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  1. WORK IN PROGRESS (Open to suggestions and help) 12-13th Century Castle Simulator A.K.A (Stronghold in 0ad mod, loljk.) Repository: https://github.com/0ADMods/xiiiad STRUCTURES CIVIC CENTER: Village Hall (Village) | Town Hall (Town) | Citadel (City) BARRACKS: N/A (Village) | Town Barracks (Town) | 1.) City Barracks 2.) Castle Barracks (City) DOCKS: Village Docks (Village) | Town Docks (Town) | City Docks (City) FORGE: N/A (Village) | Town Forge (Town) | 1.) Castle Forge (City) FARM FIELD: Village Farm Field (Village) | N/A (Town) | N/A (City) FARMSTEAD: Village Farmstead (Village) | N/A (Town) | N/A (City) HOUSE: Village Dwelling (Village) | Town Dwelling (Town) | City Dwelling (City) STOREHOUSE: Village Storehouse (Village) | N/A (Town) | N/A (City) TEMPLE: Chapel (Village) | Church (Town) | 1.) Cathedral 2.) Monastery (City) MARKETPLACE: N/A (Village) | Town Market (Town) | City Market (City) OTHERS: APOTHECARY HOSPICE *Monastery TAVERN GUILDHOUSE *Town Phase COURTHOUSE *City Phase UNIVERSITY *Monastery CASTLE STRUCTURES WALLS Stone Curtain Wall (Hoarding Upgrade) *Town Phase Single Stone Wall (Hoarding Upgrade) *Town Phase Double Stone Wall (Hoarding Upgrade) *City Phase TOWERS Square Lookout Tower *Town Phase Small Square Tower *Town Phase Large Square Tower *City Phase Great Square Tower *City Phase Round Lookout Tower *Town Phase Small Round Tower *Town Phase Large Round Tower *City Phase Great Round Tower *City Phase KEEP Small Keep Large Keep Great Keep UNITS CITIZEN-SOLDIER Serf Spearman (Basic) | Militia Spearman (Advanced) | Sergeant Spearman (Advanced) Serf Archer (Basic) | Militia Archer (Advanced) | Sergeant Archer (Advanced) Serf Crossbowman (Basic) | Militia Crossbowman (Advanced) | Sergeant Crossbowman (Advanced) Mounted Serf (Basic) | Mounted Militia (Advanced) | Mounted Sergeant (Advanced) CHAMPION Bannerman (1 Bannerman = 1 Fortress) - 1.) Provides military bonus 2.) Can train units Squire (Basic) | Knight (Advanced) | Royal Knight (Advanced) Mounted Squire (Basic) | Mounted Knight (Advanced) | Mounted Royal Knight (Advanced) MERCENARY Mercenary Spearman (Basic) | Experienced Mercenary Spearman (Advanced) | Veteran Mercenary Spearman (Elite) Mercenary Swordsman (Basic) | Experienced Mercenary Swordsman (Advanced) | Veteran Mercenary Swordsman (Elite) Mercenary Archer (Basic) | Experienced Mercenary Archer (Advanced) | Veteran Mercenary Archer (Elite) Mercenary Crossbowman (Basic) | Experienced Mercenary Crossbowman (Advanced) | Veteran Mercenary Crossbowman (Elite) Mercenary Rider (Basic) | Experienced Mercenary Rider (Advanced) | Veteran Mercenary Rider (Elite) HEROES Bishop Lord Marshal
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  2. Clearing fortified buildings of defenders is specifically one of the situations where elite, specialist units disproportionately excel. When police need to storm a building they don't send in whoever happened to show up for work that day. They send in the SWAT team. They are the ones with the special knowledge and team cohesion you need. In ancient times the gear was different but the dynamic was still pretty similar I think. So in terms of game design it might be an iffy choice to give champions a capture bonus, but it does seem very authentic to history, at least conceptually. Maybe an extra caveat to that is ancient armies aren't structured like RTS armies, so how reasonable all this seems depends on how you imagine units in the game are abstracting features of ancient warfare. In ancient times looting was a major part of military logistics and economics. So while storming actions would have been entrusted to specialists, it is also true that almost every company of war fighters would have had some of these specialists mixed in with the normal troops. The troops themselves would have made sure of that, even if it meant hiring extra fighters out of their own pockets. In that sense it is probably true that an "army of champions" should not be substantially better at capturing than a normal army of citizen soldiers.
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  3. I also think that conquering ability of champions is an issue and should be nerfed. it's not very realistic either. siege engines however, are far from necessary in 0ad, regardless of the type of units you are using, and that's more like a feature of the game I think.
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  4. Well the balance here, especially for siege is that you will have a lot of units nearby to defend rams and catapults. That being said, a current problem I have noticed for the last couple of alphas is that melee units are very highly armored and that ranged units do much more damage than melee units. So its not just the elite units that are 'unkillable' its really more about the ranged vs melee balance. to address this, I have a patch and a merge request in the community mod (https://gitlab.com/0ad/0ad-community-mod-a26), which may eventually be accessible in the mod downloader for testing.
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  5. We use captcha for the registration on the forum. I'll check what we can do.
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  6. It's about making the unit orders more logical for new users. I have problems with the (otherwise great) feature of "go there, do something, and then come back": The "Oh cool, they come back!" becomes all too often "Aw crap, they go away...". I waste inordinate amounts of time trying to catch stupid units deciding they have to go/return to some point on the other side of a "giant" sized map, instead of staying put and wait for my orders. And no, the attack movement doesn't necessarily help: For instance what can you do when unloading unit groups from a ship, and they all start scuttling away like scared cockroaches? While you need to take care of some urgent matter on the other side of the map? Wouldn't it be real nice if they stayed put, waiting for you to tell them what to do? What I'm suggesting is to reverse how it (seems to) work right now: Unit stances ("aggressive", etc.) should only and exclusively determine how a unit will react to enemies in its vicinity (or being attacked). Units should not remember where they were when receiving a standard command (standard right click), nor try to go back there when they consider they have finished their task. Never, ever. Units should remember where they started from and do their "do something and then come back" thing only when specifically ordered so (Key+right click). That "memory" should only last for that specific task, i.e. when they come back they forget about everything, and are ready for new type #2 or #3 orders. Repairing a dropsite shouldn't be an invitation to gather. When building one, okay, that makes some sense. But repairing my dock is just that, a repair, and I shouldn't have to catch the repairers before they vanish into the hinterland to cut wood... It's even more annoying with the "Norse" civ which has a dropsite ship. Each time I repair that one (and it happens often!), my repairers scuttle off to cut wood... What this changes, is that you won't find yourself chasing after units which, for some unfathomable reason, kept a memory of some past location, and won't lose it unless you memorize a new location, which is just shifting the problem but not solving it. When you have 300 units to micromanage, of which 150 have a mind of their own, your head explodes. People trying to second-guess your intentions is already annoying with normal humans, it gets horrible with hundreds of stupid-but-lightning fast AI units... I guess you all have got used to it, and probably don't even notice it anymore, but for new users it's a major pain in the neck, compounded by the lack of documentation. Here you are, making two coordinate but separate attacks on very different places on a giant map, all the while the AI is trying to storm your CC somewhere else, and you need to spend waste most of your time catching your rebellious units... (Also posted this in the suggestion thread, but made a copy here for the discussion I feel coming... )
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  7. Not a game that allows some to install cheat mods. Yeah, I'm using the word. The solution is to remove the disable checks feature from the base game. This would ensure that all players in a match have the same mods installed and enabled. @Atrik @seeh et al. If people would like to see macros and other GUI/input features in the base game, then those people should submit patches: https://code.wildfiregames.com/differential/diff/create/
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  8. Ofc not. And right now there is people using it agains people who are not aware of this. And right now there are people using autosnipe against players who are not notified of this. There are people using auto start and eco automation against people who don't agree with it and can't do anything about it. And the arguments are always the same: "I don't want to repeat the same action 100 times. I don't want to worry about finding the barracks inactive, it is a repetitive and unnecessary action." As if a macro that makes instant decisions, instant auto batch number according resources wasn't a totally clear advantage. What will be the next one? teleportation through buildings with just a few clicks? hehe... And then they say: "then don't use autociv, because it adds hotkeys that the game does not have and that is a great advantage too" comparing what is a standard in any SERIOUS RTS to the same as these macros that completely change the gaming experience. And that's what it's all about after all, isn't it?. What kind of game do we want? People with such valuable knowledge, which could contribute to the development of the core of the game, prefer to individually resolve their own expectations of the gaming experience. I must say, I find it quite disappointing
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  9. Disabling the delete function when there are enemies in a certain radius/distance is a good suggestion, I like that too, I think Stronghold had that feature. Scorched-Earth strategies were done before hostile forces enter the area to deprive them of the resources in the area, not the other way around when a hostile force have already conquered the place.
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  10. I am not speaking about this being unrealistic, it is a gameplay thing I don't feel is nice. You are about to take a city and suddenly it disappears in front of you. These kind of mechanisms are the ones I would be in favor of. Either a timer, the need of own units dismantling the building (kind of the opposite process of building the building, and recovering some resources), own units setting it on fire (if you don't want resources back; it would take some time as well, but shorter), or something on this line. But not just shift+supr and suddenly the whole city disappearing. I think this would make the game a bit more interesting.
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  11. Maybe deleting buildings should not be possible, instead you should be able to command units to dismantle them; it would take time but you get resources back. Or deleting should take time, like after you press delete the building gradually loses health over like 10 seconds, and stops if captured.
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  12. That could be done better with pilgrimage sites so typical of the Middle Ages. https://en.m.wikipedia.org/wiki/Hermitage_(religious_retreat) ironically most Roman Catholic practices are pagan. https://en.m.wikipedia.org/wiki/Procession The processions for example have a Greco-Roman origin.
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  13. Nice, I managed to make it work and buildable in game but I am having min and max distance errors, lmao.
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  14. I heard that too. they call them laundries.
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