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Showing content with the highest reputation on 2020-10-31 in all areas

  1. Hopefully will be doing a feature on Delenda Est fairly soon, huge kudos to @wowgetoffyourcellphone and anyone else involved in the making of this epic piece of work. Have only just installed it and messed around with it yesterday. I knew from the write up on mod.io that is wasn't your average 0AD mod, but I honestly had no idea just how much scope had been added to the game. I was initially thinking I could knock together a short vid about in very quickly, but the deeper I've dug into the changes and added features, the more it's become evident that that wouldn't really do it justice, so it's going to take me a little longer to cover it properly. I'd love to get a little more insight into the story of how this mod came about, if you get chance, I have some questions about it, if you have a few minutes to indulge me? _What was the initial thinking and concept behind the project? _How many people have worked on the development of this mod and who does what? _How did the creation of the fourth phase come about, _Whats the biggest difference in the playing experience from vanilla 0AD and Delenda Est? My initial thoughts are that the average game would probably be quite a bit longer and much more tactical _Are there any features from Delenda Est likely to make their way into Alpha 24? _What will become of of it when Alpha 24 finally arrives? Will it you be able to adapt it to the new version to keep it alive? _Finally - flaming pigs? What on Earth? We they really a thing? Many thanks in advance. Any insight you offer will be terrifically helpful in me framing the narrative of the video. Congrats and kudos again on this 0AD shaped monster of a mod that you have so skillfully created. Jim
    3 points
  2. I felt that the meta of 0 a.d. could be improved and I wanted to do it on my own accelerated timeline rather than join the team directly and have to compromise the vision. Empires Ascendant is a good game, but I wanted to make it better by pushing the engine and seeing what I could do. Honestly, it's almost exclusively a personal passion project. But I have enlisted the help of many others when I've found my own limited talents lacking! Models, textures, and coding help from a few names you may recognize: @Stan` @wackyserious @Freagarach @Alexandermb @Enrique and anyone who's worked on Terra Magna and Millennium AD, as DE borrows some artwork from those mods. It came about as a way to make Wonders more integral to the game and to add more progression to a match. Gameplay wise the goal was to make the game both more tactical and more strategic. With the addition of mercenary camps and better map design, map control becomes more strategic, while the implementation of hard unit counters and other combat tweaks and changes makes the game more tactical. Probably not. The development of Empires Ascendant just isn't heading in that kind of direction as far as gameplay changes or improvements. The emphasis over the past years has been on balancing what is already there rather than implementing any interesting features. The current development version of the mod is fully compatible with the development version of 0 a.d., so that with a couple weeks if A24's launch the A24 version of Delenda Est will drop. The development version of DE is here: https://github.com/JustusAvramenko/delenda_est A fun little feature that probably wouldn't be used much, but when it is should provide amusement to all the players. Lol
    2 points
  3. Other stuffs: https://www.facebook.com/dorsetodinists/posts/974389453043295 https://www.facebook.com/SamsonIllustration/posts/3314557838656844 JFOliveras made some illustrations weeks ago about Pytheas' journey, if I really like his art and his skill, I find it sad he isn't properly advised about the material he relies on.
    1 point
  4. Hello, at the top right side there is small icon with the ring (Diplomacy). After opening it, you can click at the resource and it will send 100 of it to the respective player in the row. If you hold shift while clicking, I believe it sends 500.
    1 point
  5. 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
    1 point
  6. Cheers, love a good CBA. You can easily do things like giving improved attack/defense/other by using modifiers. You can check out the "Cheat.js" file for how to use this.
    1 point
  7. Likely, since they did not use scale. Probably a cloth helmet with feather crest. I think it may have looked like Osuna Helmet but shorter without neck flap.
    1 point
  8. Nice to see DE getting some long-deserved love. https://en.wikipedia.org/wiki/War_pig
    1 point
  9. I forgot to mention the mod is adding Germans too: Suebians in A24 and Goths for A25. Dev version of the mod (works with dev version of 0 ad) is here: https://github.com/JustusAvramenko/delenda_est
    1 point
  10. Approval on mod.io: https://0ad.mod.io/castle-blood-0ad Enjoy!
    1 point
  11. The development version (A24) can be downloaded following the steps at https://trac.wildfiregames.com/wiki/BuildInstructionsGettingTheCode. In case you need to build https://trac.wildfiregames.com/wiki/BuildInstructions might be of use too. For the dev versions of mods: I expect them to be in some github repo, most likely linked in the mods' thread.
    1 point
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