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Imperator Ferrum Princeps I

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Everything posted by Imperator Ferrum Princeps I

  1. like Minecraft factions but in 0 ad kinda? like an mmo 0 ad with a giant global world and no timelimit?
  2. If a player could be found that has knowlage of how to make this I think this would be very good and give singleplayer more depth, and attract more skilled programmers interested in machine learning
  3. In this mod you have to garrison units inside enemy buildings to capture them, but batallions cannot be garrisoned in buildings, and only battalions can be made.
  4. One big bug, buildings are uncapturable right now because batallions cannot garrison in them
  5. would be cool if there was support for an animation for switching ranges, (eg. a skirmisher visibly drawing a knife when entering melee)
  6. *checks GitHub* (is there a proper forum topic for this project yet?)
  7. There used to be different battle and victory/defeat music for each faction? I wish we had that in modern 0ad
  8. in the super old videos of 0ad I noticed that there was an entire different soundtrack before the soundtrack we know today was composed, does anyone know where to find it? better yet, does anyone know where I can find the super classic version of the game to see how the game changed over time?
  9. https://en.wikipedia.org/wiki/Saint_Nicholas Mind blown, santa was roman
  10. kind of the idea, after playing a few multiplayer games I hated how the winner was determined by how fast they could fast eco and spam units, instead of who had the best battlefield strategy. And the old total war games where players had to compete over strategic points on the map would be much nicer then being able to build a fort nearly anywhere in your territory in 3 minutes flat. I have plans for a "manpower" system to nerf spamming of troops, similar to in the DIVIDE ET IMPERIA mod for total war rome 2, with manpower as a resource that you start out with a lot of and cannot regenerate similar to in HOI4 to force players to be strategic with their men instead of sending them as cannon fodder, and ensuring the battles are not endless troop spam (name one historical battle where both sides had an endless number of troops). Though I am mainly just a good idea man, and not good at coding the actual nitty gritty stuff, that is why I made a public GitHub page and a modding team. The MTW2 video was to show what my vision for the mod kind of is, for epic battles like that with a fixed amount of troops when you start the game, and better buildings in general that are there at the beginning of the game and harder to destroy. Basically the kind of mod I am going for is the opposite of the arcadey "streamlining" (look the game design term up) and a mod more tailored to hardcore armchair generals and less of the "fast eco, cav spam" kind of demographic.
  11. SALVEESTEGOFERRVMAVGVSTVSPRINCEPSROMANVM The neo Roman empire of the cyberworld is back with a new mod! A hardcore realism/strategy mod inspired by total war and the likes, for example there will be a bigger focus on capturing premade buildings in a map then literally building a set of city walls in 5 minutes. I intend to look for help from the community and from my roman style gaming community to be able to finish this very ambitious mod. The mod will be a fork of this masterpiece: as many of the planned features already exist there. This mod will: Have a heavy emphasis on friendly fire similar to total war, so one must be careful where their volley of archers shoots Have a heavy emphasis on battalion warfare, and it is planned for most units to be always in battalions (some new units are planned like patrol guardsmen that can walk around the city as single units, and scouts being able to be single units, etc) Have very strong buildings but more restrictive construction (similar to total war) so instead of building many buildings you will want to capture them, and battles will be more like: either fought in the wilderness where it is mainly just troops and temporary constrcutions (army camp will probably be cc there), defense battles similar to the OG total war games like this battle: Will try to add in some kind of supply lines feature and starving units, and also if possible a morale feature represented by some hacky method where when it reaches low it forces unit to be on the "fleeing" passive mode versions the animals that run away from you ingame are set to https://github.com/roman-modding-team https://discord.gg/vv5aWEn https://github.com/roman-modding-team/0ad-gameplay-mode
  12. I occasionally got error messages but they were more from garrisoning and formations I think
  13. When will the fix for non garrisonable structures getting garrison slots so you can capture them likely be added?
  14. How do you garrison units? The traditional way does not work but the AI seems to be able to garrison units. @Angen Edit: oh, right clicking works when you hold down control, but is wonky, is there a way to add more straightforward garrisoning? EDIT2: Some enemy/neutral structures are impossible to garrison your soldiers in, thus being impossible to capture (eg: houses, docks, defense towers, etc)
  15. The mod is veeery buggy right now but it has A LOT of potential. I will try to help you develop it by reviving my modding team: https://discord.gg/HDDHqM3 You even got the units to be able to run by double right clicking! Not even delenda est has that!
  16. I would at least like to see a hyper realism mod that adds these total wars style mechanics in, along with friendly fire and morale.
  17. Maybe make it to where different factions can have stronger or weaker individual units then others, so the gauls and Britons have more numerous but weaker units. As right now literally almost every unit of the same class has the exact same stats, regardless of faction (roman units should be better then undisciplined barbarians in light armor).
  18. there is a mod for that btw, the formation-fighting-mod
  19. maybe a rowing crew onboard? It always looks weird when ships row themselves in 0AD.
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