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Showing content with the highest reputation on 2020-09-07 in all areas

  1. So, DE has a feature called Groves, which are collections of trees which are 1 large selectable and gatherable object. There's a few interesting things you can do with this, like make an "underbrush" aura which makes units move slower through them, have less accuracy while shooting in them, etc. Also, as one selectable object you have fewer things to keep track of and also conceptually they make sense in that forests were valuable sources of resources, not just individual trees. There are still individual trees (stragglers), but they aren't the sole source or primary source of wood, the groves are your primary source of wood. Now, also in DE you can build Storehouses and Farmsteads outside your territory. This creates a soft concept of "weak countryside; strong city", where a lot of raiding happens outside of the home territories of the players. But instead of suggesting EA adopt DE's features, I've come up with something specifically unique that the core game could adopt. It takes the DE concepts and pushes them forward a bit. So, imagine the map has these Forests and Farmland areas. Forests would be a collection of large wood-bearing objects similar to DE's groves with a Gaia Lumber Camp nearby, while Farmlands would be large open areas of furrowed land terrain with a Gaia Farmstead nearby or centralized to it. The basic game still doesn't let you build Storehouses or Farmsteads (I would rename the player-built object to Granary to distinguish) outside your territory, but it does let you capture these Lumber Camps and Farmsteads which are outside your territory. (the overall concept is similar to the capturing Stone Quarries and Metal Mines idea, which are resource bearing objects outside your home territory). So, instead of the old "slotting" concept, you just capture these Lumber Camps and Farmsteads which are already there. Forests become "renewable" sources of wood (it regenerates wood over time if not reduced to 0), but slower to gather than individual straggler trees (which don't renew) that you find inside your home territory. You can still build farms in your home territory, but those on the Farmlands are much more productive. Lumber Camp mockup: Capture the Lumber Camp dropsite (Yellow) and now you can gather wood outside your territory. Forests are made up of Groves (Red-cartouche footprint; Blue-circle footprint) and can be depleted, but they regenerate wood over time, faster if left alone. Groves have other attributes, such as they can be "garrisoned" by some civs' soldiers for an ambush effect, and they also have auras that cause units to have lower vision and movement speeds within their footprints. Straggler Trees (Green) are gatherable, but do not regenerate and can be built over by player structures (the tree disappears).
    3 points
  2. The Carthaginians Liby-Phoenician Sailors and Colonizers. Mortal enemies of Rome. (Above: Hero selection for Carthage) Hamilcar Barca: The scion of the Barca family and conqueror of Spain Xanthippus of Sparta: Mercenary general who saved Carthage from itself Hannibal Barca: The famous son of Carthage who took the fight to Rome Maharbal, son of Himilco: The brash and valiant cavalry commander of Carthage The Citizens of Carthage: The rich and powerful political class of Carthage The Subject Peoples of Carthage: Conquered or Enslaved by the growing sphere of Carthage, they are forced to toil for Carthage and collect the resources vital to its trading empire
    2 points
  3. I suggest we use recently committed Hero Selection code to differentiate some civs. While non-branching civs use the code to choose hero, branching civs use it to choose a branch, each with 1 or 2 possible heroes. Iberians are the best example for branching for sure (Iberians, Celt-Iberians, Lusitanians). I would preferrrrr a separate civ entirely for the Lusitanians, but the code is now there for branching. There's a lot of ways to present this, and not every civ needs to do it the same way. For instance, in DE the Spartans branch slightly when you choose Cleomenes III as your hero. Choosing him removes hoplites and replaces them with phalangites and he unlocks walls. So, for Iberians if you choose Variathus it could swap in a different building set and a slightly different unit roster.
    2 points
  4. I find your lack of shadows disturbing C:\Users\{YourUserName\Documents\My Games\0ad\mods\user\maps\random\
    2 points
  5. Jammy figured out an algorithm to put teammates closer together when a random map is generated. https://github.com/andy5995/0ad-maps/tree/trunk/maps/random On Linux, these 2 files can be placed into `~/.local/share/0ad/mods/user/maps/random`. The Windows directory is similar but I'm not exactly sure the location. AndJam_mainland.js AndJam_mainland.json
    1 point
  6. I never knew what was your mother tongue, gameboy. If you can share it, we can try to resort to this whenever we have a serious misunderstanding, like here.
    1 point
  7. Unless you have Linux he can not help you. You could use one of the Live session distros so you do not to have a full Linux install. Enjoy the Choice
    1 point
  8. It's not been committed yet, so you or others can still raise objections or request changes. For the sake of discussion: The mini map itself is generated by the C++ source code; how scaling is handled is too, I presume. Understanding and changing this is complicated. The gui/ JavaScript code defines how various elements interact. The gui/ XML files define the sizes and positions. The images themselves are art/textures/ui/ PNG images. D2806 and D2875 change the XML to accommodate more icons. The black line artefacts @Stan` spotted (previous page) are a completely separate issue, which is neither caused nor solved by D2806 or D2875. They don't happen at gui.scale = "1", but do when it is a different factor. To address this I scaled up the border PNG images by a factor 4, which I bundled as a mod. I've now modified and scaled up the minimap_circle_modern.png too, to ensure the ring has about the same line thickness and colour as the panel borders. Here is a new version of the mod: gui_borders.zip How it looks at gui.scale = "3" without the mod: Zoom in and look at the panel corners, as well as at the bottom of the mini map ring. How it looks at gui.scale = "3" with the mod: I've tried it at gui.scale factors 1, 2, 3, and 4, and did not encounter those black line artefacts. However, I guess they can still occur at other sizes. Although it's quite unimportant, it's nonetheless an improvement for people with high resolution screens, therefore I'd still recommend @Stan` to commit the scaled up images to the svn public mod. Interestingly the new 4× versions have actually smaller file sizes, although it's only a couple of kB, therefore presumably negligible.
    1 point
  9. Perhaps this can replace the "Library" for the Seleucids.
    1 point
  10. Of the exploits smiley points, only autotrain pertains to nani's mod, which is actually a feature of it and not widely used. I think by stacked walls he meant layers of palisades. By stacked siege, a formation trick that leaves units on top of each other, the exact same spot, imagine 10 catas shooting where you can only see one. Cata ships are a vanilla feature and by the way you only need 9 catas inside, the other 8 were adding nothing. The market trick(s) are(were) old and fixed. Found and reported by principality: float value gives infinite resources and shift clicking insanely long route between near points for adjacent markets.
    1 point
  11. Played a game today vs Juaraca. He quited while I destroyed his CC and army. commands.txt Little time ago, I played a game vs Goldenarches. I won the game but didnt get any points because he left the lobby before points could get rewarded. commands2.txt Also little time ago I played a game vs ferencvaros. He left aswell, when I destroyed his CC and army. commands3.txt @user1hopefully you can do something with this. Thx
    1 point
  12. Good catch, I think they all should use the newer shield.
    1 point
  13. https://mobile.twitter.com/AlisonFisk/status/1302130523842777089
    1 point
  14. 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
  15. Free Empire unit roster: - Peasant (worker) - Peasant Militia (spearman) - Peasant Archer (archer) - Halfling (scout) - Sword Soldier (swordsman) - Spear Soldier (spearman) - Mace Soldier (maceman) - Crossbowman (archer) - Marksman (rifleman) - Imperial General (hero) - Foot Knight (swordsman) - Imperial Guard (spearman) - Huntsman (archer) - War Hound (creature) - Imperial Cavalry (sword cavalry) - Imperial Knight (spear cavalry) - Gatling Gun (artillery) - Imperial Cannon (artillery) - Steam Tank (artillery) - War Wagon (chariot) - TODDY!!! (special character) With the move to custom skeletons the units won't have animations for a while. I'm also still using the vanilla models for horses, dogs and other animals because I haven't made my own ones yet.
    1 point
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