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azayrahmad

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Posts posted by azayrahmad

  1. @captBluesky You probably want to read some previous discussions about rams.

    As for some of your ram ideas, I agree with them.

    1. It is doable in current game engine. However it is arguably complicating the game i.e. adding micro.

    2. Possibly doable with some tweaks. I believe rams were capturable before, not sure in current alpha.

    3. So like below certain health it is immovable? Again, arguably complicated, but interesting.

    4. It already is.

    5. Doable with aura. But rams are already deadly to building as they are.

    I will try to implement this to a mod if time permits this weekend, see how they go.

    • Like 2
  2. Oh... speaking of cool unused features, I present to you Ancient Wars: Sparta.

    Found the demo more than a decade ago, can't run it because of my crappy computer. Recently ran across a gameplay video of it, turns out someone decided to remaster the game to a stand-alone mod... Not sure about the legality of such "stand-alone" mod, but I got curious and played it just to check some features out, though I haven't yet record or take any screenshot. So here's another gameplay video of the mod:

    In short: (Potentially) great engine, so-so game.

    Some features that 0 A.D. can take note:

    - Soldiers atop of ships, similar to Rise and Fall: Civilizations at War. Soldiers can also be seen training in barracks.

    - Nice looking UI. I particularly love this soldiers on ship that is shown cleverly in GUI.

    793083-926473_20070430_002.thumb.jpg.f7cf5b63e11320fd3a08547a80f482b4.jpg

    - Research is done per equipment, and you can design your own soldier according to weapons you have researched.

    image.png.a926ca02928ef93c01302d760221056e.png

    Although I'm not sure the suitability of this feature in a historical game, and arguably this is adding micro, this is still great for mods.

    - In a similar note, stable train horses, not cavalry. You can then order soldiers to mount the horses. The mechanism is similar to garrisoning ram unit in 0 A.D.

    - Good animations. Still far from AoE3 level but quite good.

    If you want to try the game, I recommend to go straight to skirmish instead of the buggy tutorial and campaigns.

  3. The people from Europa Barbarorum team has compiled a list of bibliography as well. Most of them should be suitable for 0 A.D. as they cover similar era.

    I am currently reading A Day in Old Athens; a Picture of Athenian Life by William Stearns Davis for references of my mod. Has anyone ever finished read this? How accurate is it, historically? The book is available for free here. So far very immersive and easy to understand, albeit a little slow.

    • Like 1
  4. 7 hours ago, av93 said:

    My concept for slaves:

    • Every unit have a bounty of X slave resource: let's say 10. Civil units could have a greater bounty.
    • Slaves cost X slave resource: if they cost 40, that means that you would be able to train a slave per each 4 units killed. If you kill civil units, the ratio should be lower.
    • Slaves are just plain better on working, but more vulnerable to damage. No life lost to avoid micro. Could had a train limit/ Could be free to train except the "slave resources".
    • The "slave resource" could be exchanged for other resources

    Aim of the concept

    • A representation of slavery without tedious conversions
    • Raiding and war allows you to improve economy
    • Open diferent strategies: if you choose to stick to citiziens, you are better defended against raids. If you transition to slaves, you're more vulnerable. And you could choose if you train slaves or you sell them.
    • Open space for civ bonus: some civs could have unlimited slave training, some other slaves could have hp bonus/ work rate, some could train special units with the "slave resource", some could train serfs (same cost from slaves, but with citizien stats)
    • No need for extra coding, I think

    So slave as resource and lootable from enemies? I think this is great. So you can tribute slaves to allies as well. You can even rename this to Manpower/Workforce resource if you want to be PC.

    My addition probably would be that slaves have XP and can be promoted to serf, freedmen, or even citizenship in some civs. And also perhaps some dangerous work locations (like mines or quarries) should have health draining aura, so in some cases slaves are better option than sacrificing citizens to mine silver or something.

    Although I still want slaves to be capturable though. It just makes raiding resource spots more exciting in DE.

    • Like 2
  5. Helots in Sparta are different than Athenians slave, IIRC. They are state-owned and also join war as missile units, while Athenian slave were personal property and never enlisted as soldier.

    My idea is that slave should be limited to one per citizen

    • Like 2
  6. On 28/02/2021 at 6:24 PM, Nescio said:

    Yes, coinage did exist in 0 A.D.'s timeframe, however, their value depended on their purity and weight. That's also why I decided to name the resource “silver” in my 0abc mod, not “coins” or “money”. And yes, the ancient world certainly wasn't fully monetized: rent was typically a share of the harvest and import duties could be a percentage of the goods.

    Silver is still a kind of metal though... Precious metals, that is. Perhaps "currency" is more appropriate?

    Regardless, it's true that in this time period the world is not yet fully monetized, and I feel like my mod currently overestimate the importance of money. I'm still thinking of a way to depict several ancient economy concept e.g. liturgy, levy, and wealth tax properly in 0 A.D, if possible.

  7. 17 hours ago, DanW58 said:

    Presently, your role as a player is as a (benevolent) dictator.  You decide how many men and women will be born, and what their jobs will be.  But just as there are currently "mercenaries" available, though they do not yet charge you money, like mercenaries would, by definition, but this could be fixed, you could also have entrepreneurial farmers that spring up when food is low (and presumably price is getting higher).  The same could go for weapons production, training of mercenaries, and research.  Doesn't have to be one way or the other;  it could be a mix of government and private industry.  And the mix might have a default number for each civilization, but be amenable to change through player actions.  I'm not talking about a full economy;  just about entrepreneurial, private industry actors vetting for government contracts, presumably.  So, say, if you manually start a lot of farms, entrepreneurial farmers never happen;  but if you let the food run low, then you see private farms popping up.  Same for private barracks.  Same for "research centers", which might be a new type of building where all the research that any other buildings can do is reflected all in one building, BUT where you cannot order what to research, it rather happens by itself, more slowly, but for free (they manage their own budget);  --or in the future you could pay a price to request a research direction.  Also, these buildings could have hidden gems of technologies not available in any of the government buildings.   Private houses could also pop up when food is plentiful.

    This is a very interesting idea. So this is like mixing RTS to city building genre games, where player only define regions (residential, industrial, etc) and let the game populate it... or depopulate, depending on your economic condition. Although deciding on player's level of control is important here, lest the game could play itself without player's intervention.

    • Like 1
  8. The mod is now updated for 0AD Alpha 24, but only for Phase I, i.e. various building aura have been implemented, but coin resource is not yet implemented for A24.

    From some sources I read, it seems that while coin were already used as currency in 0AD time period, taxation is still raw resources in many civilizations, so my mod can be completely wrong in some regards (Please CMIIW, actual historians). I will do more researches on this meanwhile.

    You can download the mod at mod.io. The newest version is still waiting approval, so it is not yet appeared in 0AD mod downloader.

    • Like 2
  9. On 07/02/2021 at 8:12 AM, nifa said:

    hey @azayrahmad, I was wondering if it would be possible (and desirable) to display a terrain texture around a building to display the aura range instead of the circles? So e.g. there would be a specific city pavement around the houses, that would give it a nice city like look:)

    Maybe different textures for different "city areas", nice stone tiles around houses and CC, dirt around military buildings, and hay or grass around farms

    Hi @nifa, sorry for not replying earlier, I took some time off of 0 AD modding.

    Is it possible? Probably, but it is texture then, and not aura. Last time I checked, aura range always use player's color, means that it cannot support texture, only alpha (CMIIW). I don't have any expertise in 3D modeling and texturing, but I'm sure that pavement can be supported.

    Is it desirable? Personally, I want it :)... Though I still don't know how. I'll start modding again after A24 releases, perhaps.

     

    • Like 1
  10. Phase III Update

    So I have started building Phase III, but due to my inexperience with ancient history, took a long time. Right now only Athens has been reworked. It is playable, but AI cannot upgrade building yet so it is recommended to not assign AI to Athenians for now. This should be compatible with current version of City Building Mod, but it is recommended to play it separately as I haven't tested the integration fully.

    Notable changes:

    • Phasing is now automatic, but Agora still has to be upgraded first, from Village center to Town center to City center.
    • Market and Fortress are now unbuildable, but upgradable from buildable village center.
    • Agora can now trade, so bartering can be done in village phase.
    • Athens can now build Siege Workshop and Stable.
    • New units and technologies based on social class.
    • and more.

    Enjoy and let me know if there's some bug or some gameplay changes that don't make sense.

    Citizen-Mod.zip

    • Like 4
  11. 1 hour ago, Syn said:

    Hi, thanks you so much for your reply.

    @azayrahmad It would be available as an e-book for everyone, but because I'm doing this as a project for my Game Design studies, it will have to be physical for me. 

    And yes, I've seen the wiki, it does indeed have similar goals with me :)

    Great!

    My suggestion is that I think 0 A.D. wiki can be a great baseline for your project, at least the outline can be used. If you're going this way, then it should be easier since you don't have to work from scratch. You just have to add what you think should be added and remove irrelevant parts, for example historical background, i.e. why this faction is in-game, why are they represented by these units, etc.

    If these seem overwhelming to you and seemingly required extensive research, worry not, as it was already researched by 0 A.D. team right here in this very forum. References on historical background and concept art, discussion on gameplay designs and balance, it's all here. It is just a matter of finding the correct threads and extracting the knowledge for public consumption.

    I believe the guidebook you're trying to create will be very useful, as it will not only help players to understand the game, but also rope people who are interested in the history to play this game. Even game devs could potentially integrate your guide into the game in many ways.

    The problem is that this game right now is still unfinished, so any detailed information about gameplay could potentially be obsolete at any time. So my suggestion is to focus less on the gameplay and more to the historical background and concept arts.

    • Like 1
  12. Hi @Syn! I think this is a great idea. Is this book intended to be an e-book or physical book as well? I imagine game guide like the ones included in many old RTS games, a mix of brief historical introductions and gameplay guide. 

    Have you seen 0 A.D. Wiki? It seems to have similar goals with you, although this is very light on historical facts and more like brief information of game components.

  13. How about different alert based on territory? So if your building/unit is attacked in your territory, then the alert would be "Your territory is attacked by <enemy>", to differentiate it from existing alert, which will only be used if your units are attacked outside of your territory (e.g. when attacking or scouting).

    • Like 1
  14. 11 hours ago, Basshunter said:

    Hey guys. I'm looking forward to add a new feature in which you can choose your city when phasing up for the first time. Future upgrades, bonuses and heroes will depend on the city you choose to play.

    Would someone be willing to help me achieve this?

    Choose your City.gif

    So it is similar to the system in Age of Mythology/Age of Empires III, I assume?

    I know it is not 100% what you want, but have you take a look at Upgrade component? The example of its implementation in the game is Sentry Tower, upgradable to bigger Defense Tower. Its function is to change an entity to another with certain cost and technology. You can even upgrade a building into a unit and vice versa, as seen in Terra Magna/Delenda Est Nomad factions where tents can be upgraded to wagons and back to tents. You're gonna have to create three separate civic centers for that to work though, each with different heroes and technologies. And the Upgrade button is placed in upper rows with other trainable units and not lower with other technologies. Also there's no fancy selection dialog box.

    11 hours ago, Stan` said:

    These are good but the selection choice is triggered in the beginning of the game. There need to be modification to trigger the selection on phasing.

    OTT but how did you make the mockup? Is that SketchUp?

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