-
Posts
628 -
Joined
-
Last visited
-
Days Won
14
Everything posted by Deicide4u
-
Not that I don't believe you, but It'd be cool if we got a similar image from A27 to compare. The Persian units shown above, from left to right, are: 3 ranks of Melee Cavalry Axemen, 3 ranks of infantry Archers, Elite Cavalry Javelineer, Bactrian Heavy Lancer (middle), Basic Cavalry Javelineer, 3 ranks of infantry Spearmen and an lone Immortal below the Elite Spearman. EDIT: Here is the same group in A27. What I see is that military uniforms were replaced by exotic (for elite and champions) and basic clothing, which is a step back, IMO. The armor is not as apparent as before. The Bactrian Lancers still look cool, though.
-
The differences between unit ranks were pretty obvious in the early alphas. Can you guess which of these units are champions?
-
@Classic-Burger Yes. Petra was introduced in Alpha 16 and it's not compatible. And I'm not "going to use" it, I'm already using it.
-
I have forgotten to change the class filters for the AI. It filters champions based on the old class token "Super", while all champions have class token "Champion". Why is this important? Well, the AI will make a weak army based only on the number and strength of CS units you have, while you might be having a bunch of champions. Not a very fun or challenging experience. To fix, change all mentions of "Super" to "Champion" in these files below. simulation/ai/qbot/economy.js simulation/ai/qbot/filters.js simulation/ai/qbot/military.js If you're making a Hero often, also add the "Hero" class token to the filter in "military.js" file. This bug was fixed in Alpha 10.
-
The mod is now in a good spot to share, so I've updated the opening post with the ZIP file containing the full mod and instructions. I didn't want to use GitHub for this, so apologies for the large file size. Thankfully, it's not a huge file. There shouldn't be any major bugs. Have fun playing the mod.
-
How can I add a new civ to 0 A.D. via modding?
Deicide4u replied to Lunari8546's topic in Game Modification
I'm not sure. The farthest I've gone with JS in 0 A.D. is to backport small patches to an earlier alpha version. -
How can I add a new civ to 0 A.D. via modding?
Deicide4u replied to Lunari8546's topic in Game Modification
You still don't have to touch the engine's (C++) code if the version you're moding is recent and has all the features you need. What you need are templates and assets, and some small changes to the JS code. -
How can I add a new civ to 0 A.D. via modding?
Deicide4u replied to Lunari8546's topic in Game Modification
The man wants to change the civilization name dynamically. For example, if he's playing "Celts", he'd like to become either "Britons" or "Gauls" once he reaches a new phase, or researches some technology. This is kinda tricky to do. There were concepts of this in the early discussions, but the team decided for more distinct civilizations instead of playable "factions" within the existing civilizations. -
It is just another feature creep. The only reason Red Alert had a "Spy" unit is because the Cold War mentality was still prevalent in the 90's. It was meant as a gimick, and to support some fun SP missions at the time.
-
I imagine your farming is extremely slow, then. The number of women depends on the state of the game. You need minimum 20 by mid game, and about 45-50 by the late game. Seriously, make women early on. It's easy to send them to farms/fields later.
-
@Classic-Burger, the only reason Archers are good in AoE games is because they are faster than infantry. AoE also has no latency and faster atack animations, which allows hit-and-run micro. EDIT: You don't need to full quote people all tha time, and you don't have to fully quote the last reply either.
-
I. E. Conscription. For Glorious Expansion tech. Why should we delete these techs? GE is one of the only reasons you build a Wonder, and it allows you to have more units. Conscription decreases batch training time, nothing complicated there. Please, don't delete techs that have a purpose just because someone finds them "boring".
-
The Return of Rome DLC really brought the AoE 1 hype back, didn't it? Here's the same unit in Alpha 9 (actor view is awesome): Same as in 0 A.D. They were even introduced as such.
-
I don't know, in A27 they're weak in the late game because of the crippled economy (they get Marian Reforms too soon). They were strong in earlier alphas. Mercenary civilizations are also bad in the hands of the AI because it spams them even though they can't gather. Persians don't take advantage of their strong cavalry. I'd say Han are now the strongest.
-
Question about the recent changes to the capture system
Deicide4u replied to Dakara's topic in Gameplay Discussion
It's actually not. In real life, you had to hold that building with troops in order to keep it. Especially when near the enemy's territory. You had to bring more supplies to the front line as you now occupy more land. Destroying the building usually meant burning it down to make it unusable to the enemy. That was very much an easier thing to do. It's one of the reasons why "scorched earth" tactic was historically popular for the retreating army. -
New release, bringing bug fixes and streamlining of features (fancy euphemism for "less stuff"). - Units now can't build walls, gates and wall towers, as the click-and drag walls weren't implemented until Alpha 10. The AI can't build them, anyway. Even in A27. - Fortresses now cost only stone again. The AI was having difficulties building them as they cost too much wood. - Roman Army Camp cost reduced, as it no longer can train Marian Legionaries. - Various bug fixes, most notably Carthaginian Infantry archers being trainable again.
