Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2023-03-20 in all areas

  1. As I said at the time, a24 was necessary for us to have better later alphas, and that's what happened, today we have a much better version than a23, and improving fast.
    5 points
  2. Yes indeed. Infantrymen should have a better protection by being in a battle-formation. Ideally, infantrymen and light infantry should have also the same speed when not in a formation. I don't understand why some peltasts with shields and helmets should be faster than unarmoured spearmen for example. Historically, heavy infantrymen moved very fast when they broke out of their formation. It is staying in a cohesive formation that make them slower. By giving more importance to the heavy infantry and to formation, it gives more incentive to micro-manage them. Cavalry should have a bonus against infantry not in formation.
    2 points
  3. Don't understand this one. Were Slingers used to siege cities? lol Nah, they were for the open field and skirmishes. Also, good hunters and foragers, but that's given to cav units. Making slingers into mini-onagers never made sense! Same for War Elephants being meaty battering rams when they should have been the ultimate battlefield unit (but hard to mass) from the start. Hmm, if ranged units stand up too well to melee attack, then what is their weakness? To "lean into" differences of classes of units, then I think ranged units should pretty much get massacred by any melee units who manage to reach them. The key to ranged units is... their range. The longer the range, the less damage they cause, because it's the range that matters. Sure, as melee troops close in, the ranged defenders get more accurate, makes sense, but once the melee units get close enough for a sword, the ranged units should be burnt toast. Adios muchachos. We can have them switch to knives or short swords to defend themselves, but it should only buy moments only. Armor-wearing Javelineers should have greater cost and perhaps less range. They have to wield a thureos after all. Could definitely stand up to melee action better, but at a cost to force projection. I for one think all foot soldiers should have the same health (call it 100) and then we adjust armor and attack, et al. around that. About cheapness, I'm very pro-trash units as a concept. Han Crossbowmen for example. Cheap, massable, good for sending tons of projectiles the enemy's way, but ultimately outclassed by stronger troops when those come to play. I don't think that's in the cards though. Maybe minds will change?
    2 points
  4. @real_tabasco_sauce Ken Wood.
    2 points
  5. What mods do you have that could cause this? If it can be triggered without mods (that doesn't seem the case) or from the GUI we should find out how to reproduce and fix it. Glad to be of service! :)
    2 points
  6. Well, I think scenario editor and exit should be separate from a dropdown. For 1) its not really an "Option", whereas mod selection, language, and settings are all "options". Also, players wishing to leave shouldn't have to do more than one click to leave. I had something like this in mind: Clearing the middle up allows making the top bar and 0ad logo a bit larger too, which is good imo. "exit" and "Scenario editor" can be a different font and color. They can also be vertically stacked next to the wfg logo so that the symmetry at the top is effectively unchanged.
    2 points
  7. What about put everything else inside Options? I just wanted to take a look to the whole design so I made this. I share it in case someone else also wants to
    2 points
  8. That's an option but it would not reflect the reality of Javelin use : a short but quite devastating rain of missiles just before melee engagement. Since it's not a nitpick but a real strategic difference (Javelineers would be used to screen other troops but never alone) it would be nice if the game could reflect that. Battles of the era were mostly melee (well, with the exception of Scythian horse archers and the like), but missiles played an important role to shape how the melee fared. That's what 0ad combat mechanisms should aim to reproduce.
    2 points
  9. Because historically the main force was the heavy infantry and there was no hard counter against it. Harassing with ranging units like did Iphicrates at Lechaeum or like did Surena at Carrhea was quite difficult and long. Very inefficient process, taking far longer than a normal engagement. This is basically what every players are trying to do in AoE games by micromanaging their ranged units. It is working besides the hard counter system. In ancient times, the cavalry and the ranged troops were generally used against their opposite to gain the upper hand and to support their own infantry. To win a battle, the most important was to route the enemy's infantry by crushing its morale, but it generally happens when they are in close combat. Cavalry and light troops are rarely enough by themselves.
    1 point
  10. Spain is basically Castile, Leon, Aragon, Navarre and Portugal.
    1 point
  11. Or move Multiplayer to the left side (making that whole side about gameplay), then "Design Tools" and "Exit" can be new buttons on the right side, putting 3 total buttons on each side. Just spitballing. "Design Tools" for now would only have Scenario Editor has an option, but in the future additional tools can and probably will be developed and would go into that dropdown.
    1 point
  12. Crossbowmen are good for quickly finishing off infantry units. I still think that a 1.2 X counter of melee cavalry vs ranged infantry should be used.
    1 point
  13. True. We wouldn't want vikings in 13th.. Actually nevermind there are "vikings" and they are in baltics. Jokes aside I meant it as more of English aesthetic. And I won't lie I live in east europe and I haven't checked english history in long time that means my knowledge is quite rusty so this will be good time to fix it.
    1 point
  14. My community mod proposal (the unit upgrades) adds to this differentiation. Currently their primary differentiation is range vs damage, but the accuracies are also at play. I think the ranges are good for now. Changing melee stats as planned in the community mod (much more damage, a little less armor) will probably have an effect on the roles of skirms slingers and archers in fights, so I would like to see the results of that first.
    1 point
  15. I'm not complaining, that's fine. That style suits 0 A.D.
    1 point
  16. Gotta remember the time period of the mod though. By the middle of the 13th century, the Norman conquest was already 200 years past. The English homeland was consolidating nicely by the 13th. Assuming the mod is a "snapshot" of the 13th century and not a "through the ages" mod.
    1 point
  17. At the time we started making tech and unit portraits in earnest, AOE3 was the latest Age game available and the stye of icons seemed nice, so we went with that. Prior to that, our portraits were really ad hoc and AOE2-like. Todays, they are more painterly with a nice gradient background with some noise added and everything looks like a good consistent direction to me. Consistency is the important part, honestly. The phase up icons stand out for a reason, because they are the most important techs in the game and they are unique from the rest.
    1 point
  18. And we all know who has the skill to create such an Icon. Unfortunately, it is @wowgetoffyourcellphone and he is someone with his own opinions. Totally disgraceful!
    1 point
  19. Question: is it correct that some of those are already done? Anglo-Saxon sounds tough. Has anyone started the recording those yet?
    1 point
  20. although I wanted to make a bigger post of meshes. I came into a problem. I need textures.. (you can see stretched texture from older helmet on new one). Please tell me if you know any open texture websites or straight from Wackyserious. Am also open to feedback and tips 'n tricks
    1 point
  21. Es könnte auch in /mods/user sein. Auf jedenfall in einem der Mods-Ordner. Keine Sorge, meist ist es ein Flüchtigkeitsfehler oder Vergleichbares nicht aufgeben. Ansonsten auch mal hier schauen https://trac.wildfiregames.com/wiki/GameDataPaths#Windows , dort sind die Dateipfade des Spiels aufgeführt.
    1 point
  22. He had fun, but I must give him more learning space. In the middle of the game he had 29 units in the second phase vs 117 of mine.
    1 point
  23. I saw his biography, looks like he had very important influences. I'm very curious about him, gonna listen more of his works. I want to say thank you sharing an amazing rock album from my country. Let me know what you think if you give it a chance. At the very beginning I wanted to add The Sound of Muzak in the opening post And I'm a huge fan of Tool as well! Happy to see someone else here who loves that band, they are outstanding: the part of 10,000 days where Marie finally reaches the gates of Heaven is one of the few musical moments that gave me physical goosebumps in my life.
    1 point
  24. As a Tool fan, i have to agree to all points made in this thread. Porcupine Tree made a good song about the "sound of muzak" which is worth listening to (it deals with the very topic )
    1 point
  25. I'm glad you liked it! The band has two more albums: Invisible (as the name of the band), and Durazno Sangrando. Invisible is a trío rock band with some jazz and fusión influences. His leader was Luis Alberto Spinetta, one of the greatest rock musicians from Argentina.
    1 point
  26. Hi @user1 (yet again...). Player FekenHoYeh just quit a rated game I (e.v) was winning. Thanks! commands.txt
    1 point
  27. Main concerns are: 1) the center menu overlaps important aspects of the designs ; 2) color mismatch between the dark menu and a very light background. From the vanilla backgrounds in combination with this menu, I would say: the kushite one looks quite nice as it is the seleucid one has ok placement, but a bit hard contrast the carthage one is ok color wise but would need some adjustments to the placing of the two soldiers (one a bit more down and to the left, the other one a bit more to the right) the hellenes one has the least compatibility - the colors are quite different and the center menu overlaps basically all the people. They would need to be shifted quite heavily to either side and then it would still be a rather large contrast. So generally I think 3 out of 4 could be adapted to work "ok" with this menu design. The more general question is: Does it make sense design wise to use two completely different art styles in the main menu? One 3D rendered and one digitally drawn? This also only plays a role if this shall ever be included in the vanilla game ( which is questionable, since design changes are very much opinion based and I can guarantee that not everyone would like that ). So I don't actively work on making the old backgrounds compatible right now. Sure, one could greatly reduce the number of buttons and get rid of the center menu all-together. But one of my goals with this design was that every button is present, that is present in the vanilla menu - So maybe the first question would then be: Why are there so many buttons in the vanilla version Might work; Although if you put exit & scenario editor also to the left, there is not much symmetry left. It also might become quite crowded on the left side with the minimal resolution of 1024x768.
    1 point
  28. Ich habe die Karte Festland bearbeitet und abgespeichert unter einem anderen Namen aber dieser Taucht im Einzelspiel nicht auf wo ich die karten auswählen kann.
    1 point
  29. Hello again @user1, User jaxso2012 just quit a rated game as I was about to win. I'm (still) e.v in the lobby. Thanks! commands.txt
    1 point
  30. Hello @user1 User `castortry` just quit a rated game I (`e.v`) was winning. Thanks! commands.txt
    1 point
  31. The most wanted feature is a new phase tech icon. ok
    1 point
  32. If you are more familiar with AOE gameplay, "cycling" through CCs is common, but in 0ad, gameplay is much less CC oriented because economy largely comes from the barracks. In a typical more competitive game, players will end up with 1 or 2 CCs. With additional CCs used for resource acquisition or offensive positions. I'm not saying you shouldn't be able to cycle through the CCs, but that it might not be as helpful as it is in AOE2.
    1 point
  33. Already implemented in autociv mod :===) Press Ctrl+ C and keep pressing same Ctrl + C to cycle. Edit: you can do the same for any buildings hotkeys.
    1 point
  34. Redpillled anonbro
    1 point
×
×
  • Create New...