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If some player is stubborn and doesn't resign use horse riders to scout everything, preferably with custom-walk (hold alt and hold left click to draw a line) so the riders walk parallel to scout a lot of area. If that doesn't work light up the whole map with outposts and have a look on the mini-map for the color. That should do the trick. If not double check the victory condition.
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Updated : Significant performance improvement (First version was bad, this one fix it but also improve wall placement performance impacts in general) Now other towers can be used as a starting or end point for wall placement instead of wall towers. This doesn't prevent you from walling easily around them : you can also snap walls and palisades to their edges! (The threshold distance makes it so easy to choose between the two you won't even be bothered).
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teraboxapk joined the community
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Smith29 joined the community
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If they're still remaining you haven't won yet; did you capture or destroy the big central building (CC)? Sometimes there's just a civilian standing where they last worked, sometimes all remaining units run somewhere to build a port.
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By default, the win condition is "conquest". Take out all hostile units and buildings. Any more questions?
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newb here I've built a huge army and stamped out basically the entirety of the bot and there's just bits of houses and stuff remaining. What do I do so I can finally win?
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So funny I can put a label in my name depending on the state I am in
- Yesterday
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You might take a look on Issue #3177 ([PATCH] Implement camouflaging) over there at Wildfire Games' Gitea instance.
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oemusedautoparts1 joined the community
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ohanastylerealty joined the community
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It should be. After all, did the ancients really do things as efficiently as possible? We are thousands of years more advanced, and we still don't do things as efficiently as we could. We know how to be efficient, we just choose not to. Besides, real merchants would travel from one market to the next, then on to another one, not just back and forth between two markets.
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I would find that odd. Finishing a building already damaged doesn't make any sense. Furthermore I think it is good that the enemy can prevent you from building. Otherwise it is too easy to build a fortress or towers to defend yourself.
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You can set waypoints in between markets that way. Setting a route with multiple markets is always less efficient then one between only 2 markets and therefore isn't implemented.
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videoder joined the community
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aarohiarora201 joined the community
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Multiple Markets for Trade Routes?
wowgetoffyourcellphone replied to yu210148's topic in Gameplay Discussion
This isn't already a thing? Could have sworn it is... - Last week
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Hi @user1 Dragonfire99 quit without resigning on 1v1 match. commands.txt metadata.json
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OP Chicken
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In 0ad, units can attack enemy foundations which prevents them from being built. This tends to limit the use of buildings. We could also let foundation damage impact the HP of the complete building instead of affecting construction time (as in AOE2), or increase the durability of foundations for a more hybrid approach (more difficult to deny buildings, but not impossible). thoughts?
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Multiple Markets for Trade Routes?
Classic-Burger replied to yu210148's topic in Gameplay Discussion
https://riseofnations.fandom.com/wiki/Caravan Worth mentioning. -
Why don’t more players use “Call to Arms”?
AlexHerbert replied to AlexHerbert's topic in Gameplay Discussion
I was about to mention this mod. Of course I use it too. -
I think it's not possible tho i wish it were: set trade routes that don't involve the producing building. Quite frequently I produce traders from a market but have a port further away; I would like to set that route at the market and wouldn't have to tell the traders.
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Game launches, music plays, but no graphics come up - Fedora 42 KDE
vladislavbelov replied to mau's topic in Bug reports
OpenGL might not work because of some X11/Wayland bug, outdated drivers or security reasons, like AppArmor: https://gitea.wildfiregames.com/0ad/0ad/issues/7582. To help us you try to run any other game under OpenGL (like supertuxkart). -
Hey, if anyone wants to help, contribute an idea, report an error, or just chat about the game, check out the Discord I just set up: https://discord.gg/zzrTtXaxW
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Game launches, music plays, but no graphics come up - Fedora 42 KDE
Stan` replied to mau's topic in Bug reports
Yeah you can change it in the game options -
Game launches, music plays, but no graphics come up - Fedora 42 KDE
mau replied to mau's topic in Bug reports
That worked! The game launched after that. Should I change some config for this to work automatically? -
Yeah, it does, thank you for the tip! Actually, it turned out I just had to apply the rotation while it was in the standing up position.
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Game launches, music plays, but no graphics come up - Fedora 42 KDE
vladislavbelov replied to mau's topic in Bug reports
Could you try to run the game with the following parameter? $ 0ad -conf=rendererbackend:vulkan -
Why don’t more players use “Call to Arms”?
Atrik replied to AlexHerbert's topic in Gameplay Discussion
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