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  1. I didn't want to do another Topic for just two images and a blend file. So I made the barracks xd. @Stan` and @LordGood what you tink? Barracks.blend
    6 points
  2. Hi, I've created a mod for CBA style of game play. Lots of possibilities, but this is a start at least. Game play is based of my memory of playing CBA and alternatives on MSZone back in the day. The mod is pending approval on mod.io so I'll post the link once/if it's approved, till then there is the attachment of the .pyromod file. Concept Start with fortress (castle) and some workers to build walls, other buildings etc. Immediately auto spawn a weak fighting unit every 5 seconds. The spawning will continue until your population limits are reached, and will start again if you drop below the limit. Send some fighters over to a neighbor and kill some units, based on the number of kills you achieve a strong unit starts spawning until the next milestone is reached where an even stronger unit is spawned. From what I recall, there was always a balance between being aggressive and sending troops in versus fortifying and relying on defenses to grow stronger. Map I used Atlas to setup a basic map with a Fortress, a few female units, and a trigger point which is required for the trigger script. Script I wrote a trigger script which pulls the number of players and their stats, loops through active players and spawns according to the milestones. The milestones and units were chosen for proof of concept only. If the mod proves to be interesting to others, then someone else can do a deep dive into all the different civs, units, and milestone numbers. Units killed to unit spawned: 5 athen_infantry_slinger_b 7 athen_infantry_javelinist_b 9 athen_infantry_marine_archer_b 11 athen_infantry_spearman_b 13 athen_cavalry_javelinist_b 15 athen_cavalry_swordsman_b 17 athen_hero_iphicrates 19 athen_hero_pericles 21 athen_hero_themistocles 23 athen_hero_xenophon Closing disclaimer I'm not a programmer, and have limited experience with scripting in general. There are certainly errors or refactors to make the script run better or be more useful to others. This post is to see if there is any interest in a project like this and to simply share what I’ve done. I don't know if I have the ability to take this any further with my skill set, but will make attempts if there are requests for features or changes. castle_blood_0ad.pyromod
    5 points
  3. I did. It makes sense for the fortresses and the barracks because they are inspired from broch, oppida, hillforts and fortified farms. Place with inhabitants. The thing is that initially, every civ had a population bonus with other buildings than houses. Notably the fortress. So it would make this feature of the Celts very unparticular. BUT, Nescio suggests changing that. See: https://code.wildfiregames.com/D2950 So if the other civ have mostly the houses and the CC to increase their population capacity, then a Celtic faction could have this particular feature of increasing pop with fortresses and barracks. Interesting, this is kinda doing an archaeological dig in 0AD to find this old artifact never implemented displayed on the menu of the game Clearly this is often difficult to strictly differentiate them from the archaeological record, especially in comparison with the other civ. They have more similarities than differences. However, by mixing archaeological and historical references with a bit of imagination and liberty, it is possible to suggest different things. Thank you borg- for the support. To explicit my suggestion (I will put it again below this message), I choose these bonuses for the Gauls because they are associated with the La Tène civilization which is booming early. I suggested the reference to Ambigatos because in Livy account, the Gallic invasions started because Ambigatos asked his sons to settle his people elsewhere to solve an overpopulation crisis (basically). I also liked the reference to Vae Victis and I added the headhunting practice because I think those are well-known references and because I think it would be an interesting mechanic to encourage an offensive gameplay. The reference to the reaper should work nicely with the first bonus to facilitate an early booming. Finally the reference to Montefortino is because the necropolis at this place is a well-known example of cultural exchange between Etruscans and Gallic populations (the Senones). For the Britons, the reference to the Sheep Age comes from an academic publication in which the author says that a zooarchaeologist would divide prehistory in Britain according to the dominant animal in the records and that the Bronze Age and the Iron Age belongs to the Sheep Age until the Roman conquest. The reference to Inis Mona is about the battle of Anglesey, the only account of Druids in a battlefield (although tragic), the Druids didn't fight but prayed and cursed the Romans. The reference to the construction bonus comes from the fact that several hillforts are showing successive occupation with destruction and reconstruction (Danebury is a good example). The reference to bodypainting is really an important feature that should be emphasized in the game to distinguish the Britons with the Gauls. The reference to earthwork comes from the fascinating hillforts we found in southern England with complex ditch and walls made of earth, stones and wood. The teaching center is a reference to the account of Caesar about druidism, suggesting that Gallic Druids went to the British Isles to be trained. Finally a reference to the Celtic Epic literature because the only remaining account of this Celtic tradition is coming from the British Isles and because the Homeric warfare of the Britons would be a good pretext.
    2 points
  4. The aura is defined in the theater.json file. The theatre is limited to 1 for everyone, see the simulation/templates/special/player/player.xml file. The {civ}.json files contain a lot misinformation and can't be trusted at the moment. There is a patch to update them ( https://code.wildfiregames.com/D2720 ), but it needs to be reviewed before it can be committed.
    2 points
  5. out of historical time of the mod
    2 points
  6. I would like to make some suggestions for Mauryan heroes. Bindusara should be the third hero. Ashok can be split into 2 versions of the king. Like i mentioned here before- Porus or Dhana Nanda could be considered as additional heroes, but less info is available about them to help decide bonuses. Dhana Nanda was the last Nanda ruler with a big empire, and powerful military that scared alexander's soldiers. He was later overthrown by Chandragupta Maurya under guidance of Chanakya(he was humiliated in court). Chandragupta Maurya is speculated to be grandson of one of Nanda's cousins. They had same territories, and culture is same. Only difference is name of dynasty- Nanda from Maurya because of name of founder. Dhana Nanda could be connecting link in a Campaign starting from Macedonia to End of Ashoka's conquest into pacifism.
    2 points
  7. Hi all I've been interested in the possibility for a MOBA style mod/map (like DoTA from Warcraft 3), and since I haven't been able to find anyone working on something yet (there was some talk 7-8 years ago in this thread but that's pretty much it), I've created a git repository on GitHub with a very basic outline: https://github.com/0ad-moba/dott. So far it's just a map, but probably it should be turned into a mod? I don't have any experience making mods or maps in 0 A.D. and I don't know how much time I will have to develop it, but if anyone's interested as well and wants to contribute please reach out and I will give access to the repository. At the moment I'm not even sure if it's feasible or even possible to make this map, as heroes would need to be able to carry items (like weapons etc.), and I haven't seen it in the game yet at least. Anyways, hope this is interesting to someone and any feedback is welcomed!
    1 point
  8. So, Delenda Est is revamping heroes to be a lot more interesting. Along with selecting your preferred hero at the start of the match, heroes will start out on foot, with only economic auras, and then over the phases have more auras and bonuses unlocked. Furthermore, many heroes will be upgradeable to mounted versions in City Phase. What I need help for is determining which heroes get which bonuses when, and also what type of mounts they should receive (horse, chariot, elephant, etc.). Any input, especially if sourced would be appreciated. Trying to push this thing as far as I can.
    1 point
  9. I started making a few issues in the GitHub repo, so if there's nothing else set up yet it could serve as a preliminary to-do list, and eventually if things pick up it could be used to track outstanding elements and bugs during development. So far I just plotted down what I could think of but it would help organise the different things that need to be done, and each issue could serve as a tracker of whether or not it is possible in the game or not yet, and which mods could be used to support it. For example, as you mentioned an inventory system, this issue could be tracking the discussion on possible ways to use it in the map, and possibly link to upstream tasks it is waiting on in the 0 A.D. source tree. The repo and organisation on GitHub is just something I threw together quickly so I'm just putting it out there as tentative place to collect ideas and drafts, but let me know if you want access. I think anyone can comment and add issues, without any special privileges.
    1 point
  10. Hi, Where did you install the game? In case it was under C/Programm Files/... can you try another location? Another disk for example. If you changed path already, can you try to install under default one? It could be because writing/reading permissions. Just go be sure, by launching the game you mean launching application, right?
    1 point
  11. @Angen made a special mod to be able to pickup items.
    1 point
  12. English subtitles in this video, discussing the origin of daggers in the Roman army I also recommend the other videos:
    1 point
  13. Bindusara will definitely be their 3rd selectable hero.
    1 point
  14. Hi, I recently got around to trying svn a24 and git de. I'll post some of the bugs I found while trying a game with mauryas. You might already know about them. 1) Outpost stats remain same even after upgrade to stone version. 2) Gathering rates shown in tech tree and in-game are different. Even before doing any upgrades. 3) Mercenaries don't get XP. Is this intended. 4) Chanakya cant garrison in blacksmith but soldier can. (Also the first tech of blacksmith is not much of an option when you can make multiple blacksmiths for faster research.) 5) Only ranged units count for arrows in CC or Tower or wall towers. But mele infantry can enable arrows from outpost. 6) Only 10% farmland bonus instead of 100%. I looked at gather rate display of citizen while standing on top of it. 7) Catapults built on battlefield by soldiers can pack and move. If this is intended, then let them be trainable in siege workshop. 8) Decrease taxation didnt have the intended effect I think. It didnt affect market vendors. Or traders. 9) I didnt understand how glory is gathered. Apart from praying and trickle from statue. All units have a 0.2 gather rate for glory. It slowly tickles in the start of game even when I'm idle. What other sources are there apart from killing and 2 mentioned above. 10) Archer units only get hp and armor from promotions. All mele troops get damage increase. They should also get a divided benefit to attack and range. Otherwise scale badly lategame. Also in svn a24 units garrisoned in barracks slowly gain xp. Since production buildings have been separated, it would be nice to enable it for archery range and both stables. 11) During game when i researched the advance rank upgrade for archers at city phase. All of my rank 1 archers got upgraded to rank 3. While rank 2 archers remained same. All of the rank 1 archers had atleast 50% xp from combat. Also could be due to xp requirement reduction of archery tradition. Any new archers trained after that, trained as rank 2, as intended. 12) Description of archery tradition is different in tech tree and in game from the civilization overview panel. Elephant round-up doesnt work. 13) Wild elephants seem broken. Woodcutters keep randomly getting killed when they are around, even unprovoked. And scout cavalry which costs 100 food cant hunt them properly. 1 or 2 always die even when is send 5-7 of them. I feel scout cavalry should get a bonus against all wild aggressive animals (could include dog). Also either trample of wild elephant removed or made to activate only when it loses atleast a single hp. 14) Currently heal on garrison is only enabled in CC, storehouse, farmstead, corral and elephant stables apart from temples. It is counter intuitive, since some economy or military buildings have it others dont. Also since mele soldiers dont count for arrows in fortress or towers, and dont get healed, there is no point for them to have garrison function. 15) Bamboo long bows give a 10 wood bonus gain from producing each poison maiden archer. Cavalry sabre adds 5 metal to cost. But doesnt improve attack of scout and sword cavalry. 16) Indian war elephant costs 200food 200 coin. while seleucid armored elephant having same stats costs 200 food 200 metal. both civ have "tusk spikes" which is supposed to add 10% metal cost. Couldnt test what happens for mauryans since I couldnt reach empire phase. Seleucid champion chariot archer dosent have the added 75 coin cost of mauryan champion chariot archer. though it has less attack 25 compared to 35 of mauryan counterpart. But It fails in comparison to its own archer infatntry(from phase 1) in terms of dps. 25 for 4 pop compared to 15 for 2 pop . 17) Not exactly a bug. The visual actors of slaves for mauryas look better clothed than the citizens. Lower caste women were not allowed to cover their torso in the past at some places. Though caste system was not rigid and this bad at the time of mauryas, and slavery also was not prevalent, according to my knowledge. If you really want to keep this mechanic, you can switch some actors from citizen to slaves. And citizens have additional props like arm bands, jewelry etc. Conversely, I would like to have different systems for different civ for better diversity. Those civ which have slaves can have a lower limit on allowed citizens, and less gathering rate upgrades. Making them use slaves and depend more on taxation to recover the coin. The civ which dont have slaves can have higher limit to trainable citizens. And more gathering rate upgrades available to research. Some specific civ like sparta can keep current system of 0ad- male citizen good in combat, female citizen giving an aura boost and better in gathering some resources. Male citizens could be called to arms with an upgrade switch, if a barracks is built already. costing some metal and becoming a version of their mele infantry stat vise but being a different entity. So that they can be converted back to being gatherers with an upgrade button, costing some resources or not, depending on testing. (Similar to how maurya poson maiden archer and swordwomen change) Thats all I can remember right now. There were some tech choices, where i felt one of them was unviable as compared to other one. But I need to see more. And will post later after playing more. Also I feel there should be a limit to how many trickle buildings you can make per CC. So as to not allow completely passive play without needing to expand and gain territory. The corral, market, and market vendors limit should be tied to number of CC. that might need enabling additional cc at phase 2. Then you can have traders go between 2 CC instead of 2 markets(some other mod achieved this already), giving a feeling of actual trade between 2 towns. Like this the traders could be more susceptible to raiding. And having an ally in team games will help to setup trade early. Slaves training from resource drop sites feels a bit weird. Having them train from Markets and only 1 market per CC. Will give an upper limit to economy growth rate. Additional CC will help boom faster. Also I'm of opinion that Economy units like slaves or citizens shouldn't train in batches. It doesnt matter much, if after a raid the enemy can recover his lost units very quickly. In the end I would like to say that this mod has much better experience playing as compared to vanilla. Thanks for making it.
    1 point
  15. Interesting depiction of a Gallic warrior:
    1 point
  16. And for a bit of a laugh, here is a preview of the thumbnail for my first 0AD tutorial Hope someone produces a mod to put those hats on the units of new players in the game!!!!!!!
    1 point
  17. Javelins with 3 ammo + cooldown would be amazing imo. Increase considerably the amount of damage per javelin and it would really set this game apart, battles would become much more interesting and closer to reality (with small amounts of javs at the wings or front + retreat). It would also be interesting giving a choice to either use the last jav as a melee weapon or throw and wait for cooldown. Supply lines would be nice, but I don't think this can be feasible as gameplay mechanic unless herculean effort refining it. Better to start with cooldown.
    1 point
  18. I gave Hannibal the option to ride either his horse or his elephant. Hamilcar Barca: Xanthippus of Sparta: Maharbal I need some ideas for Maharbal. https://www.wikiwand.com/en/Maharbal I also read all the entries about him on livius.org, but there's not much to go on. Also, 1 more Carthaginian hero is possible. Maybe someone related to the navy.
    1 point
  19. Thoughts on Mauryan heroes???
    1 point
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