Jump to content

Search the Community

Showing results for tags 'France'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome
    • Announcements / News
    • Introductions & Off-Topic Discussion
    • Help & Feedback
  • 0 A.D.
    • General Discussion
    • Gameplay Discussion
    • Game Development & Technical Discussion
    • Art Development
    • Game Modification
    • Project Governance
    • Testing

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests


First Name


Last Name


Skype ID

Found 2 results

  1. With this engine is it possible to have 18th century wars? Are there any mod plans for this? Also, could you in theory make projectiles super accurate? Is it a number defined called: accuracy?
  2. Although France is a civilization that is confirmed to appear in Part II, and I am certainly not the most qualified person in European history, I think the 'standard' AoE-ish gameplay couldn't do justice to this very unique and fascinating culture. Although I put France in the title of this thread, this is actually just me randomly throwing out ideas on how a feudal society could be represented in a RTS game like 0ad. Some of these ideas might be unfeasible, overpowered/penalize the faction too much, or could be made into something better, so suggestions are welcomed. As I said before, I am not very good in French history, so I might (very possibly) get some historical facts wrong, please correct me if you find any errors. Brief History http://en.wikipedia.org/wiki/France_in_the_Middle_Ages Wikipedia do it better. Gameplay Most ‘European’ factions can be considered 'standard' or 'balanced' , although I believe France lean heavily towards melee cavalry (knight) and turtling. Civ Feature *Feudal Society: The 'Civic Center' of this civilization is a castle. It doubles as a fortress. *Serfdom: All 'Female citizen' and 'citizen soldier' unit of this faction (except healer and trader) cannot move out of player's territory (or receive a heavy penalty if they do leave). Civ Bonus *Retinue: Every knightly unit of this civilization will bring along several (random 0~3) retinue unit with them, free of charge. *Couched lance charge: Gives very high damage bonus on knightly unit during charging attack. Civ Disadvantage *Due to serfdom, this civilization cannot perform early rush/economic raiding effectively. *Weak infantry early on (peasant levy and all that), but can be mitigated with reform tech. *Diverse but generally lackluster navy. Special Building/Tech *Muster for war: A special tech that can be researched repeatedly. Lift the penalty on citizen soldier temporary (see serfdom). *Tournament Field: Allows for a special 'Hastilude' tech that can be researched repeatedly. Each successful research gives promotion to a random knightly unit. *Steel Prod: Increase damage of crossbowman unit. (Available to all three reform tech). Reform Tech 1: The Crusade The 'Expansionist' reform that gives (relatively cheap) crusader knights, better infantry, counterweight trebuchet, and better resource management (thanks to Knight Templar and Chambres des comptes). Reform Tech 2: Hundred Years War The 'Defensive' reform (It was really a series of raids and siege after all) that gives you Dismounted Knight, Genoese crossbowmen, Pot-de-fer (arrow-shooting cannon) and bombard, and bonus in castle and defensive structure. Reform Tech 3: Compagnie d'ordonnance The 'Technological' reform that gives the strongest melee cavalry in the mod (probably) - the full plate armoured Gendarmes, as well as Franc-archer militia, handheld firearms, and advanced cannon such as breech-loading Veuglaires, culverins and so on.
×
×
  • Create New...