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wackyserious

0 A.D. Art Team
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Everything posted by wackyserious

  1. I'm running both mods via command line "-mod=modname" Though, you may experience issues with the menu background and soundtracks from both mods mixing together..
  2. One down! Norse - (Released/Almost complete) Saxons (Work in progress) Carolingian Franks (Work in progress) Byzantines (Eastern Roman Empire) Normans Arabs (Umayyads) Chinese (Tang Dynasty) Avars (Nomads)
  3. - Change the default action to "destroy" instead of "capture" for rams? Currently, defense buildings cannot contribute any damage to battering rams- Implement fire damage/attack and mechanical armor - Yes, they are not hard to destroy or capture, if you have champion units, but without champions.. It takes much time to capture battering ramsA single ram can kill two to three citizen soldiers (Yeah, a ram, ramming units to death) I always see this when I watch two AI fight.- Maybe reduce ram attack and walking speed depending on the current amount of health points?
  4. I might do so, I'll think of it Original plan was, I will remove my rookie status approx. 1 year after joining the team or maybe just half a year. I've been on the CoM for at least a quarter now. (Looking back 3 months ago, I was totally clueless on how to mod this game, haha)
  5. Village phase market: no auto-generated trade income (A small village that is not well not known to traders/merchants, villagers visit bigger settlements in order to engage in trading) Town phase market: normal auto-generated income (A regular town, occasionally visited by merchants and travellers) City phase market: higher auto-generated income (A well known city visited by many merchants and travelers)
  6. This is what I do to create player_trans or player color in textures 1.) Select the red parts or desired parts that will use player color using software select tool and cut the selected parts 2.) Place them in a separate image layer. 3.) Tweak the colors and lower the color saturation/deepness (best color for me is light gray) 5.) Once desired low sat. color is achieved, change layer transparency between 5% - 25%, make sure there is nothing below the transparent parts of the texture. 6.) You can now save the png and test it, in-game. I hope this helps
  7. Regarding the Briton presence (IIRC, there are two contradicting statements from two chroniclers during that period, one states that little (or no violence, at all) occurred, and that the Britons in the region where they settled where peacefully assimilated, while the other states that the Anglo-Saxons carved their way though series' of military conquests. We could try splitting or make a new civ for the Anglo-Saxons in the later stages of development, because I believe that this faction was meant to represent the Saxons during Charlemagne's Saxon Wars, right? A separate Anglo-Saxon faction would fit much more once the Normans are introduced. I kinda agree that that Anglo-Saxon Britain was a little different in some aspects. (Well, not that different, since Germanic culture brought from the Northern parts of Europe prevailed, but it can be a little biased if we only mention or refer to the Saxons and exclude the other groups that also migrated to Britain) The Anglo-Saxon dominion over Britain was often called the Heptarchy The one who manages to dominate the other groups during their time, are often referred to as Brytenwalda or Bretwalda Mercia (Angles) dominated the scene for quite some time during the early phases, while near the later periods, the kingdom weakened and the power shifted to Wessex (Saxons)
  8. I'm sorry, It is fixed now, it was my custom civ that was causing the error..
  9. I'm also getting the same message: Error generating map. Check application log for details I'm receiving error warnings in all random maps.
  10. I also voted for 0AD last year, who else has a modDB profile? Voting phase ends on December 11, 2015
  11. I've done this one with the Norse, back when we were still using the Celtic longhouse as a placeholder, I say this method is effective in creating more variants. What I did was, I edited the specific parts of the texture that the model uses, and erased/removed the unused part of the textures to reduce the file size.
  12. I woke up and checked my facebook earlier, saw a notification from the 0AD page, Congratulations guys!
  13. Looks very nice reminds me of Norman keeps Well, they are Frankish vassals to begin with. Seeing LordGood's model made me desire to start an Early medieval mod.. (Angevin period) But I cannot, I cannot.. I still haven't completed the unit packs for the Norse, plus the Mordor faction mod and December is close.. Feelin' a bit uninspired these past days..
  14. or.. a resource we can call, coin/coinage (copper, silver, and gold coins merged together as a single resource) should taxation be introduced in the game.
  15. Just sharing some ideas. (0AD resource scheme is fine in my opinion, a little lore-breaking sometimes, but is simple and very convenient.) Best game resource scheme, in my opinion, and also fits 0AD timeline (This game is Spartan:Gates of Troy by Slitherine Games, somewhat a predecessor to the Total War Series, IMO. The game Legion, also from Slitherine Games, is a Roman period counterpart of Spartan and is also part of the franchise) Resources: Gold: Gathered in gold mines, required for building temples and some important structures, (very profitable when traded) Grain/Food: Gathered in farms, used in training units, also consumed when maintaining standing armies. Iron: Gathered in iron mines, used in training specific units Bricks: Produced in brick factories, required in constructing buildings, essential in maintaining structures, buildings deteriorate when not maintained Horses: Bred in stables, used in training cavalry units Marble: Gathered/produced in marble pits, required in construction of specific buildings. Copper: Gathered in copper mines, very essential, required in training units Wood: Gathered in lumber mills, required in several buildings and units Silver: Gained from taxes, essential in trading, used/consumed to pay/maintain standing armies Trading is very crucial in this game, say for example, you have plenty of silver due to a high pop, but your brick factories cannot sustain your city, you will resort to trading to balance/meet the ends.
  16. This one, please. I hope this one gets integrated in the game someday.. Maybe an extra UI panel that can be shown or hidden with a button?
  17. Likewise, I never played AoE games before, but 0AD gave me a feeling of how the game feels I'm really rooting for this game, this is one of the best RTS games that I've played alongside the Stronghold Series.
  18. The game maps Alpine Mountains and Gallic fields simulates a similar vibe, and I always enjoy playing on those maps. Early game is much more interesting, you don't just exploit nearby resources outside your range, there are risks and dangers in doing so, you don't just expand, you carefully plan it, and it is not only endemic to you, other players also experience the same challenges. Planning a rush? Plan a safe path without neutrals that can harm your party. Neutral camp near your base during early game? Use it to your advantage, it can serve as a defensive barrier.
  19. Praetorians -Ambush system -Divide/form battalion (Not likely to happen, IIRC) Stronghold Series -Regicide (Planned feature) -Stockpile system (You can't just hoard resources, you need a place to keep them, and you need to guard them. The enemy might try destroy it, or steal it and make use of it. This will make the storehouse a strategic structure and not just a dropsite.) -Terrain fertility -Unique given names for each unit (Like, Naughtius Maximus, Sillius Soddus or Biggus..) Another Monthy Python ref. Haha The Lord of the Rings: The Battle for Middle Earth II -Custom hero creation -Walls attached/part of some strategic buildings (CC, Fortress, ?Barracks?) -Gaia structures and treasure guardians (Ex. Mordor can capture and use troll/goblin caves while Free peoples cannot and their only option is to destroy it and collect the loot, in 0AD, certain barbarian settlements (Gaia structure) will only provide certain things to factions on the map that are not part of their culture, like trade and some basic units, while a faction with a similar culture could get better trade plus access to special units.) Total War Series -Stamina and Morale (Reduced fighting capabilities, Inability to control broken units, etc.) I liked wraitii's suggested system in trac. Wacraft III -Similar ability system (Planned feature, IIRC?) -Skirmish/Campaign hero system (Skirmish and Campaign heroes are seperated, 3 default and randomly named/non-canon hero types are provided for Skirmish, and named/canon heroes are only reserved for Campaign) -Diverse game customization resources available and easy to mod, plus awesome scripts (I think this one is already achieved, Thumbs up to the team!) To summarize some of the suggestions above, most of the popular RTS out there and some the games that we have all commonly played, have a common ground in terms of neutral capture points (Gaia structures) Games like Red Alert, Warcraft, BFME2, Rising Kingdoms, Company of Heroes, C&C Generals and many more have implemented them. In my opinion this simulates the urge to declare or use conflict due to the presence of strategic resources which one can use to elevate his standing in a certain situation, just like in real life, Two big countries fighting for a specific region with a resource that they both need or is strategic for them, which likely ends in a major conflict/confrontation. And just like in a game/match, if you know that a capture point/Gaia structure will help you win the game, you will do anything to successfully defend it, and you also know that failing to do so will put you to a major disadvantage. (You can also try to Raze and burn it to the ground and practice scorched earth policy.)
  20. IMO, the other ways of gathering food are being ignored because of the efficiency of farming.. Farming is a good and stable way to maintain food resource, but the gathering speed and gathering rate should be tweaked. IMO, so that players will consider other forms of food resource which are faster to obtain, specially during early game. Ex 1: 3 strikes = 1 food gathered , increase the starting carry capacity to 10 , so a long period 30 strikes will yield 10 food, this can help simulate that farming/growing crops takes time. Inability to complete 3 strikes yields zero food, counting does not resume, it resets every time it does not complete 3 strikes.If you like to rush, then farming is not for you, you should try breeding food-yielding animals or go hunting. If you want an auto-managed and less hectic way of gathering food, then you should stick to farming, but it can put you to a disadvantage, despite of its effectiveness as a food source.
  21. I like the idea of leveling/upgrading buildings (Similar to BFME2, where you can manually upgrade the barracks, or level it via training units) Plus, Lvl 2 Barracks = advanced units Lvl 3 Barracks = elite units If you want to train basic units for harvesting, build two barracks (one upgraded and the other one, not)
  22. Viking Age Dyes - A Brief Overview by Kristina Gundersen http://www.academia.edu/4652690/Viking_Age_Dyes-_A_Brief_Overview Another similar article https://www.cs.vassar.edu/~capriest/vikdyes.html
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