-01 in Posts

  1. Hello to 0 A.D. fans and community members As you may have noticed, there have been few recent developer posts on game progress. With that in mind, I will be taking some time to fill in the community with the first April update. A lot of artwork has been done to incorporate more historically informed, hellenistic architecture into the Ptolemy faction. This in turn compelled our resident art workaholic Lord Good to introduce a couple new factions into the 0 A.D. roster that have been sorely missed. Many of you might be thinking that the Chinese might be making their debut, but recent posts have shown that there is practically zero, if you’ll pardon the pun, interest in that faction being in the game. Instead, he has painstakingly created an entirely unique faction to the fray which gives me the pleasure of announcing the first additional faction that will come out this coming alpha: The Thebans. The Thebans are an infantry and cavalry civilisation, famous for their sacred band hoplites and their hegemony of Boeotia. As this highly demanded faction sounded good to a variety of people, the team has taken the adage that more is more, and as a result, there are a few more civilisations to introduce, each more unique than the next. (Here we see Thebes, once proud, under the three year long occupation of Sparta after their attempts to maintain Boetian hegemony.) Next we have Syracuse, a prominent naval power that made use of some of the most extraordinary inventions of Archimedes. (This image depicts the famous Syracusan port, which served as the stage for a decisive naval victory for the the Peloponnesian League during Athens' disastrous Sicilian campaign.) Additionally there is Epirus, employing war elephants and led by the tactical mastermind Pyrrhus. (See a recreation of the battle of Heraclea, victory so great it has been called 'Pyrrhic.') As a rival to Athens in trade and on the seas, Corinth comes into play as credited as the source of triremes and some of the most popular pottery prior to introduction of Athenian black figure ware. (This image shows the cosmopolitan architecture of this city-state.) The Achaean League also makes a showing as the nemesis of Macedonian attempts at conquest. Philopoemen, often called the “Last of the Greeks,” is one of the iconic heroes that leads this federation. (Philopoemen, pictured below, was more famous for his cavalry experience, but since he could walk, is represented as an infantry unit instead.) On the other side is the Aetolian League. This collection of city-states was infamous for its actions of piracy and raiding and functioned as a key rival to the above faction. (This screenshot shows the new and completely unique architectural set that will be used for them.) Joining the roster from Asia minor as well is the Attalid successor state. This nation was centred around the highly defensive metropolis of Pergamum and was a staunch ally of Rome, with its economic and commercial capabilities making it a highly influential regional power. (Pergamum, shown below, was praised as one of the most beautiful cities, housing landmarks such as the Altar of Zeus, which has yet to be implemented into the game.) And coming once again from Peloponnesus is the rival of Sparta, Argos. The Argives fielded a formidable army with an elite contingent that may have even rivalled the best Spartans and were home to a their own unique form of democracy. (See the Argive hoplites nonchalantly drive away a group of Celtic raiders.) I hope that these announcements have made you as excited as me as we embark on a new chapter in 0 A.D.’s history. Much of this might seem worrying to people as the workload to incorporate this many factions into the game may increase substantially, but the team was able to arrive at a unanimous decision regarding this by removing all non-Hellenic/Hellenistic factions from the game since people have been complaining almost constantly about the overly diverse representation of various people groups. Thanks for reading, and stay tuned for 0 A.D.’s forthcoming Alpha 24: Xenophobia. Tune in next month as 0 A.D. begins introducing the ever popular mechanic of micro-transactions in the form of loot boxes.
    7 points
  2. Can someone explain why this is so? I'm surprised. I thought units were more complex because of all the movement etc.
    2 points
  3. Having civic centres for each phase has been requested multiple times by various people, myself included. It would be relatively easy to implement on the template side (cf. b/a/e citizen soldiers), but the problem is the art side: introducing new units is relatively easy, I believe, but creating new structure actors is a lot of work. Of the thirteen civilizations in game, three have civic centres that need to be redesigned (athen, ptol, rome), and only one has two centre sizes (sele), although the latter actor is not used: If at some point in the future there would be three versions of each centre, then that would open up a range of possibilities for new mechanics, e.g. localized “phases”: new centres start as a village centre; once a village centre has the required structures (e.g. five houses) within its settlement radius (e.g. 100 m), it automatically promotes to a town centre, and when it has met the city requirements (e.g. market, temple, ten houses), it becomes a city centre. So a given player may have e.g. one city, two towns, and three villages at a given point. What if: P1 CC's had 750 health (or somthing low). Then, when you upgraded to P2, the only thing that would change would be that your CC's health. It would double to 1500. When upgraded to P3 it would have the normal 3000 health. This could insentivize [sic] early a general playstyle of P1 rushing, then P2 eco booming, P3 siege and army counterplay? Don't make it too steep. The problem is that it not only incentivizes that, it mandates it: any other play style becomes unviable, because slower players are put even more at a disadvantage than they already are in the current alpha.
    2 points
  4. https://code.wildfiregames.com/rP23529 Example in: maps/skirmishes/Sicilia_Nomad.xml <Garrison> <GarrisonedEntity uid="3429"/> <GarrisonedEntity uid="3430"/> <GarrisonedEntity uid="3431"/> <GarrisonedEntity uid="3432"/> <GarrisonedEntity uid="3433"/> <GarrisonedEntity uid="3435"/> <GarrisonedEntity uid="3436"/> <GarrisonedEntity uid="3437"/> <GarrisonedEntity uid="3438"/> <GarrisonedEntity uid="3439"/> <GarrisonedEntity uid="3440"/> <GarrisonedEntity uid="3441"/> <GarrisonedEntity uid="3442"/> <GarrisonedEntity uid="3443"/> <GarrisonedEntity uid="3444"/> </Garrison> It is replacement for "Garrison": { "3434": [3435, 3436, 3437, 3438, 3439, 3440, 3441, 3442, 3443, 3444, 3429, 3430, 3431, 3432, 3433] }, It garrisons entity on game init with entities in GarrisonEntity element. No atlas ui was created for this yet.
    1 point
  5. @user1 @Hannibal_Barca I'd like to report Logan123 for quitting a rated game without resigning. My lobby name is Roos. See files attached (of 431 kb and 57 kb). I also like to report another rated game, which I won and my opponent (TORNAC) resigned before the game stopped, but I did not get any points for it. The game wasn't mentioned in the multiplayer lobby. See files attached (of 380 kb and 49 kb). commands.txt metadata.json metadata.json commands.txt
    1 point
  6. I know, right? Some people might even take this as a joke.
    1 point
  7. Good news, balanced maps can be installed from 0ad mod downloader interface!
    1 point
  8. @Nescio yes, it might have been proposed multiple times. The difference is that @Coronaut wants to put the effort in to actually implement it. It is not necessary to make it overly complex at the beginning. I would be happy if he can implement the logic to increase the points and implement the new CC styles for 1-2 factions. Then test it with those modified factions. The best way to start would be with a mod who introduces the new upgrade mechanism. Once upgrading the CC works @Coronaut or we as a community can suggest more complex mechanics. I do like the village, town and city idea. However, there could be unintended consequences like players expanding too fast, because building villages is too cheap and so on. The 100m radius mechanism is more difficult to implement, because you have to evaluate constantly the entire radius to ensure the CC can be upgraded.
    1 point
  9. @Coronaut Yes, you understood my comment. That is exactly what I meant. Your proposal sounds good. However, you have to find out while testing it, if you achieve what you want to achieve with the proposed point structure. Maybe you will need to adjust it later after some testing and verifying. For the beginning I would start with that point structure.
    1 point
  10. This sounds excellent! Please let me know if I can help with balancing.
    1 point
  11. Im dumb and painting ponies also no man's sky is great now I've been having lots of fun. I've been itching to get back into 3D so we'll see
    1 point
  12. Faux Egyptian, Pylon treated as an administraative structure that said 27 very important high detail buildings is no small task
    1 point
  13. @Nescio What's wrong with ptol CC?
    1 point
  14. Sorry If I didnt explain myself, I was pointing that it would be cool to have different breast sizes for all female units.
    1 point
  15. When we will have actual props for the scythians, sure. scyth_spb_03.blend scyth_fortress.dae
    1 point
  16. It is out (runs on A23b) https://www.moddb.com/mods/hyrule-conquest
    1 point
  17. Sure. I'll do that tomorrow
    1 point
  18. Nah, that would be more for an Amazon mod. (the whole 1 breast thing never made sense to me though, on a practical level) Righteous. Righteous.
    1 point
  19. Hey, That's sad to hear, but nice to know you haven't given up yet. Stay safe too!
    1 point
  20. Here you go for the fortress. It uses the Seleucid struct. scyth_fortress.dae scyth_spb_02.blend
    1 point
  21. @balduin Would it be like the sentry tower to Defense tower upgrade? A visual growth rather than a physical one? That could work...and would be way easier to create. What if: P1 CC's had 750 health (or somthing low). Then, when you upgraded to P2, the only thing that would change would be that your CC's health. It would double to 1500. When upgraded to P3 it would have the normal 3000 health. This could insentivize early a general playstyle of P1 rushing, then P2 eco booming, P3 siege and army counterplay?
    1 point
  22. My dear friend, it is very nice of you to make such an offer. However, I can't fix this "problem" alone.
    1 point
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