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  1. Old but timeless... According to that I quickly climbed down the ladder in my life. However, today I consider such thinking an expression of hybris more than anything...
    3 points
  2. boonGUI User interface mod for the RTS game 0 A.D. Everyone can follow the development, contribute to discussions, report bugs, suggest features or even make pull requests. Install Choose your preferred method GitHub git clone https://github.com/LangLangBart/boonGUI.git Linux: ~/.local/share/0ad/mods/ macOS: ~/Library/Application\Support/0ad/mods/ Windows: ~\Documents\My Games\0ad\mods\ Pyromod Drag and drop the file over the 0ad start icon or double click it. The mod will be unpacked and placed in your 0ad mods folder ZIP Unpack it it in your /0ad/mods/ folder Launch 0 A.D., click Settings and Mod Selection. Double-click boonGUI, click Save Configuration and Start Mods. Troubleshooting If you get errors/warnings after upgrading, delete the existing boonGUI folder and install the mod again. If that doesn't help, just post a message here or on GitHub.
    2 points
  3. See @ValihrAnt's blacksmith rework thread here: ==================================================================== As always, Wow is here to propose something innovative and cool. My Forge rework idea is that the Forge now acts similarly to a Market, in that it is used to exchange resources for something else. In this case, the player exchanges Raw Resources (Food, Wood, Metal, Stone) for Secondary Resources: Swords, Shields, Spears, Javelins, et al. So, now Soldiers don't cost Raw Resources, they cost Food and secondary resources: Roman Hastatus 100 Food 5 Shield 5 Body Armor 6 Sword So, those numbers mean something. For example: for every 1 hack resistance, they cost 1 Body Armor. For every hack attack, they cost 1 Sword. For every point of health, they cost 1 Food. The Sword resource had been bought (exchanged) at the Forge with the Metal raw resource (and possibly Wood, to account for the firewood necessary to forge and temper the weapons).
    2 points
  4. Can we make it possible to dictate where techs can go in the UI? It would be very helpful (and logical) to be able to place techs beneath the units that they primarily affect. For instance, Rank Promotion techs and "Tradition" techs ("Archery Tradition", "Hoplite Tradition" etc.) can go directly beneath the unit. Example: It could go in the building's template in the productionqueue/technologies component, perhaps productionque/technologies/row. <ProductionQueue> <BatchTimeModifier>0.8</BatchTimeModifier> <Entities datatype="tokens"> units/{civ}/infantry_javelineer_b units/{civ}/infantry_slinger_b units/{civ}/infantry_archer_b units/{civ}/infantry_crossbowman_b </Entities> <Technologies> <Row2 datatype="tokens"> upgrade_rank_advanced_infantry_jav upgrade_rank_elite_infantry_jav upgrade_rank_advanced_infantry_slinger upgrade_rank_elite_infantry_slinger upgrade_rank_advanced_infantry_archer upgrade_rank_elite_infantry_archer </Row2> <Row3 datatype="tokens"> <br/> <br/> special_archery_tradition </Row3> <Row4 datatype="tokens"> training_levy_infantry_ranged </Row4> </Technologies> </ProductionQueue>
    2 points
  5. Remembering that we can bring the two patchs. Rank 2 + less training time (D3699) + less metal cost (D3665).
    2 points
  6. Historically bolt shooters could fire from ships larger than triremes, therefore I think the devs should allow triremes and quinqueremes to shoot bolts if garrisoned with it. Also we should add a boarding party feature, as one of the main tactics in battle is to send your marines onto enemy ships and slaughter everyone on there (used in battle of Salamis), instead of just sinking the ships by ramming or artillery. Furthermore quinqueremes should be able to shoot normal arrows as well because they typically had a platform on which archers could stand there and shoot enemy ships. Currently the quinqueremes are less effective than default triremes because the single rock thrower fires too infrequently. Arrow capacity should also be given to the Tessarakonteres (Ptolemy Juggernaut). This ship needs some rework as it is a wide catamaran (two hulls) but is currently portrayed as a typical single hull ship. Artillery and archers could stand on the platform joining the two hulls and fire, even though this ship was never used in any real battles.
    2 points
  7. I never imagined that the time would come when mods would surpass the gameplay of the vanilla version.
    1 point
  8. Planned features can now be found on github.
    1 point
  9. It would be nice to build an entire concept around mercenaries. Currently, the few mercenaries in game are related to the civ/faction, to the military tree. For example Scythians archers for Athenians and Thracians for Macedonians. But it would be really cool to have mercenaries related to the map. Just a quick idea, the map could have settings for a mercenary environment, a kind of 'mercenary biome' giving a set of units that any players in the current game could recruit from. For example a map with Mediterranean flora could have also a Mediterranean set of mercenaries available, with Italics, Iberians, Cretans, Numidians etc. It could be wide (Mediterranean, Asia, Central Europe etc.), specific (Italian Peninsula, Anatolia, Greece etc.) or random for fun. Obviously it would be cool and would bring a lot of diverse units with different aesthetics. And people like this kind of things. But I think there are even more rational arguments for it. First of all, it can bring balance between the civs without bringing its related dark brothers, monotony and homogeneity. It can bring balance because some civs have historically a lack of units in certain areas, and it is therefore difficult to balance those civs in various situation. For example naval units, this is really a big issue for some civs. But if all civs have access to a variety of naval units through mercenaries in naval maps, then players start to consider a wider range of civs when playing in those maps. Obviously, I am not suggesting making all the civs the same in regard to their weaknesses and strengths, mercenaries should have a counterpart, a penalty (price, limited number or/and something else). Furthermore, some civs could have a few unique techs related to mercenaries (like Carthage could have for example). The goal is not to make Britons equally powered to Athenians in naval maps for example, no. It is simply to eliminate an entire blind spot. Because there is a huge difference between a civ with weak navy and a civ totally useless in this matter. Second aspect, it would give more spotlight to other cultures that are interesting and/or appreciated by everyone but not planned in the game roadmap. Especially in the case where 0AD do not add a dozen factions easily, it would be appreciated by modders and people making historical campaigns in the future. Samnites, Thracians, Germans, Cantabrians, Lusitanians, Numidians, Scythians, Rhaetians, Illyrians and a dozen more interesting people. Finally, it is a flexible concept that can be easily adapted to the game. It could be gaia entities in the map to capture to get the possibility to recruit the mercenaries (I think Delenda Est is doing this) but it could be also directly from a building every civ has (an embassy for example). Or even lazier, from the market. To not make the mercenaries the equivalent of the common roster, there are many possibilities to add negative aspects nerfing them, with the idea to find the golden mean.
    1 point
  10. Why isn't this a main menu background?
    1 point
  11. I believe that for gameplay purposes they should have such a capacity, even if it was a ferry for transport, because the Xiongnu, however nomadic, would not be in the Stone Age, besides they had a good relationship with the ancient Koreans, in addition to a war and bribery relationship with the Chinese.
    1 point
  12. The Xiongnu did eventually manage to set up a naval force to invade Japan by capturing Chinese docks, ships and engineers. Therefore, we can give them a 'mercenary dock' and a 'mercenary warship' and it would still be historically accurate. But, this warship must not be too strong and it must cost a lot of metal because it is mercenary.
    1 point
  13. I couldn't find any as much as I found is some discussions in the old Trinketos mod. The Olmecs would fit in the Aristeia but their final phase together with the Epi Olmec (name we currently give for their phase in Tres Zapotes) would fit in the terra magna tbm (I believe we would find more sources including names)
    1 point
  14. Further translations: trakiyski = Thracian telokhranitel = bodyguard odriskiyam = Odrysian dinast = dynasty tezhkov'or'zhen = heavily armed (тежко въоръжен) konen = horse lyekov'or'zhen = lightly armed (лековъоръжен) Not sure about 'sitalk', but looks close to stalker or collide Therefore the first one might be "Skirmisher of Odrysian dynasty" Second one might be "Thracian lightly armed cavalry" Third one is "Thracian heavily armoured bodyguard cavalry"
    1 point
  15. in the text he mentions the Paeonians.
    1 point
  16. The second one says something like 'trakiyski lyekov'or'zhen' (can't see the next two clearly). The word in brackets is khilokontist
    1 point
  17. A halfway proposal is currently at https://code.wildfiregames.com/differential/ Basically, allowing the training of mixed batches. For instance, you could have the option to train batches of 10 soldiers, 1 officer (2x health; attack aura), and 1 bannerman (speed and armor aura). Or maybe an officer and bannerman would be trained for free if you choose to train a batch of 20 or more soldiers. ---------------------- I disagree that battalions don't work in an RTS. They worked beautifully in Battle for Middle Earth II. And as I said, if your soldiers do nothing but stand idle or fight, then why not just have them exist in hard battalions? I'm talking about battalions of maybe 2 dozen soldiers, not 100 as in Total War.
    1 point
  18. When we try to host a 4v4 TG:
    1 point
  19. Actually if you look at most artwork of naked fanatics, they generally always were carrying shields. Not doing so would be virtually suicide.
    1 point
  20. I do agree with you. I frustratingly lost many naval battles because of stuck ships. I think one way of improving this is to decrease the model size of ships, so that they can fit into small rivers and bays, which is also more accurate historically as no ship is as big as half of the Meditarranean sea.
    1 point
  21. Good point. Next time I host I will give continent a go. Can you suggest some good maps that involve water? Currently I have only tried continent and Schwarzwald, but naval tactics don't seem to dominate the gameplay on these maps. Also, due to the small size of land on Continent, 4v4 games feel squashed even on large map size. Schwarzwald seems like an interesting map but the initial distribution of resources may not be balanced, so probably not suitable for competitive games. Once when I tried to play on it I got 50 sheep scattered around my cc while my teammates had completely no hunt nor berries.
    1 point
  22. Main problem with ships is they get stuck easily and the path-finding around narrow shore is frustratingly hard to manage when you really need your units to follow through with orders to be efficient in battle - when the ship is carrying half of your troops is stuck on your allies fishing boat... it really is annoying to lose a game like that I would really like to see more maps like continent being played in multiplayer to break the same old mainland spam because on maps where there is no water some civs, like for example Athenians, lose out on some key units (mercenary archers/sword champions in this case), and some civilisation bonuses like Carthaginian naval traiding bonus, really don't give the civilisation to live up to it's full potential
    1 point
  23. Hmm, I see it as innecesary micro with no gameplay benefits. I try to imagine what interesting mechanics could bring that, but I see no one. If all weapons/armor resources are created on the forge, they are just extra clicks that you have to balance If there's the introduction of new buildings to create the diferent resources, you are creating a chain that can be destroyed or raided for disrupting the economy of the enemy, but also is not so diferent of having diferent military buildings to train dedicated troops.
    1 point
  24. Actually Carthaginians have huge advantages over Mauryans in naval battles. Garrisoning Quinquiremes with ballistas and soldiers does absolutely nothing. You've got to garrison them with catapults. Can't the devs write that important information somewhere down? If other warships get garrisoned with soldiers they are much stronger, possibly your opponent did just that. Exception: Fire ship : D
    1 point
  25. For Scythians I think we should make their female citizens archers, but slightly weaker than infantry archers. This is to balance out their dependence on hunting and lack of defensive structures. I got the idea from Xiongnu of terra magna.
    1 point
  26. Hello! I (stormwalk) played a rated game which Raffut1969 hosted, and he ended it without resigning when I was winning, please see the attachment commands.txt metadata.json
    1 point
  27. Besides the pathfinder would not see your bridge mesh as currently units can not be on them at all the exception of units on walls is just garrisoning in the wall not on it and notice once on the wall the do not move. Enjoy the Choice
    1 point
  28. The terrain grid is technically 2.5D, not 3D.
    1 point
  29. While I like the idea of stronghold crusader kind of gear resources, but lootable corpses or market itself exchanging weapons would make a bit more sense.
    1 point
  30. Zapotec workshop (arsenal) mod. zapo_arsenal.zip
    1 point
  31. Practicing more with Atlas, I made this spiral mountain path. Ideally it would go around the mountain 2 or more times... but this is good enough for proof of concept, if any map-makers are looking for ideas...
    1 point
  32. "Judean People's Front??? We're the People's Front of Judea!!!"
    1 point
  33. 0 A.D.: A Sandbox for Exploring Game Balance at the AI and Gaming Research Summit (23/Feb/21) Relevant 0 A.D. part: 1:00:40 Speaker: Brian Broll (Homepage & wiki/GettingStartedReinforcementLearning article and Youtube account)
    1 point
  34. Hello everyone, First of all I'm from Spain so english isn't my native language and I'm also new in game development so I ask for patience, and I thank to the community for developing such a great game "for the people" instead of business. I have a sugestion through, I see the game lags too badly and I know of an internal Blender engine called UPBGE, so I propose if the merging of the 0 A.D engine with another that is open source would be an option that could enlarge the posibilities of development. As for the project that I have in mind: - I ask permision to use the game assets (including another mods) for this. - I will focus first of game mechanics and the rest (mainly art) later. - More zoom levels so it would have better building/unit scale. - It would be more casual (at least the battles), but have more other strategical mechanics. - An initial palisade that covers the limit for all civs, spartans would have soldiers. Also it makes sense to make camp when attacking so all civs could build. - Palisades and walls have height and blocks vision and projectiles. - Buildings would have a guard, so capturing the building would be killing the guard (and the building becomes gaia) and the hero have to enter to enemy Civic Center (after gaia). - It would be more "RPG mode", this means that it would be regicide mode and that the hero can see/explore the same radius of a city but that would be all the player could see. It emulates that the player is helpless if isolated. - Hero can build Civic Center and camps (for free but takes long time, using resources to fast) and look for (recruit) new villagers (no citizen soldiers). - Orders would be via buildings, hero need to be inside Civic Center to buid and player need storages to "order" to collect resouces. - Gaia regenerates over time. - Do you know the Widelands game? Because it will have some similiar mechanics like have to transport resources in the correct building. That includes that recruiting soldiers would need resources and villagers to "convert" to soldiers. And soldiers have to go to stables to ride on the horses. - A building to produce wood, stone and metal like the orchad/farmland. - Citizen soldiers "switch" the status in the forge. Ranged units would be very weak and could switch to melee. - When leaving the city, it would be controled by IA but players won't know what happens. Hero can ask for resources and reinforcements from the IA. - ¿Third person mode for hero? - Buildings "grow up from the ground", I would like new models/animations in the contruction process. - More "epic and superhuman" hero, that means that when he fights i would love to have these exagerated animations and collision. I hope I don't forget anything but it's an ambitious project/mod and I won't lie: every help is apreciated, so for begin with: ¿how to mod? Thanks for reading all of this.
    1 point
  35. Just a demonstration of my attempt to make (un)mountable horses. It was quite easy to make mountable horses. Here is what I did: Steps Add one Visible Garrisoning point to horses, this works for both melee and ranged units. In one image you can see the melee spearman attacking from on top of the horse. Add an Aura to the horse which affects the "garrisoned" unit(the rider), changing the entity to use a visual actor of a mounted unit. This keeps the attack animation in sync This is not perfect, for these reasons i can see: Disadvantages The sitting looks very unnatural, they will often sit to the side or backwards on the horse when they first garrison The horse formations are blocked because the garrison panel has priority The VisualActor change in the horse Aura I mentioned in part 2 of Steps was hard coded, which means that right now I would need to create a different aura file for every Entity that can ride a horse. This is possible to do with a script, but messy in terms of having a lot of game files. I might do this anyway for my own mod until the game has a feature or I create it myself. Mounting/Unmounting is presently tedious, it has to be one by one. There is an easy way to solve this using the "alarm" system which is used for Civil Centers. I haven't implemented this yet. Advantages It really does look quite fun to see them shooting from the top of horseback on the move :-) This is going to be great gameplay wise for newer Steppe civilizations like the Scythians which are included in Delenda Est. Shooting while backwards seem to be described as Parthian Shot. Wikipedia: Horse archer tactics are fundamental tactic of these civilizations and will make the gameplay more fun, as well as being historically authentic. The Vikings apparently never fought on horseback, but they did steal them for riding and crossing terrain. This will create the potential to mount and dismount an army. Perhaps the horse aura will create an accuracy or attack debuff that will make riding horses impractical to use in warfare for such civilizations, while still being useful for movements and scouting. Mountable Elephants will be great too!!!! Mount 3 archers on top of an elephant! That will be fun! Or mix and match, add one spearman and two archers! Horses and Riders die separately. When a horse is on low HP, it "ejects" the rider. Fun mechanic and requires less suspension of belief!
    1 point
  36. How difficult would it be to add hotkey support for the order of keys pressed? For example, the combination Z+X does something different than pressing X+Z. Secondly, would it be practical/possible to assign duplicate hotkey combinations to some kind of array? For instance, a user could assign the placement of all civ-economy buildings to B+N, all military buildings to B+M, and all other buildings to B+L. In the game, pressing B+N once, when a worker is selected, brings up a house to place. If the building remains selected, but the foundation has not been placed yet, pressing B+N again, switches the building to be placed from the house to the storehouse, then; Farmstead, Field, Stables, and Dock, (assuming all were assigned the same hotkey combo), until the building is placed or action canceled. The change would make the hotkey mod more "Accessibility" friendly. I'm not severely limited, but have chronic damaged postural back muscles from suv vs bike at highway speeds, circa 2014. Ideally, for me, all key combinations I need would be within reach of the left hand 'F index' position. There are 24 standard keys (123456qwertyasdfghzxcvbn) I can reach easily, along with shift, control, alt, and space. If just the six keys of the left bottom row (zxcvbn (US english)) were fully available to any 2, 3, or 4 (finger) key combination, there are 50 possible combinations. I imagine that is more hotkeys than most people regularly use. If there were also array like assignments to a single key combination, every hotkey feature would be possible with just 6 keys. Regardless, thanks for the ability to modify the hotkeys. It really helps. -Jake
    1 point
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