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  2. before overboarding soldiers from the assault tower onto my walls, I want to be able to dig ditches in front of them to protect them from battering ram! Really, i think that could be a fun idea, but the wall snatching need to be sorted first, as mentioned above
  3. Today
  4. This is my biggest (and ngl, only) complaint with the game atm. While I personally think that things like building styles and combat styles should be more varied, different forms of slavery (or just different uses) would honestly be a good step. (An example of varied gameplay is the recent addition German storehouse wagons)
  5. Icon styles in computing history went from simple to rich in gradients and effects (Windows XP and the like, "because we can") back to simple, but now with a lot of perception psychology knowledge put into them. Most 0 A.D. icons are very 1990s, even 1980s-ish.
  6. Hello, yes we've all been there! For new players, this game inspires some casual ancient city building, but it's really about building out fast in the beginning. There is some discussion in this forum about how to make the game more accessible, it may be just about terminology (renaming the difficulty levels), though I guess modern gamers are also used to a rubberbanding AI that adapts to the player's gameplay, which is what bigger commercial games do. "No idling units! Place things well to keep distances short, running around is not productive! The first barracks need to be ready at minute 4! Your civ center and your barracks need to churn out non-stop! (Use auto-queue feature.) 100 pop (about 50 civilians, 50 citizen soldiers) at minute 10 or earlier! Then you'll have no problem with the AI opponent. (Phase 2 at around minute 8, second barracks and third barracks or stables before minute 10.)" This is the gist, in my opinion. Maybe info like this should be in the map selection screen. The tutorial, if paid attention to at all, also doesn't get that message across. It's not good "game design" if this info has to be researched on the web. So that means early game is balancing working food, wood, and building houses fast enough. When the auto-queue breaks or you have hit the housing limit you'll know there is room for optimization. There is an option to enable in-game time to be shown on the top right, this should be enabled by default in my opinion, because it is central to this game. You'll find each civ is a bit different, but not much. Romans however aren't exactly the easiest civ because they have swordsmen as the only melee unit in the beginning, and they need iron, so you need to manage that early. Usually (with other civs) you don't have to start mining stone and iron before minute 7. A few need early stone for the slingers though. (Also Romans lack proper ranged units).
  7. That made me have a blast from the past: Yes, maybe some things could be made more distinctive, it would confuse me at the beginning, the problem is that one gets used to suboptimal stuff to the point of forgetting it (like ridiculously small font size).
  8. Not necessarily, for example if you are "housed". Things like building a house or researching population bonus techs would kickstart many stuck production orders at the same time. You have to check if that could be the case, although I'm assuming probably not if it happened constantly.
  9. When I started playing the game I also wondered about the food icon and that it might put off some people, so, as expected. Personally I'm not vegan, but I also think, for the standard game, a wheat icon would be more representative, because arguably, most food in most cases comes from working the fields. And it's pretty standard in other games too (Civ etc). Now, distinctive colorization was mentioned somewhere as an argument against the wheat symbol. Not so convincing to me because the wood's brown is quite in the middle between yellow and red in color space. Also there are a lot of similar problems in 0 A.D.'s iconography. Docks, Barracks, Storehouse icons are hard to distinguish, color-wise. I still need to read tooltip distinguishing FIeld from Farmstead etc
  10. I had a staff lineup, but I need to develop the idea further. The staff needs to be upgradednor gain experience. Based on that personnel, the ship gains different stats.
  11. gui/gamesetup/Pages/GameSetupPage/Panels/Buttons/BalanceTeamsButton.js gui/common/network~LocalRatings.js Here's and update with small bug fixes and readbility impovements to my mod of @ffm's mod. The general value of this mod is a quick, concise suggestion about whom to swap to improve the balance using the "/suggest" command. For example: CURRENT: 59%/41% Team 1 Stronger SUGGESTIONS aop <> rambo9: 50%/50% Even or Subzero57 <> Fuzzy_dcuk: 49%/51% Even Read more in my previous post in this thread. network~LocalRatings.js BalanceTeamsButton.js
  12. I was thinking of just going with a generic captain that every civ has, maybe with different stats based on how good of a navy they have. Or, what were you thinking?
  13. I just watched a replay of a game and noticed a strnge thing in the star player's barracks. They would all instantly produce units at the same time EXCEPT, they would be different units. You can see in the attached screenshot, some barracks would produce slingers, and other pike men. At other times, all the barracks would instantly produce units but in different quantities. Some 2, and some 1. To me, it seems like you need several clicks to make that happen, so the fact that they all started producing at the same time, but in different quantities or different units is a sure sign o fsome kind of auto queuing. Thoughts?
  14. We must try to break the symmetry of the game. There are the non-imperial civilizations, those of a tribal style. Celts, Germans, Iberians... Then there are those whose destiny is to conquer nations and bring civilization to others. There are others that seek to be in the middle, like certain Greek cities. Honestly, the game should change its gameplay according to the culture. There are some who want to live in the land of their ancestors, the land of their gods, to be free, and others who will seek to enslave everyone and demonstrate that their tribe and nation was the one that would bring order to others.
  15. There's a city builder mod somewhere on the forum or something.
  16. @Asher I can download your mod, run some tests, and provide you with a report (it will take some time).
  17. And what does it look like? I imagine a concept where the ships have a symbolic crew.
  18. Did an update and added a ship captain, which someone suggested (I think @Nicolaus_von_Kues). I would like some help with this, so if anybody wants to, just say so
  19. Yesterday
  20. One thing I've found, I think Spartans are actually better than Romans. Maybe that is just with my strategy though
  21. Ave! To get into the game, you could: slow down time lower the AI difficulty (via the cog when setting up a match) adjust the behavior of the AI, so you can get some folks working, build a few huts etc before the enemy annihilates you. Don't hesitate to ask questions, I'm sure you'll get helpful replies. glhf
  22. Welcome, @HELIOZAH! I recommend checking out this basic economy guide by ValihrAnt, who is one of the best (if not the best) 0 A.D. players. He happens to play Romans in the video! Although it was made for an older version of the game, the fundamental concepts it teaches still apply perfectly to the current version. You can also check out these channels for some fairly competitive multiplayer matches: https://www.youtube.com/@sneakep https://www.youtube.com/@0ADNewbieRush And if you want to watch live gameplay from another one of the best players in the community, you can check out this channel: https://www.youtube.com/@SaidRdzRTS Although there's no commentary, you can still learn a lot just by watching his technique! Good luck!
  23. One concern I have with the proposed slavery system is historical consistency. While most of the civilizations in 0 A.D. practised some form of slavery, the way slaves were used varied considerably from one civilization to another. For example, the Britons did not necessarily have the same system of slavery as the Romans or the Mauryas. From what I’ve started reading (I’m by no means an expert on the subject), slaves seem to have been used extensively in agriculture in many of these societies, rather than for mining stone or gold or gathering wood. Perhaps agricultural bonuses would make more historical sense for some civilizations, while others could have different bonuses depending on their historical practices. I also think we should consider how different civilizations acquired slaves, since capture in warfare, slave markets and other forms of enslavement did not play the same role everywhere. I think some historical research would be necessary before settling on a single system for all civilizations. It could help us find a balance between historical accuracy and gameplay without making the mechanics unnecessarily complicated.
  24. Hey, just wanted to introduce myself. My name is Sam but I go by Heliozah. I've been playing the game for roughly a week now and I'm loving it so far. It reminds me of when my dad and I played Stronghold. I'm more of a city builder game lover so I mostly focus on building up my city more than I focus on the war aspect, but I do enjoy that as well.. Just not when I first started and I was almost immediately attacked by the AI and barely survived... Just to have them come back and destroy everything again after I rebuilt everything lol I play as the Romans because come on... we all know they're the best! Anyways, I'd love to know any tips or tricks y'all have and just to get to know everyone playing.
  25. See Delenda Est for the simplest way possible to implement a slavery system. One complexity I'd like to add is to make the available slave pool be a global limit rather than per player. But that's about as much complexity as I'd add.
  26. Google "The Oxford Handbook of Palmyra pdf", first link (dokumen.pub). Chapter 12 start at page 179 (198 of the pdf).
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