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- Past hour
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Why do the Germans have the Archery Training tec? Shouldn't they not have it, like the Britons who also don't have archers?
- Today
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I'm making this poll without knowing how relevant/appreciated it will be or if the proposed changes will be merged, but could still be interesting. The problem : In R28, the capture has been rebalanced to make harder to capture, especially for key buildings (civic center and forts). This was done by increasing drastically the base capture point regeneration of buildings. The resulting effects vary across scenarios so let's take 2 examples. A large army with high tier units capturing will still capture the building just as fast, the capture regeneration doesn't add resistance or delay in that case. So still rarely giving the defender the opportunity to react. Smaller armies that seems to be able to capture the building have a hard time estimating how close they are to actually capturing a building, because capture point regeneration have a exponential effect on the time/difficulty to capture... Humans are not very good with exponential effects so it generally result in frustrations. A gimmicky play is for example to get Marian reform with Romans and start capturing everything in a few second even if a whole army is attacking you, you can perfectly capture a fort in less then 5 secs.... Example bellow I had 3 secs before the fort full of champs had below 50% capture points vs 150 romans. Proposed change : Increase base capture point of key buildings instead (cc, fort), making it longer to capture across all scenarios instead of only when it was already the hardest. Make towers Sentry tech, and Professional Garrison add capture points, making the tech more interesting.
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I think this is generally a good thing.
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I am from Vietnam and would be happy to help if I can.
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Vietnamese during the Mod period. Then it will be from the end of the Hongbang Dynasty onwards. Since our mod is more flexible with dates, we'll even have the Trung sisters.
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What civilization does this image represent?
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Maybe a PR to base game for f_tunic_long?
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Honestly, it doesn't sound like a Delenda Est issue to me. Anyone else confirm?
- Yesterday
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TheGodOfAsland started following Introductions & Off-Topic Discussion
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@wowgetoffyourcellphone Delenda Est is your area of expertise EDIT: didn’t realize that this was already in the Delenda Est section
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This is the literal message. It appears when trying to connect to the created match via the game lobby and also via IP connection:
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Recently, I downloaded and played this wonderful mod. Until now, my experience has been mostly very positive regarding new features and improvements it brings to vanilla gameplay, including changes in the original civilizations' mechanics beyond the very welcome additions you guys made. First, I'm very impressed by your team's input in making this an even better experience. So first things first, and I am very thankful. Having said that, I wanted to expand the experience and play 0 a.d online with this mod with my friends. However, even after ensuring the mod was properly downloaded and active on both machines, my friend and I couldn't access the lobby, specifically the match page. The message reads as something like: "Failed to connect to the game server. Connection timeout". I wonder if this is a known issue or if there's something I am missing. I am posting this after trying to run the vanilla version online on both machines by turning the delenda mods off, which worked well. Can anyone provide some insight on this? Thank you!
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That's what decides how big a unit actually is, for pathfinding purposes (such as if it can walk between trees or buildings that are close together). Default is regular unit size, large is used by siege machines and war elephants, and then there's several naval classes.
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What does this do: <PassabilityClass> default </PassabilityClass> It was in the unitmotion in https://docs.wildfiregames.com/entity-docs/r28/components/unitmotion/?h=
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interestinglog.html Yes, I did update from git
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did you update from git? that was an issue a little while ago. But should have been fixed, I don't have the issue anymore. Also I usually use the "interestinglog.html" file to figure it out.
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I tried other maps, and they loaded, I think I played them in an older version of the mod, I also tried creating a map, and it worked, so maybe it was something with that map? Also, I remember there was an error when saving a map one time (it was after I had won), and it wouldn't save
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It should be good now
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do you know how to go to your logs? then you can copy and paste in a message. I cant quite see that. But i have been tweaking a few things. Let me see what happens when I push through and restart.
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Maybe this would be useful for you, found it on some Maurya thread, but the link shared has Gupta units: Horse archers are notoriously absent, when they were a characteristic of the Guptas. Here some Gupta coins:
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Habemus monitor, and is 2k!
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Just one review away
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https://gitea.wildfiregames.com/0ad/0ad/pulls/7069 Sadly, it's a currently rotting PR, like many other great ones.
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