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Perzival12

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Everything posted by Perzival12

  1. I found this a few months ago, replaced the Plane model with the Dragon, makes the game much more fun when you turn it on. Neither is the Mustang airplane, but that's in there as well. It's a dragon. (And, the Mustang plane is overpowered too). Not really, no.
  2. Many early RTS games came p with some reason why your army was so small to start, like Warcraft, Starcraft, and several others. I have actually never found a RTS where you can carry over units from one map to another, but that would be cool if we could somehow add that in the future. One thing I always wonder is: why are there only nine people to start my civ? I could see nine people could build the civil centre, but it still feels to small. Maybe 12 to 16 people would be more appropriate, with a house or two.
  3. Palisades should be upgradeable to stone walls, for slightly less cost and time than building them. Then, palisades stop being useless late game, since you can turn them into much stronger walls.
  4. The best solution, in my opinion, is to enable friendly fire for ALL missiles, just like real life. Then, if you want to have a squad of archers, you actually have to think: Is it worth the risk of my soldiers getting hit by arrows? Is it better to put my archers to the side, and have them shoot at reinforcements? Or should I train a whole bunch of guys that are resistant to pierce, and have my archers fire into the melee? These would make the game much more exciting, and also more realistic.
  5. Alrighty everybody, Happy Halloween! To celebrate, here is the newest release, version 0.4.0: Dead Hand. This time, there are two new races, who I will explain next. I would like to thank @Lopess for his help making the art code for the Ordona civ, he (or she?) has saved me a lot of time. The Ordona Province is basically your average civ, with no real special abilities or features. The only things that really set them apart from the other civs are this: - They rely heavily on cavalry, with only a few infantry units, and almost no ranged units of any sort. - Their units have much more life than vanilla races (their starting infantry has 190 HP!), while they cost the same. - They usually ride goats into battle. Need I say more? On the other end of the spectrum, the Stalfos civ is very different than vanilla races. They are the undead, risen by powerful necromancers, and their only goal is to grow their ranks by killing their enemies. They have a whole bunch of special features: - They have very few buildings, though each building is cheapish and gives them tons of pop. - All Stal units can walk through water, while all Poe units float over it. This means they don't need ships. - They are VERY slow, with their standard infantry having below average life. To counter this, they are very cheap, able to train 5 workers for the price of one. - Every time they slay a unit, it gives them AT LEAST enough food to train a new worker (who can fight, and doesn't run away like female citizens). - Their Poe units are almost invulnerable to normal damage (hack, crush, and pierce). While this may seem unfair at the moment, later releases will add several different magic types, along with mercenary spellcasters. - Their Stal units are almost invincible to pierce damage, since they are bones.
  6. That sounds really interesting, though I am not sure how that would play like. The idea of being forced to build railroads to transport troops kinda sucks, but using railroads as supply lines that go to different resources might be cool. Then, you can build some sort of harvesting building at a resource (a mine at a quarry, a lumberyard at a forest, etc.), have a railroad coming from it to the main civic center, and get resources much faster and simpler.
  7. What campaign mod is this? I've seen several threads about making one, but no releases, at least not for A27.
  8. Then there should be unit actors pushing the ram, just like how the siege catapults and ballista have people manning them. At the moment rams look like their moving of their own accord, they could at east have two people in them to make them look better. Maybe I should talk to @wowgetoffyourcellphone about this.
  9. They should cost 0 pop, only wood and maybe metal. Any population cost would come from soldiers garrisoned inside. (This would probably make rams garrisonable on ships without taking up space though).
  10. Yeah, Decide4U a few weeks ago. I'm relatively new to the forum as well, so I don't know of any others.
  11. There are several Discords already open that we could migrate to, but it would probably be best to start our own. Sad really, since using Discord seems to encourage the posting of random crap over actual discussion of useful topics. But maybe it will be for the best.
  12. Rams should move only slightly slower than infantry, after all, they are presumably being pushed by infantry (otherwise, their just rolling of their own accord). Even if the ram weighs a lot, ten infantry should be able to make it go at least as fast as a single infantryman. An idea for balancing (and realism) is that rams and other siege machines should be stationary until their are people garrisoned in them. Siege towers and seige machines with people as part of the actor would be the only exceptions (and ships, which presumably have a rowing crew onboard).
  13. I’d start your own thread, where you post releases and news about your mod. Don’t make a thread for each civ or anything, because that will just overtake the entire forum. To your second question if your making your own mod, it doesn’t matter if your mod is ambitious or large, your the one making it. Thirdly, sense you mentioned that you are not an artist, you would probably be best off making your multiple starts idea, where you customize a start for each civ (this would be a pretty small undertaking, just edit the relevant section in each races civ file). The Iberians already have something like this, just do it to the rest.
  14. The game has a pretty large user base, though this forum has gotten more or less abandoned over the years, to the point of which there are about 20 regular users and a few people who come and go a lot. It’s great to see more people coming to this forum lately, I wonder if we could increase the number by making the Forums button bigger on the 0ad website (as it is, it’s a little small and hard to see, especially on a phone).
  15. If you wan’t to get started, you could make a mod. It’s pretty easy to do, and is a good way of learning how the coding and design is for 0ad, without slowing down game development with any errors or flaws that you accidentally have (and there will be many, believe me). In fact, several mods have actually been made a part of the game over the years, so if your mod is high-enough quality (or you make a pull request), your mod could be added as well. There is not much work for a beginner at coding, but more art and civs is always welcome. I recommend, if you want to join in the actual development, check for work here: https://gitea.wildfiregames.com/0ad/0ad/wiki/GettingStarted
  16. The problem used to be I would get the llvmpipe error I talked about a few weeks ago. However, at some point the Scenario Editor simply broke, so that it no longer even displays an editable map. I probably should reinstall it, but it will still be broken with the llvmpipe error. Unless there is a way to change the Scenario Esitor’s rendering to Vulcan rendering, I can’t make Scenarios.
  17. When I tried to do so, it gave me errors, telling me rustc is too old. I read later in that thread that I need to install rustup, but there was no instructions for it. Ideas?
  18. The problem I am having is that my copy of 0ad is a FlatPak, and because of this the Scenario Editor doesn’t work, so I can’t make my own scenario maps, only hand-edit existing ones, which is a pain in the @$$.
  19. Sorry about that. The campaign isn’t finished, still a long way to go. I actually have given up on it for the time being, but if you think it is worth pursuing, I’ll try to get it done for the next release.
  20. The newest release is out! You can get it on Github: https://github.com/Perzival123/Hyrule-Conquest-Revival, and on ModDB: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0-3-0. I'll post it here later.
  21. It seems to have been fixed, the newest upload says 5 downloads. Wonder what the bug was.
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