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Posts posted by wowgetoffyourcellphone
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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" } ],
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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.
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To latest and any random map. With Romans (principate) as my faction
Sorry friend, I cannot reproduce. Does it stop the game? Can you train the slaves from storehouse and farmstead?
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- 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.
- slaves consumes too quickly the metal, and the technologies too. for some reason I have plenty all other resources but metal...
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Which map? Also, are you recently updated to latest?
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New tech at Outpost: Frontier Watchtowers ("Limites"). Upgrade the outpost to a Watchtower, with greater health and capture points and greater garrison capacity.
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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
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I am not creating game, I'm creating mod.
I don't care about "new players who will have to learn everything."
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.
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I did not say there would be no differences in gameplay. In AOK there are minor difference between civ and yet the civs play very different from each other. The game now have 20+ civ.
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Need references for Auxiliary and Legionary shield pattern.
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Try barter at Market
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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.
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you will made...
Much stuff can be re-used across same culture (especially buildings!)
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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.
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
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The UV map of the dude models is so bad. I can't wait for the new meshes to come to power.
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Here what I come up with:
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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.
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Here we can discuss what helmets the Principate Romans should have. Lion's posts can go here too.
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Hmm, I will mod some texture. That don't look very correct.
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New tech at Civic Center: Urban Cohort, unlock training of Roman Legions at Civic Center.
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All classes will be use Battalion?
All class of soldier, yeah
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Delenda Est - Bugs Report
in Delenda Est
Posted · Edited by wowgetoffyourcellphone
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