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Showing content with the highest reputation on 2021-11-02 in all areas

  1. Outside of balancing the strength of mercenaries, I don't get how their prices are determined to start with. Mercenaries benefit from a discount on their cost that do not seem to be justified: - for slingers or swordmen, the wood cost is substituted for mineral at a 1-to-1 rate, all infantry CS costs 100 resources whereas their mercenary equivalent costs only 60. The argument that "mercenaries cost metal which is harder to get" doesn't seem to be a good argument from that perspective. For almost the same price, you can get 2 CS slingers (100 food, 40 wood, 60mineral) or 1 women + 1 CS + 1 mercenary infantry (100 food, 50 wood, 60 mineral); - on the non-economic role of mercenaries, any additional cavalry units trained in phase2 has no economic role in practice since coral are already setup and hunt is usually gone. So no clue why mercenary cavalry (80 metal) should be that cheap relative to their citizen (100food+50wood/40wood&10metal) equivalent. Mercenary cavalry are stronger, faster to train, and the embassy is even cheaper than the stable. In late game, many of the CS infantry trained won't ever collect resources neither, so this specificity would stop being relevant for infantry too; - with current metal setup on the map, the argument that "metal is scarce" doesn't seem to be very strong argument neither. I won't talk about low wood maps, where you can consider instant resign against a mercenary civilization with the advantage that a 100% metal cost gives; - if we compare the current early rush mercenary build to the fanatic one, fanatics need about twice the training time (20seconds) of mercenary cavalry (11 seconds), and they cost 80 food and 60 wood extra with respect to a mercenary cavalry. One fanatic costs 80food+60wood+80metal whereas 1 mercenary sword cav+1 CS skirmisher cav would cost 100 food+50 wood+80 metal (and the fanatic can't even build stuffs!!); - A cavalry swordman costs 100food, 40wood & 10 metal whereas the stronger mercenary equivalent costs only 80 metal. Anytime you can get 70 metal for less than 100food+40wood at the market, you have a substantial advantage. The first player to get a market can get his first 5 mercenary sword cavalries by simply selling 500 food for 400 metal... these 500 foods would only cover the food part of the cost of the 5 citizen sword cavalry.
    4 points
  2. Guys.. let me introduce you the new Rus civilization for Millenium AD!! Finally, after some troubleshooting and a quick deep dive into 3D modelling, I managed to bring my customized CC into my new civlization!! Since now I was only experimenting with dummy models, but now I think I can really transfer those initial concepts to the actual game! Thanks to everyone that answered my doubts/questions!! It had been a big, big encouragement to not despair from the very beginning! EDIT: yes, I can still make that model a little bit prettier.. but overall is a decent result of what I had conceptualized! Next one: add props, decals, etc... Rus_civic_centre_08.blend Rus_civic_centre_08.blend1
    4 points
  3. 3d art design - Ethan Cohen. I have been playing 0 for a long time, I've always had a passion for this game. I often do work with 3d design and have much experience. even though this game has been around for a long time any may not be looking for any designers anymore its still worth a shot! I have loved seeing this game and community grow and I want to get involved! Im down for anything I Just want to get involved and help and see this game become its best.
    3 points
  4. texturas para unidades de Sacerdote y sacerdotisa (no serían dos unidades , sino que al elegir la unidad en el templo, sale una sacerdotisa o un sacerdote , de forma aleatoria); Referencias; -Me inspiré principalmente en sacerdotes y sacerdotisas Castreños , hasta que tenga referencias bien refutadas del clero lusitano (pagano) -Posdata; Ya casi terminé todas las texturas(en la base, si necesitan ser remodeladas o cambiadas por cualquier motivo se deberá hacer) ahora solo me queda terminar las Texturas de "Auxiliares Vettones" Disculpen las molestias*
    3 points
  5. In the same way, I think it would be more appropriate to develop the Kievan Rus given the chronology in which the game develops, although I must emphasize that the changes may be few.
    2 points
  6. Under that order of ideas, then I think it's moment to decide which of the 3 possible Russian factions to develop (at least first). In my humble opinion, I still think the Kievan Rus should be the (first) Russian faction to be developed. (It's the one that matches more the time period of the mod). But obviously this would be matter of the a group decision, not mine. What do you think about that? Also, there are still many things left for this mod; Norse wonder and Norse priests (https://en.wikipedia.org/wiki/Gothi#Mainland_Scandinavia), proper Anglo-Saxon boats (the current ones are the same as Gauls / Britons boats), Norse store wagons (with Icelandic horses!), Carolingians horse stables and arsenals, Norse aresenals, more heroes, hero portraits for all factions, etc. Maybe this is also the chance to fix all of those other details.
    2 points
  7. Hi folks, it is now time for me to convert this to A25. Does anyone have a pointer to what scripts I need to run? And another silly question, how do I actually installl A25 on Linux (Ubuntu 20.04)? Would this work: sudo add-apt-repository ppa:wfg/0ad sudo apt-get update sudo apt-get install 0ad
    2 points
  8. I suppose Kievan Rus (879–1240) should come before the Moscovite Rus (1263–1547)? Anyway, matter of fact I suppose these 2 factions could share many buildings together . Just as current Greeks do in the main game. (You could also add Merovingians with the already Carolingians buildings and Continental Saxons - Frisians with the already Anglo-Saxon buildings). (And grant them different specific things, like different wonders lol). I'm completely interested in these new civs. Lemme know what I can help with.
    2 points
  9. 'cheng' means a city in Chinese. I have noticed that many of the Xiongnu names are Chinese, even the word Xiongnu itself is clearly Chinese. I asked my Chinese teacher about this and he said that many Xiongnu terms are in Chinese because Xiongnu people had no written text surviving, all of the sources were Han Chinese books. Tongwancheng has become a part of PRC.
    2 points
  10. Please report any bugs you find here or on Github(preferably) and feedback is greatly appreciated! DOWNLOAD For A26 i made this temporary release, which should work fine but isn't tested much and the han are excluded. grapejuice-3.1.7_A26_semirelease.zipgrapejuice-3.1.7_A26_semirelease.pyromod A25b versions (old) grapejuice_3.1.6_A25b.zipgrapejuice_3.1.6_A25b.pyromod text version of mod features
    1 point
  11. Hola guys! Premise: so I was thinking how to make a good medieval version of 0ad that can be fun to play and can stand together with the main game. I think it could be a strategic choice, given the recent hype surrounding the release of AOE 4 (which is, after all, the progenitor of 0ad itself) and the latest interest surrounding classic rts games in general. An alternative mod that can be presented together with the main game could be also another element that showcases the potential of pyrogenesis engine and, hopefully, attract new talents and devs that could enjoy working for the game. For this reason, I think Millenium AD provides already a solid base to work upon. It's been updated to the latest alpha version (thanks Yekaterina!) and it works quite flawlessly. The name itself works very well in a continuum with 0ad and re-inforces the overall brand of games that can span from ancient wars to modern times with a set of different titles that can offer various gameplay experiences. But the project seems to be abandoned. The last messages in the forum date back to 2-3 years ago and I have no idea if there're still people interested in the project anymore. The original creators also seem to have left and what remains is an interesting work with some good ideas but a lost potential. Since the mod relies mostly on the features in the vanilla game, I think the work required to revamp the game would be mostly cosmetical: - new civs, new assets, UI update etc.. because all the other gameplay features would just follow along each alpha release of 0ad. So what I want to propose is a simple roadmap to refresh the mod and make it enjoyable to play, despite the long hiatus. -Very simply: stick to a more indefinite timeframe around 1000AD (from the fall of the Roman Empire up to 1200-1300 ca.) and compress the two original parts of the mod into a single one that can "generically" evocate medieval times in that timeframe. -Focus on 3 new civs only that can offer enough variety in the game together with the other civs already present. In synthesis: Kiss. Keep it simple, stupid! ahaha Seriously though. It would be nice to have a fun and playable mod, and I think the shortcut would be to focus on simple goals that can be manageable and can keep the game fresh without too much strain. So for now we have: Europeans: - Carolingians - Anglo-Saxons - Norse Arab: - Umayyads Middle-Eastern: - Byzantine And I wanted to propose: Nomad/Turks: - Avars East Europeans: - Muscovy Russians Asian: - Feudal Japan Hopefully this set of new civs could give enough choice and variety to the gameplay by having some unique characteristics. (*Further it may be expanded with some European civs, like Holy Roman Empire and Italian States, and Goryeo or Song Dinasty in Asia, but only after this first roast of civs) Now, the tricky part: I'm no developer and no 3D artist (but I can learn this part!). I only tried experimenting with some concept art for the Russian civ and I had quite some fun with it, so I think I can design a detailed concept for each civ: buildings, units, techs that can be more easily adapted into 3d assets and into the game. But then I have to defer to more experienced people in the forum if they want to chime in and participate with their talent and expertise. And, generally, if you guys think it's a wortwhile project, alongside the current schedules. Or if simply you have suggestions, how to start with a mod etcc.. I don't know. I have no idea about the current schedules of 0ad development, so this is only for the funsies! Beside, let me know your comments! This is just a proposal, but I'm very interested to hear opinions, suggestions or anything that can be helpful to the discussion!
    1 point
  12. I played a game against 7 AI Macedonians, after capturing 5-6 theatrons, the game was suddenly kind of over. My territory influence became so strong that I automatically captured the remaining half of the map without doing anything. Every buildings with no units (including more theatrons, cc and forts) were captured just through the gain in territory influence. Where it becomes really weird is that: - the bonus apply to all buildings, so even a tower has enough territory influence to capture many buildings around it (to give an idea, the aura range of a tower is only about 3/4 of the territory influence it provided with 7 theatrons). - it cancelled enemy territory: even for the enemy cc that weren't lost, they weren't able to provide any territory root since all map was part of my own territory. The AI were confused because there were no spot available to build anything on the map. +20% in itself is pretty small, but when the theatrons bonuses are cumulated ( *1.2 or +20% for each additionnal theatron?) they seem to snowball into something huge. 1 theatrons useless, many theatrons OP?
    1 point
  13. Ehehe i was kidding because in English it sounded also a bit ambiguous I was ready to discover perhaps a whole new world in history that I didn't knew ... but what you said confirms what I also thought and I'm glad we're all pretty much on the same page! Also it would be very, very interesting to represent the relations with Byzantium! In the current mod there wasn't much of such interesting symbiosises
    1 point
  14. Small changes to tell the truth, there is not much else I can mention. It is simply that the Russian Muscovites were a direct derivative of the Kievan Rus, the cultural differences would be almost minimal, the Kievan Rus would certainly make more use of wood and certain Byzantine influences while the Russian Muscovites would have already adopted mortar for different structures, not just for monasteries like the Kievan Rus would. Our concept does not have to change as it is much closer to the times of the Kievan Rus.
    1 point
  15. If you'd like, I could use a 3D object for an improved hero marker (see ticket #6370 - 30/Oct/21). Would you be interested in making one?
    1 point
  16. Good to mention this. But rest assured, I absolutely think the same! Since the very beginning I wanted to focus to maximum 3 civs that are well differentiated between each others. Exactly to not fall into the trap of too many similar civs/assets that are even more difficult to manage without confusion (like the many hellenic civs or barbaric tribes) So I proposed only Rus' (we can decide which of the factions ), Avars and Japan, which are all pretty cool.. and interesting in the same period.. Some people in this thread have proposed also Lombards, which could be also interesting, but I wouldn't go further than that. And I would still stick to maximum 3 civs as a goal
    1 point
  17. I think at this precise moment it's good to simply focus in one of all these possible (Russian) factions. I think it's also important to don't be too ambitious with creating a huge number of factions but instead to work focused. (I neither would like to see many clones of a cool faction (as it's currently happening to the planned Greek factions), 2 to 3 Russian factions should be more than enough).
    1 point
  18. very good, you can see 3d artists are in great demand .
    1 point
  19. Would love to see a rice field design, if it is good, it would make it in the Han mod.
    1 point
  20. everything!! Just kidding ahaha I'm another nobody here in the forum. @Lion.Kanzen is the real boss! He will give you the right indications! But anyway, welcome around!
    1 point
  21. what type of work would you like to see, I mean what type of design or type of art? @Lion.Kanzen
    1 point
  22. And last to get into position for attack, and first to pull back out of range from defenses...
    1 point
  23. Reminds me of a Clan Royale unit that does the same and area damage. We should just give it animation.
    1 point
  24. Buenos días/buenas tardes; -Terminé casi todas las texturas de las unidades; Textura caballería a distancia lusitana (no campeona); fase 1 fase 2 fase 3 Textura caballería cuerpo a cuerpo (con lanza) no campeona; fase 1 Fase 2 fase 3 Disculpen las molestias*
    1 point
  25. I think this is the root of the problem with mercs. It is an extremely easy eco to manage (just one in a concentrated area--so you don't have to build multiple storehouses and only have to upgrade one eco tech) and the units cost less. In previous alphas mercs could start at level 2, but they were not considered OP, which suggests the problem is the cost--not the level
    1 point
  26. Watched it this past weekend. I guess my quick review, it was a bit short on expectations. I recognize that movies sometimes have to skimp on plot, but having read the book when it first came out in the Paleolithic era and then seeing both David Lynch and SyFY channel versions of Dune, I was (unrealistically) expecting more. Nevertheless, a must watch.
    1 point
  27. I would guess you used to play Macedonians a lot too but mercenary skirm cav cost 25 metal back in a23.
    1 point
  28. The settlements could definitely vary. Settlements of the Rus on the coasts of the Black Sea could have been almost copies of the Greco-Byzantine colonies that would have used mortars, marble and different materials, leaving wood as a secondary option and only differentiable with certain variations such as domes, but in to a large extent they were simply palisade communities. But if you want to give more life to the Rus you could add a Byzantine embassy or something similar to allow them to improve mortar or other materials.
    1 point
  29. Just remember the period is something like 500-First Crusade
    1 point
  30. This is another image that represents very well a settlement of the Rus, as you can see almost the entire city is made of wood with the exception of the monasteries.
    1 point
  31. If you plan to add monasteries for the Rus, you should know that they were the best elaborated and constructed building in the city and even also served as a residence for the governors and their monks who would also have the role of advisers. You should also know that these monasteries were built from the beginning by Byzantine architects after the Christianization of the Rus, so they should share certain similarities, it was not until late in the 11th century that the Rus monasteries acquired their own characteristics such as that white that characterized its monasteries but still following the Byzantine architectural design. In the artistic aspects it was also the Byzantines who guided the Russian artists in the construction of mosaics and Orthodox frescoes, an example of this is that in both civilizations a mosaic or fresco of Christ Pantrokrator was placed on the upper part of the door.
    1 point
  32. Thanks man!! ^^ yeah, very happy of the potential of this game..! Also I discovered that modding is so much fun!!
    1 point
  33. Congratulations! It's a start and it looks great to be just a test.
    1 point
  34. Maybe a complexer smithy System. Let the Smithy as it is but add another upgrade system. At the moment especially rank 3 is too op.
    1 point
  35. No, that is a large overgeneralization from what I wrote. If an ally is cooperating and communicating, then I have a lot of fun working together to beat the other team.
    1 point
  36. falling stars have never been so scary…
    1 point
  37. I like how the flat hills with the cc's on them are grouped and combined by team, so that there are many ways up, but that team members can easily move to each other's bases. Nice work!
    1 point
  38. I see one of the roads always passes trough a mountain. maybe the roads should follow a bitmap like altitude.
    1 point
  39. Looks really great but can you add it to the list from mod.io? It would simplify using the mod. This should definitively become a part of the game since it is lacking any story campaigns! Could you even add it to the main game? The game needs some good story campaigns.
    1 point
  40. If you like intense management simulation, Widelands seems interesting. It also has high lvl 1v1s : I think it looks very complex at the beginning, but if master it it becomes unbelievable compley. Believe me, i have played sc2, aoe, everything and this is the the highest level in management (and easy to learn if you watch my tutorials) :=) https://www.widelands.org/ if you have enough managing skill ask me for a 1v1 by commenting youtube video
    1 point
  41. I'm very happy to cast the greatest games of 0ad that happen :-) --> You can always send me your replay and I will make entertaining of it.
    1 point
  42. Okay update: I figured out how to mess into the documents and files of the game and I managed to create a customized civ!! Yuhuu!! I know it sounds risible, but for me it was quite a milestone to understand the system Now comes the fun part: all the meshes / textures / props needed to populate such civ ahaha! Let's go!
    1 point
  43. https://forums.taleworlds.com/index.php?threads/research-iberians.247627/page-3 (Check out the latest posts on the pages 3 and 4)
    1 point
  44. Love it! Finally Mainland has some water for navy. 1 suggestion: make the shorelines less steep so that docks can be built there.
    1 point
  45. The "stone thrower" could be a "slinger" class unit, but with higher attack, slower attack, and shorter range. Just one suggestion.
    1 point
  46. Well not really. For one gimp can open those and also like using odt and doc Is rather have an untouched original PSD format than a broken conversion.
    1 point
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