Jump to content

Imperator Ferrum Princeps I

Community Members
  • Posts

    83
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Imperator Ferrum Princeps I

  1. On ‎1‎/‎19‎/‎2019 at 7:53 AM, stanislas69 said:

    I want this a lot too as well, that is why I keep harassing @bb_ about #2577 and #252 :D

    would be cool if there was support for an animation for switching ranges, (eg. a skirmisher visibly drawing a knife when entering melee)

  2. 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.

  3. 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

    • Like 2
  4. 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)

    • Thanks 1
  5. 2 hours ago, Servo said:

    It’s nice to use range units on most if not any RTS games but their capabilities to use infinite projectiles is the worst case the game is designed to. Except Sudden Strike I have never known any RTS game using such mechanics. Modify their mechanics and the game can have more options. 

    Range warfare is the biggest transition that ever happen to humanity up to now. So it’s really hard to just give them little consideration. They should play a major role to games like 0ad. But they have to have more limitations with regards to accuracy, against formations and close combats and more importantly the number of projectiles they carry! The excuse like having to reduce micro on these units are just nonsense. How can these units carry tons of projectiles?!

     

    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.

     

×
×
  • Create New...