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Commercial victory or pacifist victory.
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Engine Optimization Single-player Campaigns Add one or more story-driven campaigns (with cutscenes or narration). Create tools/scripts to make it easier for the community to build their own campaigns. Enhanced Single-player Experience AI that feels more “human,” capable of using varied strategies. Mission objectives, scenario-based skirmishes, and solo challenges. Proper Translations Finalize and unify localizations (French, Spanish, German, etc.). Fix historical or linguistic inconsistencies. Improved Map Editor Simpler and more intuitive interface. Built-in scripting tools for advanced scenarios. A curated library of community maps highlighted within the game. New Ideas and Configurable Options Alternative game modes (e.g., survival, last man standing, economic domination…). Switchable options in the match settings (weather, limited resources, special rules). More "fun settings" to add variety and replayability don't copy AOE 2.
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Honestly I would love to see a limited option for roman war elephants, sadly few if any games let them have them in any shape or form. I read up on it and they apparently were supplied from Numidian allies for most of the second century BC, until Rome fell out with them which pretty much ended things, and that they were used in most of the Roman campaigns during that time frame. I don't suppose Delende Est has this option does it?
- Today
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We barely have any volunteers in that area.
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I'd also add in the sound quality. Music is beautiful, but the sound effects need to be more pronounced. Like, if my catapult hits a building with a large flaming rock, that should be felt. Currently, only thing we hear is a faint "thud". It's the same with units, especially ranged units. Right now you can't even be sure if your archer fired a bow or not. Melee fights get that obnoxious "umpf, umpf, huff" sound. If you were only listening, you'd think they're doing something entirely different than fighting. Still, some sounds are on point, like building selection sounds and the sound when your melee units attack buildings.
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There should be other ways to win, such as a victory through trade influence. You initiate trade with a neutral faction (it doesn't need to be on the map), and the more resources you give them, the faster you achieve victory. There could also be a fifth resource, something like glory, where the player achieves victory if they reach a certain number. Glory could increase with a number of kills, territory size, etc.
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sahu123 joined the community
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Yes, it existed between a15-a16.
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Austin TX
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Maer joined the community
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You mean, re-introduce? They were available briefly in Alpha 16, but every civilization had them for specific unit classes only. It's a good idea.
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You must first make a template and see how patent templates work. Then make sure your unit exists as a base unit, for example a new ship needs 2 new files to work. A parent ( class) and civ unit specific template. <Trainer> <BatchTimeModifier>0.8</BatchTimeModifier> <Entities datatype="tokens"> units/{civ}/ship_fishing units/{civ}/ship_merchant units/{civ}/ship_scout units/{civ}/ship_arrow units/{civ}/ship_ram units/{civ}/ship_fire units/{civ}/ship_siege </Entities> </Trainer> You need this is parent template or in specific template. https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml
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This progress is noticeable in battles. A militia cannot defeat the champion unit of Rome. Same axeman and Legion. Spam trash units vs the best units.
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Jackerino changed their profile photo
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I'm working on a mod that adds new Civs based on various fantasy races and every other structure and building and training setup has worked so far. However, I have ran into an issue with making new Docks for my Civilization. Specifically, the issue I ran into was I made the Dock structure itself, which functions correctly and gets all of the Upgrades the way it's supposed to. However, despite having a functional ship_fishing.xml in the correct location with the correct labels, and with the dock.xml having everything labelled correctly, the fisherman boat doesn't show up on the menu for the docks. I'm honestly at a loss for what the issue is. Everything is set up correctly as far as I know, with most of it being direct copy/pastes of the Mauryan structure and unit templates before I started adding changes, with the Civ tags changed to be the correct label so that they are labelled under the correct Civilization. Even more bafflingly, in the information tab of the docks, it shows that it can train fisherman boats, yet it doesn't actually show up on the UI, for some strange reason. Any help or information would be greatly appreciated. Can't really make any naval ships until I figure out what's causing this issue. Worst case scenario, this Civ won't be able to have a Navy, which would be unfortunate. (Shown below is screenshots of the evidence + the attached offending .xml's) dock.xml ship_fishing.xml
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Another thing that is wrong is the forge/arsenal upgrades. Everyone receives the same shield according to that logic, there are no shields for infantry, cavalry, or archers.
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I like to always have trash soldier.(SC level). In fact I would separate it into 3 versions. Tier1 SC level. Tier2 Semi champion Tier 3 Champion. Similar to total war. You can always use the lower ranges to fill. It would be nice to unlock champions in general.
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It would be good to vote. To community mod or a Gitea ticket.
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What do you think 0 A.D. lacks?
wowgetoffyourcellphone replied to Deicide4u's topic in General Discussion
I'd honestly like to introduce the promotion upgrades as seen in DE. Probably double the base XP needed to promote, then introduce techs that promote them all to the next rank for a cost. That way you don't lose auto-leveling, but you can have the techs that introduce progression. Perhaps standardize it thusly: All C-S classes get the Advanced Rank promotion tech, but each civ only gets the Elite Rank promotion tech for one C-S that's their signature C-S unit. Hoplites, for example, for Athens and Sparta, Archers for Persia, Swordsmen for Republican Rome, etc. - Yesterday
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Civ: Dominate Romans (late Rome)
Classic-Burger replied to wowgetoffyourcellphone's topic in Delenda Est
- Last week
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Version Alpha 27.1 vanilla. Hard AI. Maur_vs_Gauls.zip
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What are your favorite songs in 0 A.D.?
Genava55 replied to ShadowOfHassen's topic in General Discussion
I am pretty sure some Slavic Macedonians have been playing with Macedonians for some time. -
What are your favorite songs in 0 A.D.?
Vantha replied to ShadowOfHassen's topic in General Discussion
Yeah, it's everything but ideal. But English just doesn't have the word needed. -
What are your favorite songs in 0 A.D.?
Classic-Burger replied to ShadowOfHassen's topic in General Discussion
If there is a Gemanic tribe called Germans already in the game, it should have been called Cimbri. But it was left as Germans. -
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It's normal, many RTS don't have progression. Sometimes people don't feel the technological improvements. Age of Empires 2 isn't a good example. In AoE, there are eras, while in 0AD, there aren't any; you don't go from the Bronze Age to the Iron Age. That's fine for ages, in 0AD there are no ages, the equipment of a centurion is not much improved compared to that of a princeps. I recommend you see it more like Total War series logic. Again, this isn't about turning 0AD into Age of Empires, Delenda Est did a better job with scouts. Putting centurions instead of a princeps makes no sense. It's like evolving from a corporal to a lieutenant. In Age of Empires, it goes from upgrading a 18th century militia to a 21st century marine.That's the logic of AoE. If you want real changes, it's better to differentiate the equipment.
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