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Grautvornix

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Everything posted by Grautvornix

  1. I have to admitt I do like this a lot! Reminds me of my past playing settlers IV (and before) where resources must be available nearby where they are needed. Will download the mod and try it.
  2. @wowgetoffyourcellphone Awesome! This implements a good deal of what we discussed in Looking forward to testing it!
  3. @alreThese non-naval civs could possibly have specific coastal defense options offering a different counter strategy. It might not be very historical nor interesting in the sense of gameplay to just equip them with the same capability as naval civs. If I may, here are some rough ideas for coastal defense options: a finite max population of fire ships that can be built (something like the Iberians), say, 12 max at any time, after the technology was researched (BTW, I'd love to see fire ships generally having an "ignition" or "attack" command starting to countdown , instead of just starting it when cosntruction is finished, so one could build a few in reserve preparing a defense and place them strategically like a kind of sea mines - that could add interesting strategic options. I believe however these should not have a "proximity fuse" but need to be manually activated (good timing would then be crucial). military harbours ("sea forts") that fire back on ships (like the Britons have?). These could either be more resistant to ship artillery fire (most likely difficult to distinguish from land artillery fire), or create a higher damage to ships when firing back, or have a longer attack range, or provide an enforcement/protection aura for own (smaller melee ships) Also attack range and damage of artillery ships might need to be carefully balanced so that they can only attack buildings at the immediate coastline. For further damage at land one would need to disembark the troops. A typical defense scenario for such non-naval civs could then look like a wall and towers placed a bit off the coast..
  4. That's correct. Most probably this has been designed because you always get better quality troops (motivation) from your home country than from an occupied country. Just speculating.
  5. Beautiful! I already love the old version - will try the new on tonight! Thanks for your effort, well done!
  6. DIdn't check in detail for all civs, but I believe once an enemy's CC (or barracks) has been captured you can train your own units (not the enemy type of units though).
  7. Right - unless you manage your water resources properly (i.e. build more wells, settle close to an oasis etc.)
  8. Sorry - stupid me - should have read more carefully - you were actually after screenshots of units. These can be found possibly within the various civilization discussions like https://wildfiregames.com/forum/forum/409-art-development/ https://wildfiregames.com/forum/forum/432-official-tasks/ etc. Many can be found in civilzation descriptions that @wowgetoffyourcellphone beautifully created (search for "Civ:") or as a design task (search for "===[TASK]==="). Here are some examples.
  9. @tantanmen Hello and welcome to the forum! There is indeed a thread in this forum that attempts collecting screenshots: You can find it here: Best regards and have fun with OaD! Grautvornix
  10. @man_s_ourLooking forward to your mod! Will that involve wells that are actually built (possibly a small building like a pump room or well house) or is that more like a new technology? Wouldn't this also work in the same way for ground water, e.g. if we can have ground water available depending on the map texture and/or plants? (maybe too complicated) My thought was originally to allow drilling for water near fresh water bodies (lakes, ponds, rivers, streams) as well as near oasis kind of places that obviously have ground water underneath. This is specifically important for the arid maps in game. Anyway just a few thoughts. Eager to see your mod in action!
  11. Adding water to create better crops results is one of the central ideas dicussed also in the thread below. Here we would introduce wells as additional buildings to support watering your crops thus getting a yield even in the desert. Would be interested to get your opinion on the discussions there!
  12. We do have such an accelerator object already in the vanilla game - it is part of the Maurian trade accelerator (Ashoka columns) that can be place to speed up traders along their routes by 20%. Possibly we can use that as a template for roman roads, e.g. as a milestone/kilometer stone (possibly complemented with some artwork indicating the road between stones?) Issue would be potentially required terrain flattening and it will not be possible to introduce bridges so easily.
  13. Sometimes I'd liket hat, too. .. But only if everyone else agrees with my vote to expatriate a particluar politician. Otherwise I'd consider it unfair
  14. Yes, but in this case the road is not just a "painted" terrain feature but an object on the map - which might require also some changes to the game engine. I am afraid this might remain a dream for some time.
  15. Interesting idea! Would roads then be built by romans (only) or would that be a map feature? Could anyone use them? (and move faster) They would then not be destroyed...
  16. Hello everyone from southern Germany! (originally form the northern part ). BTW, is there a region statistics somewhere on this forum? (for the German beancounters among us )
  17. I do understand the point that, implementing walls reducing damage onto troops on the respective other side, is difficult to achieve. (Only wall/tower-garrisoned troops should have a range and protection bonus,; most likely they already do) When looking at the ballistics this should be the same issue if firing across a hill or ridge or another obstacle (building). Not sure the current engine takes this fully into account. I believe there is already a height bonus/malus for shooting from above/from below, but firing across an elevated obstacle could indeed generally reduce damage, possibly depending on the height of that obstruction. Hmm, I smell added complexity here... I'd be interested in getting your opinions here. Thanks!
  18. And vice versa! This should be independent who actually owns that wall. Player A' ranged units behind the wall should also be dampened against player B on the other side (shorter damage range) - except for those ranged troops of player A that are placed on the wall/the towers. They could possibly have increased damage range.
  19. Oops, maybe I have chosen the wrong words - I tried to say that walls are meant to protect those hiding inside from attacking units, including ranged units to some extent. Walls might thus have an effect to the damage range that a ranged unit can achieve from either side (and protect from sword or spear units).
  20. @Dizaka Of course you are right - may remark was more related to time-to-market until the game is "ready" and "fully featured" as well as those aspects that are seen as a "professional multiplayer gaming environment". Point taken .
  21. @Dizaka I do agree with your statements - the only thing I am however missing is a "protection factor" that walls have for those hiding behind them, i.e. effect of ranged attacks should be reduced (except for catapults etc.). Hence I believe units should attack a wall first before attacking those hiding behind. Not sure this is easy to implement. I would be interested to know how often walls are actually manned in your games. Is it worth the effort? Just curious...
  22. Not that I am very relevant in this discussion (playing only casually against AI), but to me, 0ad is one of the best and most interesting games I have seen AND it has many mods and config options AND it is historically fascinating (I keep learning about about old cultures both from the game and from the this forum) AND, btw., it is free of charge. Game mechanics and UI may look old fashioned to some, but the user interface of a cardboard chess game is also old fashioned. So what? I don' think this is the point. It is particularly interesting to nerds like myself to play a game that delivers this level of excellence in historical relation while gameplay is sufficiently complex - and constantly challenged and improved. Of course, there are bugs and inconsistencies, and the game is not "finished" (but which one is ever? Can you name one that is perfect?). AFAIK, it was never intended to compete with commercial platforms anyway. And yes, there are also noobs and smurfs and all that in the multiplayer environment - but this is life. Those looking for a clean platform and mates truly and exclusively matching their level might need to pay for this as a service in a "gated community". You don't find this in the wild. Bottom line: I like it as it is evolving, and I don't think it will die so soon. Let's tune down the volume a bit.
  23. Considering fishing like a form of hunting I would opt for finite resources fo fish. Land animals are also a finite resource unless "produced" in a corral. There is no way in the game to "nurture" fish population, say by adding food (and aqua farming is not very historical I believe).
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