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Found 8 results

  1. Upcoming new artillery preview: Small 2 Operator lithobololos: For those who always asked for a "Tower" Artillery, this could fit a tower (and if it doesn't tower will fit on it). Following references made this siege artillery wich is an smaller version found on a reference but not seen only one but multiple times, specially on some artistic drawings of macedonians on a river using it wich can be appreciated that isn't that big in some cases and it does in others. So the point is Split artillery in 3 Classes. Light Artillery: Oxybeles/Polybolos/Scorpion. Fast shooting light artillery, good agaisn't infantry. 1 - 2 operators. (Yes the plan for modders (not main game) could be upgrade wall towers into roofles towers for small artillery). Med Artillery: Lithobolos, Roman Ballista Medium size ideally for ambushes were the artillery is faster to move carried in a wagon as usual but with shorter range and smaller stone projectiles. 2 - 3 Operators Heavy Artillery: Roman Heavy ballista, Carthage Heavy Lithobolos, Reinforced Heavy lithobolos. Ideally for besiege towns from a long range, Expensive specially on wood, acquirable only by some factions, stronger, slower than a Ram and if its possible it should be good to have a Tech to unlock them,. 4 - 6 operators This could make artillery a 3 phase gameplay being workshop available at 2nd phase unlocking only light artillery, Med artillery and Ram at 3rd Phase and Research about some kind of education recquired by the greeks and romans of that era wich allowed them to do this possible). This is only my thought, this isn't a gameplay choice im placing above all other decisions. But thats my plan, Hopefully maybe someone add it to a mod or maybe it reaches main game. Some references i have for my plan:
  2. Hi all, Im making a new map, the siege of Halicarnassus. This is the very first preview, it is still in progress, but i would like to receive some feedback. Yes, it has a lot of props, i like detail, i'm just trying to make it more "vivid". This is the reference im using, i didn't make it exactly as is shown there, i forgot to add some things while making it, but now that is that advanced it may be a pain! http://www.discusmedia.com/maps/turkish_city_maps/5594/ v1.1 v1.2 1.3v This is what it seems to be the end of the map. Perhaps i could release as a 4 player maps (3v1), but, believe me, you cant play it (It lags without unit around, imagine it with units) Anyways, I had to improvise the Mausoleom, with walls and ground elevation. It has some greeks buildings, as i understood while i was reading, they had some multicultural life. I tried to make it, the most accurate possible, obviously, for many reasons there a lot things that cant be made, but in the other hand, i forgot many others . Hope you enjoy it! 1.4v
  3. If you agree, a torching attack instead of the hitting the building with the sword, could be a little more immersive, both for melee infantry and cavalry. I'm not suggesting any gameplay change. If you had played AoE3, you know what I mean (by the 5:20 mark, where it should start the video) I suppose that archers could use the same animation of their attack, just with added particles of fire. A video talking about the real history of fire arrows (from his POV) The problem would be slingers and skirmishers, that have a bigger range to throw torches. Melee infantry could break the walls with a pick (and cavalry could use an animation similar to the dismounted food gathering while chipping the fortification)
  4. Trebuchet I've made this in case it can be used in some medieval mod. already has attack animation Future work: 3 Infantry animated working on it Screenshot Files for test on atlas Trebuchet.7z Blend File Fundibulo.blend
  5. This map is already playable, 1 vs 2. Athens vs Persians. It's a normal size map, tried no to add to much eyecandy stuff. There is still something left, as the background, some advices and additions on units and buildings, making some walls untargetable, plus more stuff. Units can walk on 'walls' (But those are just elevated terrain with walls in both sides, but they work!). As soon as i finished the entire 'agenda' of the map i will make the respective post. Units on 'walls' For now, if someone wants to give any advice, opinion, wants to play it or erase it, just leave a comment. Im not good at balancing The map As for the name of the map, i gladly receive suggestions. Siege.zip
  6. Hi, This map, it is supposed to be a rough representation of the siege of paris, in 845 led by the vikings, led by a Norse chieftain named "Ragnar". (It does not follow all the history). Vikings had a fleet of 120 ships, 5,000 men, they went trough the Seine, arrived to paris, entered and plundered it. A plague broke out in their camps, but the franks did not have a good effective defense against their besiegers, they paid them 7,000 french livres and the viking invasion was over. (If i made a mistake, please, correct me). For the showcase of this map, i wanted to do something different, trying to make it more interesting and vivid. (I'm not good with words/writing/speaking, but i will try). again, It does not follow all the history. So i tried to write a history. And so, it begins. A dark and infamous day inside the walls, after the first brutal assault, the morale was getting low as the soldiers and the people who had a house/family in the other side of the city, was practically in ruins and dead, few survived the massacre and. The king didn't send all the troops as there were reports of a big fleet of warships coming down through the Seine and after seeing how two drekar warships smashed and shattered one side of the wall of the exterior city, he didn't want to take a chance against them. The fear started to instaurate in every living human inside the inner city, when they heard the wips of trebuchets, the sound of flaming arrows and rocks flying, hitting and putting down everything they reach. But that, wasn't all, the screamings, the clash of steel, the burning brothers, the call for battle, the hunger for blood led by the invasor. The franks had an advantage, a big gate holding the pass to Paris. The soldiers made a barricade to hold the attack till the survivors reached Paris and prepare for battle. Inside the city, everyone was getting ready to battle, there were a call for arms to every male who can fight, to defend and avenge. Some had the orders to evacuate females or to build barricades in the main gate. Some of the new recruits were send to the nearest armory to get armor and weapons. All the city was practically running to get defenses and preparing for the next attack. Some by recruiting, some by getting to the armory, some by carrying food to the walls.. Those who couldn't fight, were waiving and cheering those who will die for them, lovers, mistresses, wifes, daughters were crying for the men. For those who will use their bare body as a shield to protect them against all evil. For those who will stand against the invasor. The big walls of Paris had a tiny line, not strong enough to resist a ship. So, they ordered to build barricades and fortify that position, as there is the mayor weak spot. Paris, in its mayor crowded and paranoid splendor. You may ask? What about the ruined city? What about the threat? - Soon - If you enjoyed the last 60 screenshots, perhaps you want to see more and don't get any spoliers, but sorry, i have to show this for everyone who said the magic words: "Where can i download it, i want to play it". I'm truly sorry, i would like to play it too, but it's very laggy even in the map editor without running it and it's not finished yet. IT'S FINISHED!!! It is a shame it throws an OutOfMemory Error . I couldn't take the too many screenshots, it was truly laggy and crashed every time. Hope you enjoy Aerial view, dissapointing view, the shame view. Feedback, suggestions, corrections are welcome, even if you want to write a text for an image, do it! Let it out! Just send the text and the image for inbox. (If you do, preserve the context please) And many thanks for all the artist of the game, i encorauge you to make more artist stuff: Props, objects, dead npc's (Not the animation), whatever you want, as someone like me, may use it. Really, it's not enough and i don't have the time neither the skill to do it myself.
  7. Hi all, I reporte this at ticket system and I've been suggested to post it here for community discussion, which is great and I hope it can give more ideas to devs. With the new capture engine I think it would be nice to redefine damage to buildings from units which are not designed for sieges (all except, siege weapons - rams, catapults, etc. -, Romans italic heavy infantry and Iberians Leial Zanduneira AFAIK). This would have some direct consequences: Civs picks will have direct consequences when/if a siege situation come into the game Tactical decisions about how to manage armies, depending on situations or objectives (no more champions nukes zerging, for example), both for defenders and attackers Early game is relevant again There are some ideas: Normal buildings: 30% percent of melee damage and 25% from ranged units Defensive buildings and Walls: 5% percent of melee damage and 2% from ranged units Of course, this damage modifications won't apply to any unit designed for sieges. In my humble opinion, this would lead to a drastic change of what we have seen until now and will probably needs further modifications of other siege/game related parameters like: formations to protect siege units, specialization of some siege units as suggested in #2038 and much more. I will try to keep the post as updated I can, so it can be a point of reference to anyone to start the discussion. Have a nice day!
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