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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. This would be a cool option. Build a postern or a gate. Gates have more "bandwidth" and let large units and large numbers of units through, but have a danger of letting enemies in too. Posterns have lower bandwith but don't let enemies through.
  2. "Massed Pikes": Pikemen are individually weak (very low attack), but have an aura that boosts other pikemen within a short range with greater attack (stackable) and a little extra armor. "Shield Wall": Hoplites are individually much like regular spearmen, but have an aura that boosts nearby hoplites with a strong armor boost. So, in this way an individual pikeman or hoplite is pretty mediocre to weak, but en mass are very strong.
  3. Most casualties actually occurred when one side routed. Also, there are some interesting times when hoplites were decimated by ranged units: Iphicrates routing an entire Spartan mora outside Corinth. The Athenians decimating and capturing an entire Spartan hoplite phalanx on Sphacteria. The Athenians getting routed by a Persian counterattack after burning Sardis. Though, I admit these were exceptions and not the norm.
  4. Sure, but as you said, pikemen were used to pin down the enemy's infantry formation for the cavalry to strike a hammer blow to the enemy's flank or rear. The only way to simulate this with the game's current mechanics is to give pikemen high armor and low attack, so that the enemy soldiers are "wasting time" trying to kill the high armor pikeman long enough for some other unit to come kill the enemy soldier or the pikeman wins by pure attrition.
  5. The game (or just the game engine so mods can do it) needs to support battalions to make this kind of combat realism possible.
  6. Indeed, but ripe for experimentation via modding.
  7. Eh, that's an opinion, not a fact. The other way is to decide roles for every unit and then balance. The problem right now is that no thought [AS FAR AS I CAN TELL] is being put into unit roles.
  8. Honestly, the lack of sticking with the general shapes of the buildings in public is the major visual flaw of this particular mod. Those Saxon and Carolingian and other buildings should be redesigned for recognition sake. Just my opinion.
  9. http://www.mywizards.com/catapults/onager/ A pretty decent article. In short, an onager bucked wildly when fired. If it had wheels, the bucking and momentum of the throwing arm would cause a swaying motion that would reduce the power of the throw.
  10. Do you know what commit that was by any chance?
  11. Onagers did not have wheels. They were assembled on-site.
  12. Alrighty then. Honestly, it's whatever you guys what to make, really.
  13. The original idea for those structures was to make one of these for each building set, regardless of unit roster.
  14. Pretty sure the other trees don't have back faces. I think the back faces on the cretan palms are there because otherwise they'd be visible at low viewing angles.
  15. 0 A.D. shows up in this entertaining list:
  16. I'd just brighten everything up, including the roof. The rooftiles could be more of a Roman tile color.
  17. Yeah, a nomadic system too. So, then you have these 4 styles of play to choose from, and one style can be used for each civ. Some are obvious choices, others you have to make compromises to fit a game environment. AOE style Villagers/Soldiers Civs with "professional" armies Empires Ascendant style Citizen-Soldiers/Female Citizens Delenda Est style Slaves/Citizens/Soldiers Slaves only gather, trained at the dropsites after building a Market Citizens suck at gathering, but are good builders which can build civic and economic buildings Soldiers can't gather, but can build military buildings Nomadic style "Egalitarian" : Use the Empires Ascendant style, but Female Citizens are also Citizen-Soldiers too Slaves bought at the Market Ranching/Corral bonuses and Looting bonuses Dropsites are Ox Carts Cheap, weak, packable buildings No territory effects Any of the above can be tweaked, streamlined, made more complicated, or hybridized based on the civ. So, Imperial Romans might use AOE-style, but add Slaves as cheap gatherers, a hybrid style. Or they could use the Delenda Est method, where the soldiers can also build. Spartans can use the Empires Ascendant style, but add Helot Slaves. Iberians could be strict Empires Ascendant style. Scythians and Xiongnu would have the Nomadic style, but maybe the CC of one does cast a territory effect for some kind of bonus, while the other's does not. Lots of possibilities here.
  18. I really like the look of the Cretan palms. Perhaps reducing the foliage from 30 fronds to 25 would help (that's a reduction of 320 tris right there), also making the bottom frond geometry cheaper (use flatter geometry for the downward pointing fronds, 4 quads per instead of 8; for, say, 5 fronds that's another 160 tri reduction), and rounding out by taking out any back faces that are obscured from the camera (maybe another 100 triangles gone, for a total of 580 triangles removed from each tree, which could be significant if you have 50 trees on screen). I'm no good in Blender and my 3DS Max subscription had lapsed long ago. @stanislas69 @Alexandermb @LordGood I actually don't think the Aleppos look that great to begin with. Mostly a texture issue as far as looks, but the geometry could use work too.
  19. No, thank you. lol The fighting and sniping would be unbearable. Plus, a lot of the other modders already disagree with some of the main changes made in DE. Best to just have separate mods doing their own thing, and taking good ideas from each other when desired. While core game tries to make cool things possible. I think there should be various types of economic systems. A. AOE-style: Villagers build and gather, while Soldiers do nothing but fight. B. 0 A.D.-style: Citizen-soldiers and Females, exactly as the core game is now. C. Slave-based/DE style: You have Citizens, Slaves, and Soldiers. D. Any combo of above, perhaps have dedicated Citizen units, but also Citizen-Soldiers. Each culture can have any of the above, based on what makes sense historically. For instance, for Imperial Romans and Early Byzantines, you'd probably use an AOE-style system because the soldiers were all professionals, but add Slaves as a cheap gatherer. Spartans would use some hybrid system, with Female Citizens being your "Citizen" unit and Helots being the "Slave" unit, with your trash soldiers also being builders and Spartiate units being your dedicated fighters. Celtic civs could use some kind of peasantry system that takes ideas from all of the above. Iberians could use the classic 0 A.D. citizen-soldier paradigm.
  20. I did. Somehow I lost this line of code in the template: <UnitAI> <DefaultStance>standground</DefaultStance> </UnitAI> Just imagine my confusion when catapults start rolling around everywhere, packing and unpacking without orders, attacking random targets like an archer. EDIT: Okay, catapults/stone throwers still unpack and attack things when not tasked to do so. Was that always the case?
  21. There's got to be something else going on here with the model or the render stats counter. 2000 triangles would mean each frond would have 60+ triangles if you had 30 fronds per tree.
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