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  2. we do have some civs that can do stuff like that based on what we have learned so far about them.
  3. I think you only get loot if you destroy it, I don't know though. What if you had a metal trickle from your units, maybe 1 metal per unit per 10 seconds, it could be like taxes
  4. well right now you when you capture a building you get "loot" right? its determined in the file storehouses give you X loot, farmsteads Y loot... base game has farmstead and storehouse as both 20 wood as loot. To play around with the idea on CWA we changed farmstead to 75 food and storehouses to 25 metal 25 stone 25 wood....
  5. Hello, nice man. I like this mod. There is an issue in the 12.1 update, simulation\templates\template_player.xml or simulation/templates/template_player.xml is causing statistics not to show after match because FemaleCitizen was replaced with Civilian in 28.0 and some counter.js file got explosive. I just copied the xml from the mod, added Civilian to the UnitClasses tag and it seems to show the stats just fine now. Hope that helps Take cool
  6. And you will want to guard you dropsites. What happens if a dropsite gets destroyed, is there just treasure there? Would markets store the resources that you get from trading, or would it auto go the the civic?
  7. @Emacz YES! I do like it. It changes quite some characteristics of the game though. need to watch economy much more closely (and will create possibly more calls for automation )
  8. Hahha I like it, although Ironically one of the ideas behind this project was to speed up eco a little to put more of a focus on the "war" and "strategies" I also feel like if capturing a storehouse with say 500 wood in it, may give more people incentive to try different strategies and take more risks early on? So its not just boom for 10 minutes, max popuulation and attack.
  9. Yes. Maybe we need to focus a little more on economy, any ideas how we could do that?
  10. That is a great idea! Reminds me a bit of the settlers game (settlers 1, 2 or 3) where you needed to organize transport of goods (and further processing) in addition to just mining/harvesting/collecting them. Puts also a bit more focus on the economy than warfare.
  11. The test version would take a couple of years!
  12. Today
  13. sure you can start playing around with it and we can have a test version to work on it!
  14. @Deicide4u your are right, an this was really not an important suggestion. The issue seems to be (according to some messages I've seen over the years in this forum) that newbies for this game overestimate their capability (like - exaggerated - "Easy is for kids, I have played many RTS already and will manage a serious challenge") an then don't like the game as the AI is perceived too hard. I agree that one should learn to play first. The game - while it should be challenging - should be fun as well for newcomers.
  15. If you are ok if it takes a couple of years, I could code it
  16. I have thought about similar things, but i don't know how to implement this... anyone with coding want to help out? I thought it would be neat if storehouses/farmsteads held "X" resources before they were brought to the CC, and if they were captured, the capturer would gain the loot of the resources stored before transferred to a safer place.
  17. Maybe storehouses (or other dropsites, besides civic centers), should have a resource holding limit. So when a unit drops off at a dropsite, it stores it there, but it has a limit. You couldn't use the resources in the dropsite, but you would have to transport it to a civic center. Once it gets to a civic center, it goes to the bar at the top of the screen. There could be a wagon unit or some transport unit that transports (maybe 100 at a time) resources to your civic. It would be a like a usb hub, you have multiple devices plugged in, but it has to get to your computer to use it. The dropsite could also have a range, any structures in that range use the dropsites resources first, then the ones on the top of the screen (or civic center), then it wouldn't be like a usb hub as much
  18. @Asher Carthage has embassies because it's historically relied on foreign troops and technology to wage war (much like Saudi Arabia and UAE are doing today).
  19. If Carthaginians have an Iberian embassy, shouldn't Iberians have a Carthaginian embassy. Also for the Celtic embassy
  20. What if you guys added some backgrounds for when you first open the game
  21. Hittite unities and structures, opinions, things to change in their architecture, accepted ideas.https://github.com/0ADMods/aristeia/tree/mycenae_and_minoan
  22. There isn't anything wrong with the AI difficulty names, and most other RTS games are using this nomenclature. Professional? So, you can become a professional in 0 A.D.? Professional is a person who has a profession. And Easy is way too easy for an intermediate player.
  23. We did give Cataphracts a small circular crush splash dmg... because when they charged a line of infintry it usuelly ended up poorly for the infantry too. Champ cav do have bonus against other cav.... but potenitally giving spear cav some sort of splash dmg based on their usage could be warrented.
  24. Should we provide multiple models of Kurgans and have a random selection which one to build and show? Or provide the user with options? Or build a fresh one (with bpepples and let it "decay" over time of game into a grass covered kurgan? I don't know....
  25. "Medium" in 0AD (= "Normal") I believe is intended for players having reached some intermediate playing level. Newbies are really recommended to start with "Very Easy" or "Easy" otherwise it can become a bit frustrating quickly - and that's what the game says. Although the classification is correct, there is a bit of "affecting the player's pride"and not everyone can stand this (I know, grown-ups should be capable of taking a defeat in "Easy", but we should also aim at creating a "fun" experience). We might rename the levels to be more inviting, as e.g. "Very Easy" might be felt as embarrassing, especially for experienced players of other RTS. Can I therefore suggest to rename teh levels to something like this (just a proposal) : Very Easy --> Beginner, Easy --> Intermediate, Medium --> Advanced Hard --> Professional Very Hard --> Advanced Professional We might add a note somewhere (in the tutorial or in teh help text or tips&tricks?) that if you are mastering "Very hard" you should be ready to go for multi player with human opponnents and will find adequate challenges there. I'd be interested to read your opinions!
  26. You got a point! those stairs should be wooden.
  27. @AlexandermbGreat stuff!!!!! For the Roman Army camp, however I am not sure, but I would believe that they might not have taken the time and effort to implement paved stairs but rather wooden stairs. What do you think?
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