Perzival12
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Everything posted by Perzival12
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They can be though, since there is that flood map where the water rises, so maybe it’s possible to change the sky colors in the future?
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Balance Discussion - Hack and Pierce
Perzival12 replied to DesertRose's topic in Gameplay Discussion
We need more maps with canyons and choke points, so it’s easier to find places to position archers and rain arrows into the enemy. Also, since archers don’t wear any armor, and are carrying only a bow and quiver, they should maybe move slightly faster than other CS. -
Shameless self-promotion:
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3 detailed facts about unit attack behaviour
Perzival12 replied to stevenlau's topic in General Discussion
@Stan`this is what the Height part of Obstruction is for, only for turreting. -
I do! If you want, I’ll throw together the wonder stuff and you can take a look at it.
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Yeah, though that would take animation, and I’ve had troubles TW animating Neph’s models in the past. I’ll do some tweaking. I might remove the musket balls all together, since in reality a missed shot would fly way far away, not hit the ground near the target.
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I mean, I’d love a gunpowder era mod, (one of my favorite Hyrule civs is Labrynna). From what I can tell, most of those mods die because their proprietors either move on to other projects or get bored with 0 A.D. in general. Modeling the various muskets, cannons, and retexturing lots of models is a lot of work, and many arent up to it.
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Probably just animate an axe to spin in place, then set it as a projectile (though it might keep spinning even after it’s landed in the ground XD).
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I’ve had this happen, what’s causing this is that you have both Town and City phase specified as requirements for a unit/building, which causes this error message to appear (it only wants either Town or City as a requirement). Most likely one of the templates has a requirement for a phase, you need to remove it with something like “-phase_town” or “-phase_city” to fix this. @wowgetoffyourcellphone @Lopess.
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This makes me think that part of the description for each AI difficulty should be it’s corresponding rating.
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I meant unique champions, like the Mauryan Elephants, the Persian Inmortals, and the Mauryan Amazon women (I forget their real name). These units are a lot more unique in play style than the basic units, and I feel like because the stats are so generic across the civs, the game really just becomes who can boom faster, whereas fantasy RTSs often end up becoming more strategy focused with varying tactics against various civs.
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I’ll probably test my ideas out in a small mod before merging them with something else. I feel that they should be further exaggerated, not to the point of cartoonishness, but so that the differences are noticeable to someone who has maybe not played every race extensively. For example, using the cavalry example you mentioned above, the Carthaginian cavalry is only barely faster, and so it has to be directly compared against a standard cavalry unit to notice the difference. Cosmetic uniqueness is important in many ways, it makes each civ feel like a unique race, it allows players of varying play styles to pick the race that most fits them, and it allows players of lesser skill to beat more advanced players simply through choosing the right race for the right situation (though again, over exaggeration must be avoided here). As part of this uniqueness, the ‘baseline roster’ should be changed for each race, so that the game is interesting long before champions are unlocked in city phase (champions are atm the one real unique units in the game). Again, not over exaggerated, but for example the changes I have above should be generally applied to the majority of units for each civ. You all can expect my mod sometime soon, most likely after I get the next release of Hyrule Conquest: Revival out.
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I’ve never played AoE, so I wouldn’t know…
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For sure, I’ll make a short mod and post it here showing off some of my balancing ideas as soon as I have time.
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So, after playing for a few months now (almost a year), and through my work on Hyrule Conquest and experience playing games such as Halo Wars and Warcraft, I've been thinking: the civilizations in 0 A.D. aren't really that unique. Most civilizations are statistically and gameplay wise almost the exact same, with differences between them being almost purely aesthetic, both in names and actual art. While I know we can't get the races as varied as in a fantasy RTS (with flying races, aliens, monsters, magic, etc.) I feel like the varying ways each race operated in history is not used almost at all. So, using my knowledge of history I've composed a small list of things that could be changed to the few races I actively know about: Athenians: Strong navy & walls, more techs Britains: Faster units and stronger/more dogs Gauls: Fiercer units (more damage and RoF) Germans: Mobile dropsites and houses Romans: Defensive units (more resistance) and formation focused Spartans: Offensive units (more damage & health) This list is incomplete, I ask everyone who reads this to post some thoughts about the other civs and I'll edit this list to fit those ideas.
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Elo vs Actual Ability | How Do You See It?
Perzival12 replied to AlexHerbert's topic in General Discussion
As someone who is around this rating, I’d say that the basic skills are: General understanding of the controls Starting to learn how to have a self-sustained economy (doesn’t need micromanaged in order to get returns). General knowledge of what techs and units to train over others. General tactics (turtling and massive attacks) -
About formations, I almost never use them because when you order your soldiers to attack the formation automatically disbands, no matter how far away the enemy is. It would be nice to either: A: make it so that formations must be manually disbanded, otherwise they fight in formation (at least some formations should work like this, like the Phalanx) B: units stay in formation until an enemy is in sight, then they disband (not historically accurate for most formations, like the Phalanx).
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Wait, was this updated to R28?!
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New campaign: advanced battle skills
Perzival12 replied to Seleucids's topic in Scenario Design/Map making
@Seleucids, would you mind if I include this campaign in a larger basic tutorial campaign I'm making? I'll credit you of course. -
You just don’t get it do you? Anyone and everyone is a developer, and despite all of your long theoretical and rhetorical rants, you have yet to except that you yourself can add the code. If you’re not on Gitea (we dont use GitHub), then make an account and do something. No one has asked you to fill out a bug report, and if you were actually as skilled and experienced as you say, then you Wouk know there is a big difference between reporting a bug and actually contributing.
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You refuse to accept that everyone has influence, since everyone can make a Pull Request.
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Yeah, sure buddy. A: Yeah, if you actually take the time to read some of the other topics that are similar to this, the devs who know about code are on the forums, such as @ShadowOfHassen and @Vantha B: Literally most people who advise to make a mod make mods bro, and many features from mods are then incorporated into the vanilla game. I'm not saying you shouldn't add this to the game, I'm saying that you should test it out with a mod first, and then make a Pull Request to incorporate it into the main game. You probably do, but who gives a @#$%? I'm probably a much better modeler and animator then you are, but again, why does that matter? Again, why does this matter? You're turning this thread into an argument, in which you completely ignore everyone else's opinions and thoughts because they disagree with your own. Yeah, so take your code and do something with it, instead of just posting it here and hoping someone else uses it. In addition to several mods I have made and posted, I have also started several topics asking for opinions about features that could be added to the game and things that could be changed. And, the majority of the devs also have their own mods or have worked on mods, such as @wowgetoffyourcellphone and @Stan`. Okay, then, if you insist on not making a mod, then open an issue in the repository, make a branch, add your code, and make a Pull Request. Maybe you've forgotten that this is a Free and Open Source project, in your rush to criticize and insult. PS: Constantly insulting everyone who tries to help you or who even slightly disagrees with you won't get you very far in life bro, and especially not here.
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what games do you play besides 0ad?
Perzival12 replied to grepmaster's topic in Introductions & Off-Topic Discussion
Call of Duty Mobile. Zelda. Mario. Mortal Kombat Basically anything retro tbh.
