0 A.D. is Actually Before Christ
0abc, a modification of “0 A.D. Empires Ascendant”, version 0.0.23 “Alpha XXIII: Ken Wood”
Table of Contents
- Instructions
- Overview
- cavalry:
- 1 javelineer: Mauryas
- 1 spearman: Rome
- 1 spearman champion: Gauls, Kushites, Ptolemies
- 1 lancer champion: Carthage, Macedon, Seleucids
- an healer
- animals worth 300 food:
- 4 goats: Ptolemies
- 3 sheep: Carthage, Kush, Macedon, Seleucids
- 2 pigs: Gauls, Rome
- 1 cow: Mauryas
- extra:
- 1 worker elephant: Mauryas
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Requests
Art
- actors:
- a new, much lower Roman centre
- military shipyards for all civilizations (as opposed to economic docks)
- kid (young goat), lamb (young sheep), piglet (young pig), calf (young cow), foal (young horse)
- mule (mare × jack), Bactrian camel, wild camel, hybrid camel (Bactrian × dromedary)
- duck, goose, swan, guineafowl, pheasant, turkey
- more chariots: Kushite biga archer, Libyan biga javelineer, Carthaginian heavy quadriga
- animations:
- melee attack for scythed chariots (pers b/a/e, sele c)
- ranged attack for slaves and women (crouch down to pick up stones, then throw them)
- ranged attack for fishermen (hurl harpoon)
- gather meat animation for fishermen (chop at carcass)
- gather fish animation for infantry, slaves, and women (spearfishing)
- animations for animals that are present in game but don't have any yet (at the very least: bear, dragon, African baby elephant, fox, muskox, pig, walrus, wildebeest)
- swimming animations for crocodile
- icons (transparent background, 128×128, PNG):
- twelve Roman numerals (golden interior): i, ii, iii, iv, v, vi, vii, viii, ix, x, xi, xii
- six melee weapons (black border, white interior): pike, spear, gladius/xiphos/sword, falcata/kopis/sabre, sagaris/axe, mace
- six ranged weapons (black border, white interior): javelin, bow-and-arrow, crossbow, sling, staff sling, throwing axe
- six unit categories (black border, white interior): infantry, cavalry, camelry, chariotry, elephantry, artillery (maybe chess-like?)
- six resources (realistically coloured): bricks, charcoal, cheese, fish, fruit, time (clock)
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Features
- AI (Petra):
- build forges near metal mines
- be capable of upgrading individual entities (e.g. small tower → large tower or Roman worker → ''hastatus'' → ''princeps'' → ''triarius'')
- be able to build and maintain walls
- replace all hard-coded template file name paths with classes
- attach points for units (e.g. chariots, elephants), to allow soldiers to fight and be killed independently from the unit that's carrying them
- resource variance: resource suppliers now start with a random amount between
<ResourceSupply/Min>
and <ResourceSupply/Max>
.
- elevation bonus is taken into account for attack range visualization
- elevation bonus applies to vision range as well
- different ranged attacks for different garrisoned units (e.g. archers, javelineers, and stone-throwers on quinqueremes)
- pressing
Home
hotkey would cycle you through your centres
- if using shared dropsites, the structure owner gets a 10% fee
- increase entity costs depending on the number of entities of a certain class (e.g. first barracks cost 250 wood, second 300, third 350, etc.)
- increase technology costs depending on the number of entities of a certain class (e.g. 200 food base + 10 metal for each soldier)
- new victory condition: win by centre count (e.g. control at least 10 centres for 10 minutes)
- new map wall setting: start with only a centre (default); start with a centre and palisades; start with a centre and wooden town walls; start with centre and stone city walls.
- phase advance notifications are communicated to all players (instead of only to allies)
- phases of all players are displayed in diplomacy window
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