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  1. Welcome

    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

    • walls weren't even really necessary in a24. Just forts and archers.
    • Round 2 is out: pull request Any answers to questions on the above replies still pending.
    • Check out the community mod. Walls are cheaper/faster to build but weaker. Weaker as in you can destroy stone walls with infantry, but it just takes a while. by making walls and palisades cheaper but weaker, they are more useful early on and less useful in the late game.
    • Is it fine as it is? Walls are currently so irrelevant, most people wouldn't even notice if we removed them. Of course, nobody likes it if "Bunkering"/Turtling becomes "meta", but making walls atleast useable in some situations would not have that effect.   Otherwise you make good points!
    • After succesfuly compiling on a brand new installed Ubuntu I can run the game but textures looks broken and this messages are shown on the terminal   ERROR: Failed to decode texture "art/textures/ui/pregame/icons/map.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/pregame/icons/experimental.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/gold-separator.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/button/red-unselected-right-center.png" Unknown texture format
    • Hello,  Please don't insert more counter and don't up the counter statistic of spear infantery. Increasing the ability to build walls, etc., is not desirable. It's fine as it is, and it's not a way to balance things. Bunkering shouldn't become a game meta. The pace of the games is important. Spear infantry costs nothing compared to a cav champ spear. They are expensive and it normal they destroy a simple citizen troop.  Their speed is normal and realistic. Champion Cavalry should be one of the best units in the game. It's normal, historical, and fun, but we need to give non-spammers of the unit a chance to compete. In full combat without escape they are not unkillable with armies including a few infantry champions. Here are the proposed changes to reduce the unit's strength. Nerf piercing armor -1 armor Delete tech 10% HP and tech persians/selucid 20% hp champ Reduce movement speed from 18 to 16.2. As heavy units, they shouldn't be faster than light cavalry Make units stack less during movement and combat. They should lose time repositioning when attacking to reflect more realistic spacing. Rethinking the capture :  Increase the bonus point capture phase 3 for garnison unit. It too much frustrating currently. You loose easy easy building even with full garnison against not a big army.  Range of champ cav persians et selucid is op too, 7 meters! Back to 4. They only cost 10 metal more and they have MORE RANGE and ARMOR, Isn't this a source of imbalance? I think it enough like that. ----- ---- ----  
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