Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2021-04-07 in all areas

  1. Could it be Chanyu Touman?
    3 points
  2. This form of construction and organization that the 0ad gameplay really proposes is disappointing lol, this is by no means a criticism of the player because this type of format really combines the current gameplay of the 0ad.
    3 points
  3. Introduction: The purpose this mod is to clearly define the role of buildings, which then leads to a (slightly) more realistic city layout. It is a follow up to this proposal: https://wildfiregames.com/forum/topic/37294-storehouse-and-farms-rework please look there for additional reasons why I think these changes are good. So please take a look at the following building and ask yourself the following questions: Does this look like a place that you can pack full of soldiers and defend like a fortress? Does it look like a good place to store your food, stone or metal? Well, at least to me it doesn't. And this is imo one of the reasons for the gameplay balance problems. Therefore, introducing a mod, that clearly redefines the role of the basic buildings. Features: The civic center is no longer an all-purpose storehouse nor an easy to defend mini fortress. Its ability to shoot arrows has been removed and replaced by an aura, that increases the attack and armor of soldiers close to it. That is done because it is the center of your civilization, which should give the soldiers a boost of morale and it also prevents you from getting overrun in the first 5 minutes of the game. The storehouse is now the main place to store wood/metal/stone and its cost are reduced to 50 wood. Wood can still be stored in the CC to allow wood income in situations where all storehouses are destroyed. The farmstead is now the main place to store food and its cost are reduced to 50 wood. What do I hope are the benefits? A city layout that looks more realistic (e.g https://en.wikipedia.org/wiki/Roman_Forum) and less like someone decided to turn the center of their city into one giant farming area. Easier to understand game logic. Defensive structures are for defense, economic structures are for economy. Better ability to rush in early game Because I don't want to make two mods, there are also other changes (maybe more unrealistic) based on the following complaints I have read on the forums: Rushing is too hard defensive structures are too effective (e.g. https://wildfiregames.com/forum/topic/37687-lets-fight-gameplay-balance-mod/) Changes: Towers: Towers do no longer have an minimum distance between them, because that restricts player freedom (and I don't like it ) To balance that out , their ungarrisoned arrow count is reduced to 0, because it was imo not realistic that they had a default arrow count (indicating a person inside) but they did not contribute to the pop limit. To have any effect of the towers, you now either need to keep men around or let them stay inside, which should prevent an extreme overuse. The tech is removed, that adds one standard arrow to towers The tech is removed, that gives 40% more arrows per garrisoned soldier The stone tower can now garrison only 3 soldiers (same as the sentry tower) but it is still harder to capture and more resistant. Palisade related: Palisades have very weak crush damage, which means that rams and catapults are way more effective against them Women now have a torch as weapon, which allows them to burn palisades. (A few hits are enough, the palisade will continue to burn until its gone) Here is a test of how effective different unit types are at destroying palisades: test.mp4 Nice new fire effects: showacse.mp4 Here is the mod (v 0.0.3): increased-realism.zip
    2 points
  4. Here is the story of us: https://play0ad.com/about/the-story-of-0-a-d/ https://www.youtube.com/watch?v=nN6VR92V70M Beware of trolls(very strong AoM unit) though.
    2 points
  5. Interesting video. Perhaps Carthaginians could get a sort of thureophoros or ''romanized swordman''? unlockable by choosing Hannibal as hero. Relevant topic:
    2 points
  6. I find it really strange for a game that has a careful history at the level of the units to have the original names alongside the generics not to have Cesar as hero of the Romans due to the fact that the Romans portrayed are mainly at the time of the Punic Wars the main gameplay goal is make your civic center a farm and your home the city wall lol. It would not be excessive realism or micromanagement that things work just a little more real. But I understand people who like this kind of gameplay, it mainly reminds me of the Aoe2 era.
    2 points
  7. Hello, I'm new here! I wanted to add some more information about Persians nation. The face of king Cyrus II is somehow Arab lied face,  I sent a picture of a more Persian liked face structure. Furthermore, The Immortals appearance isn't like the original Immortals. ( I uploaded their picture too ) Also, Persians did not Farvahar ( the one with a ring in his hand ) sign on their shields because it was a religious sign for them. Some of them used "Derafsh Kaviani" as their flag on their shields. Also Most of Ancient Persian soldiers used Some sort of helmets which was called "Khud". You can take a look to the pictures for more information. Thank you.
    1 point
  8. Hey all this game has impressed me already, grew up on C&C and then played Rise of nations then Company of Heroes 2 . The useful buttons like on RON were there , like idle workers and also garrisoning your units and they will heal as well as attack from certain buildings Look Forward to seeing further development of it What games have been the inspiration for its development ? does anyone know? - Sam
    1 point
  9. Are elephant archers mighty? They are pretty easy to kill and don't do that much damage
    1 point
  10. Sólo dar información general, yo estoy mal informado con mods que no he probado. Hay que recordar que el foro intimida por la barrera idiomática. Hay que dar links alternos donde encontrar más información como en moddb.
    1 point
  11. @Trinketos me están preguntando por este modo dame tu twitter. Y dame avances de lo que contiene o está planeado. @Lopess if you can help me answer or add images of the mod on the page.
    1 point
  12. I spoke to Alexander, he's going to search his files.
    1 point
  13. I admit it I am a turtle player,But that image is already being unethical, lol.
    1 point
  14. AoE2 and AoM at the beginning then AoE 3 ... and with the units; Rome Total War 1 & 2. The feutures like the territory( obviously) is from RoN, and from there perhaps we will continue to incorporate more from that game. The truth is that of all the RTS we have created some, maybe from city builders or from stronghold we will take others.
    1 point
  15. I finally got driven nuts by the constant impact sound and went to go mod it, but I think I found an error that is making the sound so loud. It looks like the file is missing the GainUpper and GainLower entries. I suspect this defaults to 1 or something when that is missing? I see other files range from 0.4 to 0.5 when they have the random volume option enabled. I haven't made the mod yet, but figured I'd mention it here.
    1 point
  16. While we were reviewing sound assets @Samulis discovered that they were not normalized correctly, and that's what happened with this one. It's probably louder than the others. You can set the gain in the XML to something lower. You need to restart the game for the change to take effect. Yes savegames and replays will adjust.
    1 point
  17. Yes I have Alexander contact.
    1 point
  18. 1. Get at least three logs from any type of tree. 2. Use the Creation menu to transform one of the logs into four wooden boards and transforming two wooden boards into four sticks. You need at least three sticks to create the fire. 3. Look for a piece of coal in caves or mountains and extract it with a pickaxe. 4. In possession of all the items, use a work table to create a fire. More information visit at Minecraft Campfire Recipe
    1 point
  19. related. These people should have strong defenses in the last phase.
    1 point
  20. In the end what happened to this concept?
    1 point
  21. There are 43 varieties of pines and we present you 12 main shrubs of these species: Pinus lawsonii – Pino de Lawson. Pinus jaliscana – Pino de Jalisco. Pinus occidentalis – Pino español.( Caribbean pine in Haitian and Dominican) Pinus tropicalis – Pino Tropical (Cuba) Pinus cembroides – Pino piñonero mexicano, Piñón. (That one is too north of the Mesoamerican zone) Pinus strobiformis – Pino blanco de Chihuahua. Another one that is too north of the Mesoamerican zone. Pinus montezumae – Ocote, Ocote macho, Pino blanco. Pinus leiophylla – Pino de Chihuahua, Ocote, Pino chino. Pinus oocarpa – Ocote, Ocote chino, Ocote macho. Pinus hondurensis (sin. P. caribaea var. hondurensis) – Pino de Honduras It is a variation of the Caribbean https://es.m.wikipedia.org/wiki/Pinus_caribaea Pinus maximinoi (sin. P. tenuifolia).This grows only in highlands areas. Therefore it is not very common. Pinus pseudostrobus – Pino blanco, Pino ocote. This is important because it is in the Valley of Mexico, and it is in the Mayan zone. These are most of the pines exist in Mexico and Central America, Even these are the ones in the Caribbean. https://nuestraflora.com/c-arboles/tipos-de-pinos/#Especies_de_Pinos_mas_famosas_de_Mexico Here I will leave other pines that I found in Wikipedia. Pinus Caribaea https://es.m.wikipedia.org/wiki/Pinus_caribaea#/media/Archivo%3APinus_caribaea_Morelet_1851_2013_001.jpg This interesting because it is in the Mayan zone of Belize and part of the Mayan zone of influence of Honduras.
    1 point
  22. is that Chinese? https://www.youtube.com/watch?v=3hH1CjXVX1Y
    1 point
  23. I made a quick test of your mod, thanks for taking time to think about the issue. A few remarks: - there is still the upgrade to increase the default number of arrows, so abusing tower concentration could be an issue. - I tried to think about early placement of fields, I have to admit that they would be tricky to defend effectively. I placed them around the initial farmstead that I used for berries in order to save early wood. I might have set them between my first woodline (ideally on the side of the map border so there is one less side to watch out for enemy) and the civic center since it has the advantage of providing a nice vision. Mines are still right next to the civic center, so I might also be tempted to have farms around mines. Soldiers would be very close to the fields and remain productive this way, an alternative approach might be to start farming with soldiers. - I noticed that the restrictions on the distance between fortress was still there but that there was no restriction on distance with respect to the civic center. I would guess that removing the defensive property of the civic center would increase the incentive to add military structure very close. With the aura that you have added, the civic center might be even easier to protect since it would also work in late game. I have tried to illustrate what my city might look like after 15-20 minutes as an illustration of what the changes might imply (though I probably built too many forts to be a very good example). About the issue with respect to defensive structure, I have tried to illustrate what I meant with my defensive city example above. Sieging a city is costly: if an attacker has to destroy all buildings preventing him from moving forward with sieges, there is an opportunity cost in terms of economy he cannot produce with the citizen soldiers protecting the sieges. If sieges are not protected they would be sniped for free. I added a "palisades net" here, since it is cheaper than a regular palisades wall but quite effective at slowing down sieges. I could also add a few palisades pillar and more layers there to increase the density of cheap stuffs to be destroyed before the enemy can reach my valuable buildings. I let you imagine how annoying it is to destroy something like this and how much worse it can become if the city is protected with archers/slingers, and you don't have any with your civilization. About the choices you made for your mod: - Removing the distance limit between towers: You could concentrate too many towers in one spot, with a wall in front and the upgrade for an additional arrow they would probably be abused. You could build squares of 9 turrets with a wall around to act as a mini-fort which doesn't need to garrison soldiers inside. There is also some maps with narrow passages where stacking towers on top of one another would be too strong probably. The current solution is not perfect but probably better the suggested alternative of completely removing the distance limit. - Removing the storehouse capacity of the civic center: What if your storehouse get captured by the enemy and you have no wood available to build a new one? There would be an incentive to fight to the death to protect a storehouse, probably outside of the aura of the civic center. The potential usage of the civic center as a storehouse and the struggler trees prevent from having this undesirable effect. For food, it might make sense but in general, I think I would prefer an incentive system. A system of fertile land like the one from Delenta Est could makes sense. We could also imagine alternative system that might not require to modify all maps like for example a small malus for farming if the farm is too close to a building which is not a farmstead (because it creates the shadow or poor land quality... ). You could then choose a safe build with farms next to the civic center or choose the one providing a better economy with farms in the most productive area. - Ungarrisoned arrow count is reduced to 0: I don't see an obvious issue to apply this for tower but I don't know what was the original motivation to introduce it in the first place. - The civic center ability to shoot arrows has been removed and replaced by an aura, that increases the attack and armor of soldiers close to it: I think this might be problematic since it could create an incentive in late game to fight right next to a civic center (the initial cc or a forward one). The second potential issue I can think off relates to differences in range from different units. As you mentioned, the civic center defensive capacity is very important in early game and if you have weaker units you might not be able to survive the first few minutes of game. I would put a red flag toward removing it completely since it could change dramatically the early game balance. Some civilization can use their starting stones to get very early slingers, maurya elephants worker make early hunting highly effective and offer plenty of potential for deadly rushes. Other civilization won't be able to compete with this type of advantages (especially in team games for which the distance between players is quite small). Finally, just a bit of food for thoughts since a forum is the right place to farm ideas. I really like Changeset 24971 – Wildfire Games, which introduces smoke at the armory when it is researching upgrades. The changes is great since it has a strategic interest for competitive player, and it is probably a tiny step in the direction your are aiming at. I usually put my forges in front line to protect more valuable buildings (they slow down the enemy, have no value once upgrades are done....). The animation change might give me the incentive to hide it from the enemy sight since if he sees smoke during an assault, the building could be targeted. Teleportation through buildings probably doesn't give any incentive to leave space for movement between buildings (if I remember correctly, in previous alpha units would always exit on the same side, so teleportation could go only in one direction). If that wasn't possible, I would probaly leave much more space between buildings which could help having city which have a more realistic look. I don't know if something like this would be desirable but at least I know it is feasible and might help to reach your aim. As mentioned in the other post, working through incentives would be better but in some cases it might be difficult to do... For example, it would be nice to prevent palisades spam somehow, something close to a minimum distance rules could make sense there too (though I imagine it would create issues when it is not in a straight line). I don't think that stacking palisades is desirable in any way so maybe there, why not working with some hard limit.
    1 point
  24. I used your comment as a guideline when i researched their equipment. I actually quoted it in the original thread. https://wildfiregames.com/forum/topic/27934-art-references-suebian-german-units-shields-weapons-clothing/?do=findComment&comment=395400 And indeed i think using looted/traded equipment is the best way to have variety between heroes (since early Germanics rarely used armor, and the few finds are mostly from Roman or Celtic source).
    1 point
  25. As a complementary info, we reached the same conclusion I think
    1 point
  26. Just making gathering speed for food equal for all units will result in a noticeable paradigm shift. This should also bode well with the realism camp.
    1 point
  27. Just another Sunday in Newbie Rush land!
    1 point
  28. That's it. Projectiles (mostly) don't have a trajectory from the simulation point of view, they are just distant delayed hit. Then a trajectory is rendered. The choice was a parabolic trajectory. <Gravity> is the graphical parameter which will adjust the height of the parabola. For now, artists have to tweak that so it fits what they want to see. Don't bother with anything else. More have to be said, but not enough place on that margin.
    1 point
  29. its not arbitrary if it looks good; and thats sorta my thing
    1 point
  30. There is actually a very large corpus of colored Ancient Egyptian frescoes, by the Ancient Egyptians themselves. Skin tones vary wildly from a very light, yellowish brown to a very dark reddish brown. Reddish brown is by far the most common skin-tone. As for the Ptolemaic roster, of course all the Greek and Galatian units should remain white. As for the female citizens and native troops, some melanin definitely wouldn't be out of order, although "Kushite black" is definitely too dark... If you're interested in improving their skin-tones for historical accuracy sake, I'd suggest, for "native" troops, something like 1/10 black, 4/10 reddish brown, 4/10 yellowish brown, 1/10 white. The black representing resident Kushite populations (quite a considerable group, apparently, even as far north as Alexandria), the reddish and yellowish brown representing native Egyptians, and the white representing Greeks and other light skinned peoples from the Middle East and Europe that weren't necessarily part of the ruling classes or nobility. While on the topic, after careful consideration ( ), I'd like to suggest a similar more reddish brown skin-tone variant for a few Kushite units. Especially the Napatan temple guard and Napatan priest, could have about 1/2 reddish brown. Currently it's more a "faded" lighter brown instead of the reddish tint. If you want some Sub-Saharan ethnic flair, the "Nubian archers", a Ptolemaic mercenary unit was removed a few years ago "under dubious circumstances"... Another really attractive Kushite mercenary unit for the Ptolemies would be the "Aethiopian Axemen". At least 3 Ptolemaic and 1 one Roman (or also Ptolemaic) period figurines survive from Egypt depicting Hellenized axmen with Sub-Saharan features. The Ancient Egyptians through their own eyes: Basically, some of them looked very Middle Eastern/North African, some of them looked very Sub-Saharan/Horn of Africa, most of them were something in between. Not surprising from an Afro-Asiatic speaking population on the crossroad between Africa and Asia. One thing is clear, Ancient Egyptian women were drop-dead gorgeous! Yowza!
    1 point
×
×
  • Create New...