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ittihat_ve_terakki changed their profile photo
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Not that fast to get it from a video, but from its wiki: "As the player advances through the ages, and erects more structures within the city limits, the city will expand, increasing its defensive power, gather rate, and extending the national borders, as well as its own radius". Indeed I had forgotten, this is a really nice mechanic, I prefer it to going village->town->city for all CCs at the same time. What ruined RoN for me was the automatic transport ships after building a dock. I think I've read this being discussed, and indeed it would be worth having the option, no need to impose one or the other. I don't tend to agree with this, because there are many ways in which something can work, and no one resonable proposes "change this without any testing, because it works in my mental emulation".
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In this game, you can always rebuild even if you’re down to a single unit. This happens quite often in team matches. A player might lose their entire base but still have a few units left; even without enough resources, allies can share the bare minimum needed to bring them back into the game. Instead of breaking something that already works, it might be worth considering adding an extra victory option, something like “last CC standing,” so no one gets frustrated (especially when playing against the AI) searching the entire map for that last unit. As for the other buildings, you just need to wait a few seconds for them to lose control.
- Today
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Few players do it. I don't bother with anything more than a couple of fields and some towers. Maybe a Temple and a Fortress if it's a forward CC. You can remind yourself by watching a couple of Rise of Nations gameplay videos on Youtube.
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Carthaginians bring wealth and prosperity to Kush. Played against a Hard Petra on Marmara map. Cart_VS_Kush_H.zip
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Nice work @Alexandermb I believe that the earth is a bit too bright/saturated.
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Can you remind me? This was over 20 years ago for me. I remember one would build cities, and things around them, but I don't remember why this was necessary, and not end like in 0 A.D., having almost everything you need around only one city. In any case, I wonder if something could be done to make it a bit more realistic and force expansion, for example, to have limits for each building type around each CC. Surely this was discussed at some point.
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Should the construction of fields right next to the civic center be reconsidered? I know it's intended to utilize the civic center as storage, but it looks rather unsightly. Also, what if the storage actually contains resources - the amount workers collect and load into it—and it could be looted?
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Actually, when resources were abundant, I built more than one "city," I don't know if anyone else did it besides me. Perhaps few players play like me, or maybe not at all. I had matches that lasted for hours, sometimes over 3 hours. I found that having many well-defended places like the first "city" also made the AI harder to defeat. Even if you didn't build houses there, at least you had barracks and stables, and they could train soldiers. Because many places only had a single civic center and a market, they were often easily captured quickly, and soldiers had to march a long distance to defend them. And sometimes the AI still wanted to train more soldiers but there was no space because the soldiers blocked all the exits from the buildings. That is, the potential for increasing army size was limited by the number of buildings. Of course, I want long battles, so I find it interesting, because an empire rising from destruction is spectacular to me, and they will have a chance to rise again if there are other "bases" or "cities" with potential. Currently, I have the feeling that the AI is building city-states; it's not large enough for empires yet, but maybe people will find it annoying.
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Peaceful Mode/Male Workers - 0 A.D. Release 28
Thalatta replied to t.ekema's topic in Game Modification
The fact that when selecting only one player the game automatically declares victory seems almost a bug to me. In that situation, victory conditions implying having an enemy in the first place should not be taken into account. -
At the edge of the road decals, could you test how it looks if it's carved out along the gaps instead of blended out?
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If these 2 things are different, then it's not good. Besides, it's a bit redundant to have the Tutorial twice. I'd remove it from both places and put it on Single Player > Tutorial, to separate what is playable, in Single Player, from what is readable, in Learn To Play, which could be renamed to Information, Resources, Library, Encyclopedia, whatever. Or just Continue Campaign, since it also appears in the Main Menu, from where I suggested to be removed because of redundancy.
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Because even players aren't building "cities" around their new CCs. And because this is not a City-building game, but a conquest one. Rise of Nations had an interesting mechanic of forcing players to build up their other bases (literal Cities) in order to progress their economy.
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I think it's annoying to chase the last house around, same as it's annoying to chase the last unit around. I guess that's why this game has put emphasis on CCs, fortresses and towers as “last bastions” (which I agree it should build in decent numbers and all around), all other buildings should be secondary, once your “government” and main defenses are finished, you should be done. After all, Alexander didn’t chase the last ice house and persian worker around. In any case, I think that when all CCs are taken, all units should slowly lose "allegiance" (unless they are near a Hero, or garrisoned) and become Gaia’s or something, and something similar to buildings to avoid their instantly collapse at the end, which I don’t think looks good. I have a suggestion about all this that I’ll post when I gather another 20 of them.
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lukamas started following Civ: Sasanians
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Can the admins please delete this thread. I didn't need it as much as I thought.
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Why don't we let the AI build more "cities"? Would distributing structures like houses in different locations instead of concentrating them in one place reduce the risk of complete destruction? I think so. In many matches with more than two players, there were times when I was on peace with all sides, and when one player was about to wipe out the others, I knew next target would be me. I sent my siege troops to where most of their structures were concentrated. When the declaration of war was made, my troops had already destroyed the enemy's structures, and they didn't have time to rebuild due to cavalry raids. This is just my personal experience. I think some people don't like the idea of AI building so much structures, and I'd like to know everyone's thoughts on this.
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Web Designer Application
wowgetoffyourcellphone replied to andrewtlong's topic in Applications and Contributions
I think the play0ad website could really use a modern update. Last time we redesigned it was like 10+ years ago. -
i thought there was an issue already but I am not finding it.
- Yesterday
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Yes, it's a work in progress created and maintained by @Stan`. It's happened to me a few times too. The good thing is that it's a great way to preserve replays and also to consolidate statistics and interesting game data. I imagine it can be improved over time.
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https://github.com/StanleySweet/zeroad-mesh-rescaler/tree/main (it's still rough)
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Wow, did not know about this Pallas. Nice concept. Um...well, seems I need to upload some replays where I was on the wining side.... luckily I am not recognized by the system. Nice to see some games I have missed. Altough it seems little awkward to get them active to watch. Extracting the files and putting into the replays folder sometimes works, sometimes not. No matter weather I rebuild the cache or not.
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@wowgetoffyourcellphone i've managed to make the chicken a single gatherer only and 10 food supply, also added the chicken subtype to the food resource but how i can make the unit apply the visual variant of carry chicken ? i want to test properly the carry chicken animation.
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Towers in general I mean (on the images they appear as part of the wall since that's the most common way to use them), there are reasons for everything mentioned: first they started with the parapet on the roof (you want to put people there also), and when catapults were used, the slits were wider, thus the shutters needed for protection, and the gabled roof to protect the machines from water. Meaning, you used the roof of a tower with catapults on the upper chamber, but the slits there are for archers.
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With the alpha shader at the end of the decal texture we can adjust them seamless with other buildings:
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Hello! thanks for your reference, i belive you are talking about Wall's tower's this one is the defense or the scout tower wich is more gameplay-wise oriented. Theather:
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Hey, I don't know how realistic would you like Ancient Greek towers to be, or how many variants could be done, but here I described how they were according to their function: And here a couple of images from the book I mentioned: Basically, if the upper chamber had catapults, the roof was gabled, and the slits wider, with double-leafed outward-opening side-swinging shutters attached to the outside. Otherwise, if it also had archers, then it had an open fighting platform protected by a parapet at roof level, similar to the right tower of the lower picture. Cilindrical versions were harder to build but more resistant.
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