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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I said melee cav, bruv. And since the siege unit is made up of a couple of dudes and a wooden contraption, I don't see where the distinction between sword and spear cav should matter.
  2. I think it's high time H:C received its own subforum. --------- May I suggest H:C use the groves and trees from Delenda Est? Since buildings are so large in H:C, it would make sense to make individual trees be destructible like in DE, then you could have indestructible groves as in DE, with the different auras/effects they have.
  3. In my hypothetical world elephants aren't so good against buildings anymore. Also in my world, melee cavalry have a bonus attack vs. your dangerous catapults (and every civ has access to some kind of melee cav, so it's all good).
  4. I guess saying "many examples" was an error. But one I can think of is Pyrrhus at Argos (where he was slain by a roof tile thrown by an old woman). Your aggressiveness is unwarranted, since I am with you that elephants being meat battering rams mowing down buildings left and right is not much supported. Just felt reasonable to make them good against wooden gates, but not against many other structures which are often made of brick or stone. However, if we follow @Sundiata's suggestion and give every civ the battering ram (which we bloody well should), the gate bonus I suggested for eles would be unnecessary. Can I suggest this? Every civ's battering ram starts as a simple ram carried by men (like the Xiongnu ram). Then many (there's that enraging word again) civs can upgrade them to Covered Rams with a tech (more armor and HP, a little slower). The game needs more visual upgrades, methinks.
  5. There are many examples of elephants being used to batter down city gates, but not much else regarding "sieging" capability.
  6. Thanks. I will post photos of the home once the closing is complete and I am given the keys. It has been a long time coming. My 2 kids will finally have their own rooms. Yard for a dog. Hardwood floors. Very nice.
  7. Picked this up from Amazon as a kind of "house warming" gift to myself, since I'll be moving into new digs soon. It's actually pretty cool in person and has some considerable weight to it. https://www.amazon.com/gp/product/B00GB2E3M2/ref=oh_aui_detailpage_o01_s00?ie=UTF8&psc=1
  8. A man is very busy buying a house and working 50 hour weeks.
  9. Yes, it is. https://github.com/JustusAvramenko/delenda_est
  10. I'm going to make some changes to rams and eles in DE based on some of the discussion here. Rams will be rarer and slower. An individual ram approaching your walls should cause you a bit of anxiety, while for the attacker their anxiety comes from using such an expensive unit. The same thing should occur with siege towers, but those are a completely different discussion and need custom code, imho. One thing's for sure: the era of massed rams should and will come to an end.
  11. Right, the ultimate meat shield, with trample and charge effects, etc.
  12. I don't think elephants should be siege units per se. They should be spec'd as the ultimate battlefield melee unit rather than as a substitute for battering rams. Perhaps a bonus vs. gates, and then that's their only "siege" bonus. Sure, they could be good vs. buildings due to their high hack damage, but they aren't a substitute for battering rams.
  13. I think ladders could work if all wall models were readjusted to be a standard height.
  14. I like the pathing in AOM. I think it's pretty decent.
  15. This isn't an academic paper. A game designer has to make concrete choices and these involve compromises to make the concept work. Essentially, yeah, that could work. I was just thinking that it could be the "official" game though since most of the mods are made either by WFG members themselves or by active forummers. Either way could work. That could be cool too. In the past I have pushed for more meta to be added to the civ.jsons so that the host can create interesting gameplay situations for their match, similar to what you suggest here.
  16. I wouldn't mind a greater variety of Phrygian/Scythian/Thracian/Persian cap models, personally.
  17. I like the body textures, but the kidaris hat model is just as close to the Scythian/Phrygian caps I've seen on google images.
  18. But now you'll have how many different interpretations of this law to comply with?
  19. I had thought of this too, but crucially you aren't advancing the civ through the ages in a single match; the gameplay still focuses a civ onto a specific era and aesthetic.
  20. Looking at all of these cool mods. Aristeia: Bronze Age, Millennium A.D.: Middle Ages, Terra Magna: Classical Age civs from across the world, and of course my Delenda Est. I am struck with a grand vision for 0 A.D. which could be spectacular. 0 A.D. Epochs Imagine, if you will, a 0 A.D. which spans the breadth of the entire pre-modern age. It's already happening with some very high quality mods, but what if eventually it could be made official? What would happen is that during game setup, the host (or single player) with a check mark system could select the different eras or "epochs" from which civilizations can be chosen. The host could choose only Classical epoch for an historical match, and then players could only choose the civs (like Athenians vs. Achaemenid Persians) with the Classical designation (in the civ.json file for modders and devs), or the host could choose multiple different epochs, allowing for some interesting ahistorical matchups which span across time (New Kingdom Egypt vs. Ptolemaic Egypt for example). Some civs would span multiple epochs (Rome, Egypt, India, Nubia, China all easily spring to mind), with epoch-specificities (the "Late Antiquity" Romans would be different from the "Classical" Romans who would be different from the "Medieval", ie "Byzantine", Romans course). While other civs, like the Thracians, would be relegated to only 1 epoch. In this way each epoch will have its own unique civs, while you can see a pattern of historical change with the long-running civs like the Romans across epochs. 0 A.D. Epochs could be truly epic in this way. How to implement it. Each Epoch can be added separately, in different subsequent releases when the civs of that epoch or mod become acceptably complete. Let's say the current "Empires Ascendant" roster becomes the core group of civs for the "Classical" epoch. Once Terra Magna is close to complete, its civs can be divvied up according to historical relevance. The Han could be added to the "Classical" epoch, while the Zapotecs can be added to the new "Late Antiquity" epoch. Likewise, Delenda Est's Principate Romans can be added to the "Late Antiquity" epoch along with any new "Part 2" civs, like the Sassanid Persians, Huns, Visigoths, et al. Just debut a new epoch with at least 3 new complete civs for some variety. New civs can be added later, perhaps one or two per alpha/beta release. What would be needed from the dev team is the UI code to allow this and then choosing when a mod civ is complete enough to add to the official Epochs roster. The Potential Epochs and Civs (for dreaming) Bronze Age Babylonians Egyptians (New Kingdom) Hallstatt Culture Hittites Minoans Mycenaeans Nubians (Kerma) Phoenicians Sea Peoples Hebrews Trojans Others Classical Age The current Empires Ascendant roster. Chinese (Han) Parthians Nabataeans Scythians Thracians Xiongnu Others Late Antiquity Romans (Principate; Trajan, Hadrian, et al.) Chinese (Jin Empire) Germanics Visigoths Marcomanni Vandals etc. Persians (Sassanids) Garamantes Huns Indians (Guptas) Japanese (Yamato) Zapotecs Others Medieval Anglo-Saxons Arabs Byzantine Romans Bulgarians Franks (Carolingians) Chinese (Tang Dynasty) Indians (Cholas) Mayans Mongols Norse ("Vikings") Ottoman Turks Poles Crusader Kingdoms Others Could maybe expand into the Renaissance, with the Aztecs, English, Incas, Spanish, French, Mughal Indians, Ming Chinese, wealthy African kingdoms, etc. Gunpowder wasn't overpowered yet. Still had lots of melee and heavy cavalry. Any actual roster doesn't have to be nearly this extensive at first. It can start small and get added to as modders add the civs they would most enjoy working on. It's completely doable, as modders will want to keep adding civs to the game for many years. The dev team can curate and make sure the civs don't get too crazy and unbalanced, but the large part of the work is done by modders.
  21. Good mapping skillz. To make these screenshots look more realistic, I would actually take out some of the saturation rather than ramping up the saturation.
  22. Hmm, a thought: Aristeia could have a Hallstatt Culture civ.
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