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SMST

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Everything posted by SMST

  1. The Sassanid Army also relied heavily on cavalry, especially on cavalry archers.
  2. Do entinities still load their actor files from binaries\data\mods\public\art\actors\units\ ?
  3. Something doesn't seem to work ... after i tried creating a new enitity and place it in Atlas, i couldn't place any entity at all. (no visual appears) They are correctly listed in the list on the left, so they seem to be in the right folders.
  4. I can imagine that a system like rise and fall would be difficult to make. But is it possible to tell us some details about the planned naval warfare system?
  5. They represent "only" the Achaemenids as far as i know. Sassanids are going to be included in the second part, if any.
  6. Oh, that is nice of you to say! Yes, i will most probably open a thread in the mod section. I already witnessed that there are two greater mod projects announced in the mod section - "For Honor and Glory" and "Colonial A.D." If all those projects suceed ... we would have a "Pyrogenesis RTS series" with almost continous timeline: 1. My idea - hm, the child needs a name. 2. 0 A.D. 1 3. 0 A.D. 2 4. For Honour and Glory 5. Colonial A.D. *dreaming*
  7. Indeed. And that is what i am going to do. Sorry for my English, i think people misunderstand me all the time because of that.
  8. To make this idea real, this needs to be a real concept rather than what it is right now - an idea. You must know best that there is nothing worse for a project if you have a bunch of unsorted ideas in your head and no order to them. But i definitley want to do that mod, and when i have found a new way to gain access to a precious resource called "time", i will draw the first real concept of that mod and present it here.
  9. Well, it was not exactly what i thought. So there will be special "Theatron" units or something? Or just getting some Hellenic units for free? Persians, btw, would make sense to me. Note that Alexander the Great and later the Diadochoi recruited Persian units to their armies. That was what led to a revolt amongst Alexanders' men because they did not want to have their former enemies to be equal ranked than themselves. And i already planned a scenario for the Alexander campaign featuring Persian auxiliary troops gained through the civ power of the Theatron. Well, it could be done with triggers, anyway. But the Theatron is available only in City stage, right? So if the Theatron can be built, all other units are also available. So that does not make very much sense to me.
  10. Something i played with in my mind was a to make a mod for the game, expanding 0 A.D., as the hypothetical second part would do, but in the other direction of the timeline. Which means: The ancient civilisations BEFORE the Rise of Greece and Rome. The mid eastern culture, with their grand city states, maginificent buildings and large armies. The civilisations would be: Egypt Persia (which could be taken from the original game because in the end, it would fit better in the timeframe of the expansion mod) Mesopotamia (Subfactions Assyrians/Babylonians, such as Poleis/Macedonians for the original Hellenes faction) Hittites Mycenean Greeks (NOT the classical Greece but the civilisation described in Homer's great epoi) ... and, you guessed it, the Hebrews bzw. the Kingdom of Judaea. But all of this is "future music" (a German expression for things that are not yet to be realised because of missing foundations) until 0 A.D. 1 is released.
  11. Hi, i have (again) a question to the developers. As said in the design document, the Hellenic Civ gains units from other civs if it has a theatron special building. I have some questions on that feature: 1. Will it recruit soldiers from all ingame civs or just from those of the other civs existing on the map? I would prefer the second variant, because it would seem odd to me if i get, for example, a celtic unit if there are no celts on the map. 2. Will all units of all civs be accessable? I would lock super units of any other civ because it feel that the uniquity of those units will be lost if Greek Players would have access to them. I'd love some answers. Greets, SMST
  12. I agree, naval warfare in Rise&Fall was the best i ever saw. But realistic naval warfare (such as ramming, boarding, loading units etc.) is someting the 0 A.D. team wants to achieve anyway, right? Can you tell something detailled about naval systems in 0 A.D.? For i found nothing in the design document that was detailled enough.
  13. Okay, i understand that a trigger system is not a priority right now. It would be great, though. I never grasped JavaScript ... so that is no option for me, sadly.
  14. Well, all i can say: CAN'T WAIT! Will basic editor functions be implemented? (such as some triggers etc.) Two words are clinging in my head. "playable" and "scenario"
  15. There was a mention for Jew faction somewhere else in this forums. They would, however, fit better into the context of 0 A.D. 2, which (as far as i know) plays in the period from 0 - 500 A.D., while Part 1 covers 500 BC -0. And the Jews were particullary strong at that time (rule of Herodes and later, the Bar Kochba uprising and the destroying of the Temple of Jerusalem)
  16. Of course, if possible, i want to use additional objectives. Concerning scripts: Did anyone here play Rise and Fall? The campaigns are rather anti-historical ... but there was the feature, that technologies in campaign mode were quite expensive, but the developments of the first scenario was kept for the following scenarios, and so on. For example: You have researched an upgrade for your swordsmen in the finished scenario, and if you move on in campaign , you will still have the upgraded units, whereas you'd have to continue with the old units if you hadn't researched the upgrade. That would be great, it would be also possible to include the two other civs that are not included in my campaign ideas - Carthage and Persia. It would be great for a 0 A.D. Conquerors Campaign to have one or two scenario(s) for each featured civ, which would mean 6(12) scenarios in total. Some initial thoughts: Celts: The Sack of Rome (featuring game Hero Brennus)/The Battle of Gergovia (featuring game hero Vercingetorix) Hellennes: The Battle of Leuctra (Thebes against Sparta)/The Siege of Rhodos (featuring game hero Demeterius and the editor only unit "Helepolis") Carthagenians: The Siege of Sagunt/The Battle of Cannae (both featuring Hannibal, allow the player to witness the Punic War Campaign (the second one of my suggestions) from the other perspective. Persians: This is though. One could recreate the rise of the empire (which would basically mean fighting other Persians resembling the Medians, Lydians, Babylonians etc.) or the battles against Greece (which they mainly lost) or the Roman conquest (which would be historically inaccurate since the Acaemenids were already gone at that time) ... any suggestions? Iberians: I know not too much about that civ, but i would suggest one scenario against Carthage, one against Rome to add diversity. Both defensive scenarios due to the civ's special abilities. Rome: The Battle of Pydna (against Macedonia)/The First Civil War (game Hero Sulla against Marius, although i have to admit ... fighting the own faction is not as much fun.) Well, the third war isn't all that interesting, is it? Since Carthage did not have any defenses equal to the Roman forces, it would be rather boring. For the first two, see above. We have both the whole war on the Roman side and two Carthagenian Scenarios in the 'Conquerors Campaign'. See above.
  17. Well, it sounds quite nice, but it should be a tutorial campaign and that is way too elaborate for a tutorial. However, that kind of scenario is exactly what i would want to do for the three advanced campaigns.
  18. ^^ Cool. I have to practice, i see.
  19. I linked it so that it cannot tear the screen apart on lower resolutions. Yeah, the textures are really amazing and are, unlike in some other RTS editors, free combinable because of the great texture blending. Underbush is a question of placing some, there are nice plant eyecandy objects. But this being an Mediterranean forest, there will be less underbush than in a temperate region. Do you see a cactus anywhere on the picture? If so, it was not my intention to place some.
  20. Thanks. More coming soon - as you can see, there is a small Greek trading post on that map.
  21. Well i planted a little forest in the Scenario editor and got this: Click I made that by placing trees individually and i found out that units can actually move through the trees while the atmosphere of a real forest comes through because the shadows are covering the ground. One thing i did not like about the other editors i worked with (AoE 1+2, EE1) was the rather un-natural look of the forests. When i used the forest brush tool, the trees were just painted on the map like if it was a tree nursery and no wild grown forest. Here in 0 a.d., i achieved a much better look with no brush tool at all. (for none is implemented)
  22. Yeah. One of the designers could make a short statement if something like that is going to be implemented.
  23. Somebody of the design team said that there will be different unit pop costs. I am not sure if i rebember correctly, but Infantry and Support will cost 1 pop, Cavalry 2 pop, Chariots, Siege Units and Elephants 3 pop.
  24. Yes, detailled work is also very important to me. That is why i play mostly older games, and Age of Empires II is my overall favourite. That love for details, to be seen in unit concepts, screenshots, textures and the pure mass of historical background information was one of the reasons why i first got intrested in 0 A.D. so much. Anyway, a native voice system would be a great feature. I would even write comments for the Hellenic and Roman civs since i had 7 years of Latin at school and am still learning Ancient greek. Sicher.
  25. That was a viking war cry, wasn't it? I am already thinking what it would sound like for the Hellenes: "Kyrie mou?" ("My lord?") "Diaphterô ekeinous!" ("I will crush them!") Pretty cool ...
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