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  2. Under Options > Gameplay > Formation control, one can set orders to unit to not override current formation. With the current workings of formations, this can lead to a non-negligible efficiency gain for orders like gather, build, capture... This because units will waste far less time bumping into each others while in the same formation. I'm posting this because I have for a long time, I not understood it was a setting when witnessing players using it, thinking it was marginal usage of a custom command where the game allowed you to define formation. Recently, much more players starting using it, so I started to try it too. I'm used to using formation at my advantage in fights, so I don't hate the current formation buffs. However for economy, it feels a bit... Weird... To be able to make gains using formations, that should be more like a battle thing. I don't have a defined opinion or improvement ideas for this, but hoping opening a thread on it can gather interesting ones.
  3. Today
  4. Will the missing legionary keyword for first cohort legionaries also be fixed ?
  5. Here are mine: 1st ffm vs riicho: https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/846765298B66893D 2nd ffm vs Zekromus: https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/B14585CE59715E64
  6. The entire Gallic mercenary roster, but the point still stands. Why would people train other mercenaries if Gallic ones are cheaper? The other embassies need to have techs that make their corresponding units "better" in other ways for this to work.
  7. For now they are just models that require review and adaptation to the game. Por ahora son sólo modelos que requieren revisión y adaptación al juego.
  8. All good, but why is the tech to make merc production sustainable only for one unit? Wont it limit choices by making it extra attractive compared to the other mercs?
  9. Estas facciones ya son jugarles con estos modelos? :000
  10. The tech to lower Gaul mercenary cost is intended to provide a means for more sustainable merc production. You pay plenty of resources up front for long term savings. Buffing the trade bonus doesn’t make sense because trade itself is not balanced for usual games. Buffing the trade bonus for carth means it will be very OP after any buffs to trade in general or when playing a map where trade is good. the stone bonus is because of the amount of non-unit stone that the civ spends (temples, walls, big houses, etc). Historically, I’m sure it took plenty of stone to build Carthage so I don’t think its a problem historically.
  11. Here I uploaded so you can download, the music is so good. https://drive.google.com/drive/folders/19MuoT_LSWy_Ep1GiIwR9r0M8bKif1NqI?usp=share_link
  12. Yesterday
  13. Their defenses are the strongest along with the Iberians.
  14. Thank you for organising the tournament, it was really fun! (I hope not only for me, but for everyone else as well )
  15. I've probably already used a lot of that art. Endovelico is a big art project:
  16. Here in the forum there is an open topic with that title, Endovelico. You mean terra magna(?)
  17. I think it’s because that was also were the Han originally came from (though in Millenium they were just called the Chinese). Endovelico? Can’t say I’ve found that one. Where can I download it?
  18. @Perzival12 not sure why they are in that mod, but I can take a look. I was thinking of working with @Duileoga to bring over plenty of the buildings from endovelico.
  19. Check out the Millenium A.D mod for A23, it has the Xiongu maybe you could copy some code.
  20. I actually worked on the Scythians and Xiongnu to try and get them to 0ad standards, and ran into some art roadblocks as well as some technical issues with the nomad mechanics. so we could do it for sure but we need some headway in terms of art.
  21. Definitely. I wish the new tracks were here too. And the download link doesnt work for me
  22. maybe i can give u a wildcard in case there is an uneven number of players
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