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    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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  • Latest updates

  • Newest Posts

    • random troll idea : make unable cav to capture , delete tech +10% hp cav and slighty decrease the resource efficient (at least same as champ infantery)
    • 1.8 m/s difference for spear cav is just about as big as the speed difference between spearmen and skirmishers. It doesn't make for much of an apparent difference because cav are generally on another planet in terms of mobility. in another rts game, speed is very carefully balanced, with small differences in movement speed making substantial differences in perceived mobility: I'm not saying we should copy this, its for juxtaposition against our situation. If spearmen and champcav in 0ad had the same disparity as pikemen and knights above, champcav would only go 12.8 m/s. I just don't think its good for the only counter to champcav to be 0.5 to 0.4 times as fast, but absolutely massacre them if they end up fighting. We can experiment in the near term with palisades, walls, and buildings soon (as well as building walls over forests).
    • That's interesting. I'd say that's a problem on the driver side since it's related only to the VGA case. Do you have any other game that supports Vulkan? For example, SuperTuxKart. Nothing suspicious in the logs. Does the GPU skinning work with OpenGL?
    • Ducks are on their job. They're helping us - developers to write code P.S. https://en.wikipedia.org/wiki/Rubber_duck_debugging
    • Yes, almost. But the games in which champion cavalry feels the most unfair is when you were active and team-working from early on in the game, that you took out 2 players, but one single enemy was left unchecked, made champ cavs, and now vaporize all your teams armies, even if they are regrouped. Champions cavalry are: Cheap (VERY resource efficient) Strong (EXTREMELY population efficient) Fast (mobility is good both in fights AND on map control) Counter everything (hack dps for melees) Don't have serious counter (Spears champs have x2.5 dps, BUT less base dps, x0.6 hp x0.5 movement speed, most civ require special building.) The accumulation of perks, and lack of any counters is what makes them feel so unbalanced. That being said, I don't think we should over-nerf them. Just give them 1 real weakness as should strong units have, and/or make them a little less cheap.
    • Just don't give them the ability to swim? We don't have to be 100% realistic.
    • Ok, and if they swim on the pond?  You could hunt them with ranged weapons but you cannot collect the prey afterwards, right? (unless using a fishing boat which might be an overkill). Not yet really convinced. I mean, for eye candy purposes it is certainly nice to have even more variety in both flora and fauna. But someone needs to create the animations and skins. In the past there were already quite a few animal modeling tasks...
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