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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. Weird... I don't remember the javelinist units. May be I need other try.

    It sound like you have to delet your cache? Try unloading mod from mod selector first and reloading it in mod selector and running game. See if that reset everything. If it does not work, delete the delenda_est folder in the cache.

    Look in C:\Users\You\AppData\Local\0ad\cache

    • Like 1
  2. imp.json

    	"StartEntities":	[		{			"Template": "structures/imp_civil_centre"		},		{			"Template": "units/imp_support_citizen",			"Count": 4		},		{			"Template": "units/imp_infantry_swordsman_b",			"Count": 2		},		{			"Template": "units/imp_infantry_javelinist_e",			"Count": 2		},		{			"Template": "units/imp_merc_cavalry_2"		}	],
  3. Soldiers doing nothing can be dangerous, can kill the emperor( nah is a joke hahaha, this last line)

    Would be funny to have Praetorians slowly lose loyalty points and revert to Gaia after 10 mins or so. The traitors can then attack your units.lol

    Superiority in all way vs all melee units( greek by now)(4 matchs all with or against you new factions)me 3 Romans 1 Thebans vs other Greeks ( 1 Lost).

    Only after research all blacksmith tech. I have not tried much balancing. Also remember swordsman > spearman in most case.

    • Like 1
    • slaves consumes too quickly the metal, and the technologies too. for some reason I have plenty all other resources but metal...
      • You must be aggressive and capture more metal mines before enemy. Storehouse can be built in neutral territory, so venture out and grab the metal mines. The new Frontier Outposts tech can help here, but allowing you to put a strong tower near your forward mining operation.
    • is normal the Legionaries will be superior?
      • Ask in a different way? I don't understand.
    • are you planned translate the Mod? (I Want Promotionate into Spanish speaker)
      • Only if there are people to help.
    • Which units you need references?
      • Don't need reference for unit, just shields and helmets. You are doing good job finding reference. Maybe by end of week I'll ask for specific help making these things.
    • you must include weak and cheap units (food+Wood)
      • The Lanciarius cost food and wood.
    • the Legionaries(or mostly of military units ) can perform task like cutting wood, hunt and some mining. (was rare the Legionary that can have license for do nothing)
      • I'm trying to make the distinction between soldier and citizen more obvious for Principate Romans since at this time Rome's army was 100% professional.
  4. Total War does exactly what I described above. You have main civs and sub civs. And all those main civs play out differently. the sub civs give certain smaller bonuses which works for singleplayer games.

    In multiplayer the civs do not matter that much. Unit composition is more important. So this is not really comparable.

    This post show you the "main civ" is the culture. All of the "civs" are subciv with customizations. I also propose a GUI that make this forefront.

    You choose the Culture which have attribute, then you choose a civ in that culture that is tweak to your liking. Could go farther make it so that player can choose "Africans" for instance and then the game randomize a African civ for the player when game launch. Or choose "Hellenes" and the game randomize and give the player a random Greek civ. (of course the player can choose specific civ if player wants, without question).

    Africans

    Common Attributes: African war elephants, strong land trading

    Carthaginians

    • Extra-strong walls

    Garamantines

    Kushites

    Mauritanians

    Numidians

    Ptolemies

    Balkans

    Common Attributes: Skirmishing bonuses, good sword infantry, high attack, low armor

    Dacians

    Illyrians

    Thracians

    Celts

    Common Attributes: Weak buildings, fast construction, fast-moving units, Rotary Mill

    Batavians

    Britons

    Celt-Iberians

    Galatians

    Gauls

    Chinese

    Common Attributes: Massed infantry, population bonus, use of fire, crossbows

    Han

    Egyptians

    Common Attributes: Temple and healer bonuses, strong expensive tier 2+ buildings, free tier 1 buildings, mercenaries train instantly

    Ptolemies

    Germans

    Common Attributes: Capturing bonuses, "Ambush" attack bonus within forests, shield wall, high attack, low armor, ox cart dropsite, weak wooden buildings

    Batavians

    • Extra-strong cavalry

    Franks

    • Throwing axemen

    Goths

    • Can branch/choose between Ostrogoths and Visigoths at Imperial Phase

    Teutones

    Hellenes

    Common Attributes: Theater (Hellenization bonus), technology cost bonus, strong sea trade, strong spearmen

    Athenians

    • Naval bonuses

    Epirotes

    • Can train small number of war elephant

    Macedonians

    • Extra-strong heroes
    • Can train small number of war elephant

    Magna Grecians

    Pergamenes

    Rhodians

    • Naval bonuses

    Spartans

    • Syssition building to train hoplites and Spartiates
    • Strong female citizens

    Syracusans

    • Gastraphetes ("belly-bow") siege unit
    • Mercenaries cheaper

    Thebans

    • Sacred Band infantry
    • Siege Workshop building
    • "Fire Raiser" siege unit

    Iberians

    Common Attributes: Free circuit of walls at start, "Ambush" attack bonus within forests, monument, flaming pitch, strong fortress

    Celt-Iberians

    Iberians

    Lusitanians

    Indians

    Common Attributes: Armored war elephants, population bonus, good archery

    Guptas

    Indo-Greeks

    Mauryans

    • Wooden city walls; the others have stone city walls

    Iranians

    Common Attributes: Infantry train very fast but weak, good cavalry, strong land trading, Palace

    Achaemenids

    • Population bonus
    • Immortals at palace
    • Can train a small number of unarmored war elephtan

    Parthians

    • Extra-strong cataphract
    • No elephants

    Sassanids

    • Extra-strong cataphract
    • Can train armored war elephants

    Italians

    Common Attributes: Good melee infantry, good siege equipment

    Etruscans

    Magna Grecians

    Dominate Romans (4th - 6th centuries AD)

    • Base on Eastern Roman Empire: from Constantine to Belisarius
    • Extra strong wall upgrades
    • Frontier Barracks train front-line troops (Limitanei) from neutral territory
    • Barracks train Comitatenses troops
    • Foederati trained from merc camps
    • Architecture based on Orthodox-Greek and Constantinople

    Principate Romans (1st - 2nd centuries AD)

    • Unique citizen/slave economy
    • Build Triumphal Arch to unlock phase upgrades
    • Army Camp
    • Temple of Vesta
    • Siege Walls

    Republican Romans (3rd - 2nd centuries BC)

    Samnites

    Nomads

    Common Attributes: Movable buildings, less restrictive territory concept, good cavalry, raiding and looting bonuses, no stone walls (except for Parthians)

    Huns

    Parthians

    • The only civ in Nomad culture to have stone walls

    Sarmatians

    Scythians

    Punics

    Common Attributes: Champions trained at temple, mercenary concept is flipped, strong sea trade and navy

    Carthaginians

    • Extra-strong Naval Shipyard

    Successors

    Common Attributes: Pike infantry, Library, siege tower

    Epirotes

    • Small number of war elephant

    Greco-Bactrians

    • Cataphract

    Indo-Greeks

    Macedonians

    Pergamenes

    Ptolemies

    • Lighthouse

    Pontians

    Seleucids

    • Cataphract
    • Scythe Chariot
    • Armored Elephants

    • Like 1
  5. I am not creating game, I'm creating mod. ;) I don't care about "new players who will have to learn everything." (y) Tell Rome:Total War player and modder that they should only have 4 civs. lol

    I think you can see how well I have done with Principate Romans. Once I make new hero textures I move onto something new. German civs maybe to give the Principate Romans proper historic nemesis.

    • Like 2
  6. 60 Civs or 60 Factions?

    60 civs spread over 14 culture

    Holy **** sounds amazing. Aren't you concerned that balancing will be impossible with all that different stuff?

    Not concerned. ;) On basic level they all use the same units. A spearman in one civ have same function as a spearman in another civ. Most of the differences are a matter of degree. Though, some civ have a few major differences, just use math to see how the major differences stack up. Example: Can use math to see how Principate Romans citizens + slaves econ combo stack up against Republican Romans female citizens + citizen-soldier econ combo. But in most civs a female citizen is just a female citizen and a slinger is just a slinger. Most civs will have access to most unit types, either from barracks or from the mercenary camps. Look at balancing as part of the fun. Plus with so many civ there will be so many variation that not 1 civ can dominate all others, there will likely be a half dozen other civ with good combos that can take down the dominate one.

    I also do not feel all civ need to be equally balance. I am fine with having underdog civs and dominate civs. More of a challenge to win with an underdog civ.

    Eventually, with player input/polls and win-loss statistic it can be determine which civ are powerful and which are weak. Can add new sorting tags based on this, "Dominant Civs Only" or "Barbarian Civs Only" or whatever which I think could be very cool.

    • Like 1
  7. Delenda Est will add approximately 60 civilizations (lol) to the game 0 A.D. all based on 14 culture group in the Eastern Hemisphere between 500 BC and AD 500. It's my hope that the cultures UI mod can get working again to help make the culture groupings a real. Each civ will have its bonus and penalty as well as each culture will have its bonus and penalty. A civ can be in more than 1 culture group, giving the attributes, bonuses and weaknesses of each culture group it is in.

    GUI

    Something like this, but with drop-down list for cultures.

    lBjYHFj.png

    Final civilization list with all modded civs, original civs, and the Han from Rise of the East:

    Africans

    Common Attributes: African war elephants, strong land trading

    Carthaginians

    • Extra-strong walls

    Garamantines

    Kushites

    Mauritanians

    Numidians

    Ptolemies

    Balkans

    Common Attributes: Skirmishing bonuses, good sword infantry, high attack, low armor

    Dacians

    Illyrians

    Thracians

    Celts

    Common Attributes: Weak buildings, fast construction, fast-moving units, Rotary Mill

    Batavians

    Britons

    Celt-Iberians

    Galatians

    Gauls

    Chinese

    Common Attributes: Massed infantry, population bonus, use of fire, crossbows

    Han

    Egyptians

    Common Attributes: Temple and healer bonuses, strong expensive tier 2+ buildings, free tier 1 buildings, mercenaries train instantly

    Ptolemies

    Germans

    Common Attributes: Capturing bonuses, "Ambush" attack bonus within forests, shield wall, high attack, low armor, ox cart dropsite, weak wooden buildings

    Batavians

    • Extra-strong cavalry

    Franks

    • Throwing axemen

    Goths

    • Can branch/choose between Ostrogoths and Visigoths at Imperial Phase

    Teutones

    Hellenes

    Common Attributes: Theater (Hellenization bonus), technology cost bonus, strong sea trade, strong spearmen

    Athenians

    • Naval bonuses

    Epirotes

    • Can train small number of war elephant

    Macedonians

    • Extra-strong heroes
    • Can train small number of war elephant

    Magna Grecians

    Pergamenes

    Rhodians

    • Naval bonuses

    Spartans

    • Syssition building to train hoplites and Spartiates
    • Strong female citizens

    Syracusans

    • Gastraphetes ("belly-bow") siege unit
    • Mercenaries cheaper

    Thebans

    • Sacred Band infantry
    • Siege Workshop building
    • "Fire Raiser" siege unit

    Iberians

    Common Attributes: Free circuit of walls at start, "Ambush" attack bonus within forests, monument, flaming pitch, strong fortress

    Celt-Iberians

    Iberians

    Lusitanians

    Indians

    Common Attributes: Armored war elephants, population bonus, good archery

    Guptas

    Indo-Greeks

    Mauryans

    • Wooden city walls; the others have stone city walls

    Iranians

    Common Attributes: Infantry train very fast but weak, good cavalry, strong land trading, Palace

    Achaemenids

    • Population bonus
    • Immortals at palace
    • Can train a small number of unarmored war elephtan

    Parthians

    • Extra-strong cataphract
    • No elephants

    Sassanids

    • Extra-strong cataphract
    • Can train armored war elephants

    Italians

    Common Attributes: Good melee infantry, good siege equipment

    Etruscans

    Magna Grecians

    Dominate Romans (4th - 6th centuries AD)

    • Base on Eastern Roman Empire: from Constantine to Belisarius
    • Extra strong wall upgrades
    • Frontier Barracks train front-line troops (Limitanei) from neutral territory
    • Barracks train Comitatenses troops
    • Foederati trained from merc camps
    • Architecture based on Orthodox-Greek and Constantinople

    Principate Romans (1st - 2nd centuries AD)

    • Unique citizen/slave economy
    • Build Triumphal Arch to unlock phase upgrades
    • Army Camp
    • Temple of Vesta
    • Siege Walls

    Republican Romans (3rd - 2nd centuries BC)

    Samnites

    Nomads

    Common Attributes: Movable buildings, less restrictive territory concept, good cavalry, raiding and looting bonuses, no stone walls (except for Parthians)

    Huns

    Parthians

    • The only civ in Nomad culture to have stone walls

    Sarmatians

    Scythians

    Punics

    Common Attributes: Champions trained at temple, mercenary concept is flipped, strong sea trade and navy

    Carthaginians

    • Extra-strong Naval Shipyard

    Successors

    Common Attributes: Pike infantry, Library, siege tower

    Epirotes

    • Small number of war elephant

    Greco-Bactrians

    • Cataphract

    Indo-Greeks

    Macedonians

    Pergamenes

    Ptolemies

    • Lighthouse

    Pontians

    Seleucids

    • Cataphract
    • Scythe Chariot
    • Armored Elephants

    • Like 2
  8. I have finally managed to create a simple mod that disables territory restrictions and... It led me to notice that modding has beeen designed as a masterpiece ! Great job team, it took me less than 5 min to setup what I wanted :-D

    Note that, for now, I have removed territory decay, borders and distinctions between enemy, neutral, ally and own areas. I'm going to test the mod in depth, in order to check side behaviors (e.g. with IA).

    PS : Once again, thanks for providing such a powerful modding feature !

    Agreed the modding is very easy!

    Though, I would keep territory concept for most civ so Nomads (Scythians, Huns, etc.) can have some kind of unrestricted territory bonus.

    • Like 1
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