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Everything posted by wowgetoffyourcellphone
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I've often thought the game could have an "Empires Ascendant" mode, which is what the game is now with territories, citizen-soldiers, etc. This is the mode that is standard for the game and the mode that's used in official campaigns and what is used for ranking in multiplayer. But.... there could also be a "classic" mode where the game plays more like an old-school RTS akin to Age of Empires or Command & Conquer. Building on my "Two Gender Citizens" mod (here: I was thinking of creating such a "Classic Mode" mod for Alpha 24. Specs: Citizen-Soldier concept removed. There is now a "classic" Citizen/Peasant unit for gathering and building, and Soldiers for fighting, with no overlap of roles. Include the Two-Gendered Citizens mod so that the new Peasants/Citizens have male and female forms. No territory restrictions or bonuses. Borders completely removed. Place all Champions back into the Fortress. Rename Metal to Gold. Adjust icons and terminology to match. Make Catafalques more like "Relics" from Age of Empires 2. Capture one, place it into the Temple to get a trickle of Gold. Heroes removed as trainable units (but still remain in Atlas for scenarios and campaigns). Adjust costs and stats to be similar to Age of Empires 2. Archery Range unlocked for all civs. 4 phases, call the 4th Phase Empire Phase. Remove automatic ranking and introduce unit Upgrades (light, medium, heavy). Create an upgrade progression for ships, like in AOE1 (light, medium, heavy). Make Gold the trading and resource, like in AOE2 and AOM. 1 gatherer per farm; adjust farming rate to compensate. Capturing removed, except with specific circumstances (Catafalque Relics, for example). Anything else, guys? ========================================================== MOD IS NOW PLAYABLE. COMPATIBLE WITH ALPHA 24. https://github.com/JustusAvramenko/0-A.D.-Classic-Mode Still a work in progress. Please report bugs and suggest balancing and gameplay ideas.
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It could be the Status Bars, but it could also be the selection state code?
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If a Rally Point is set to a capturable object (unit or building) then the cursor should change to the capture cursor, but currently it just always defaults to the attack cursor. Screenshots don't show cursors (another bug?) or else I'd show you. Perhaps video soon.
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I see. It is the same issue for Atlas. Existing objects in the world do not start the simulation with their animations synced with their props. This is true running the simulation in Atlas and running the simulation with the game. Definitely a bug. I only noticed it in Atlas, but it looks like you've noticed the issue in-game.
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Can you give more information on how to reproduce?
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Are you sure? Looks like Atlas. Units placed in Atlas and then the simulation is run, can be initially desynced with props until they are first moved and then they resync.
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1. As you mention, upgrading to Town Phase has other benefits as well. More econ techs, more unit choices, larger territory range, more buildings, etc. 2. But I agree. Going Town just for Forge techs doesn't seem very smart at the moment. So, surely, the Town Phase forge techs costs could just be reduced to make them more viable. The problem is you don't want to devalue City Phase either.
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Haha nice. Love the emojis. What effects affect morale?
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Looking for some help from historians
wowgetoffyourcellphone replied to Grapjas's topic in General Discussion
Consular Bodyguard, Legionary Cavalry, and Praetorian Cavalry primary weapon is spear or sword? -
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Looking for some help from historians
wowgetoffyourcellphone replied to Grapjas's topic in General Discussion
It seems like Italian and Iberian cavalry had small to medium shields, possibly influenced by Gauls. Cavalry shields didn't become prominent with Greek or Eastern cavalry until the Hellenistic age, possibly through the introduction of Tarantine cavalry and later Gauls who settled in Asia Minor (who then became known as Galatians). Due to the lack of a stirrup, most cavalry would skirmish with javelins and then close to melee range with their swords, rather than charge in headlong with spears or trampling. Macedonians introduced shock cavalry despite not having stirrups. They used long spears as their primary weapon, and a machaira or kopis (falcata) as a secondary weapon. It was less their armament and more about their tactics and speed that made them such effective shock cavalry force. Later a kind of "medium" cavalry was introduced in the Tarantine variety (who kind of dove tailed nicely with the new Thyreophoros "medium" infantry introduced at roughly the same time). In all cases, I believe cavalry would use a sword as their "side arm" or secondary weapon. Purely "sword cavalry" is almost a 0 A.D. invention for gameplay purposes (at least in this time period). I'm sure there are others who would correct me here with some nicely dug up obscurata. -
wip City Building Mod (A23 & A24)
wowgetoffyourcellphone replied to azayrahmad's topic in Game Modification
Indeed. Aesthetically, I much prefer silver to gold. -
They did not have the Wheel, so log dudes should probably just be it for them.
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"Ritualized Warfare" - All citizen-soldiers -25% xp needed to promote to the next rank.
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why alpha 24 is not nice ?
wowgetoffyourcellphone replied to king reza the great's topic in General Discussion
There are numerous threads on this forum discussing each individual civ. -
Worst building in the game?
wowgetoffyourcellphone replied to Player of 0AD's topic in Gameplay Discussion
Already implemented in Delenda Est and it works great. Adds diversity back to the Carthaginian military buildings, and may give a reason for the base game to unlock their Archery Range. -
Wow's Forge Rework Idea
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Right, and that's why soft battalions (soft anything really) are not the way to go. It's hard battalions or nothing, IMHO. Adding soft battalions introduces more micro, as now you have to spend time building battalions when you didn't before. Because as you said, if they are beneficial, then competitive players will have to use them. If they are a detriment, then competitive players won't use them and then they are a superfluous feature. Hard battalions eliminates all that and gives us greater flexibility in adding combat features (like flanking, charges, shield walls, morale, etc etc etc) that would be superfluous or more difficult to manage with mosh pit units (I recoil in horror at the proposals that we should add morale management for 100s of mosh pit soldiers, while it would be much easier to add such details and management to a few dozen hard battalions). Also, with hard battalions, all players of all skill levels would have to use them and the meta is consistent at all skill levels. -
Shield Walls
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
https://gfycat.com/malehonesteagle-shield-wall
