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Release 28 Branch
real_tabasco_sauce replied to phosit's topic in Game Development & Technical Discussion
@ffm2 we are past the string freeze, so changes to the description can't be made for R28. They can certainly be improved down the road tho. - Today
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Just as a suggestion, maybe call "Human sacrifice" of the seeres miasma or disease spreading or so https://en.wikipedia.org/wiki/Miasma_theory This would differentiate it from the tech "sacrificial ritual" and maybe make it clear that its something hostile (towards enemies). But just to state my opinion / thoughts.
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Ah yes true, ideally it would also need to point out what classes it affects.
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Release 28 Branch
real_tabasco_sauce replied to phosit's topic in Game Development & Technical Discussion
Enemies would be good. I went with Humans to make it clear that it doesn't affect buildings or siege. -
"An Offering of Flesh" or something like that. Raw, savage, but still subtler than outright spelling it out.
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A sacrifice is more for a draw back. Like I take a heavier Ax which strikes harder in sacrifice of speed and tires out faster. It's true that its been done in the past. In my understanding it would be more called a "gift to the gods" a present. But I also would expect a priest to twist words.
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Aztecs? You capture enemy soldiers or civilians and offer them to whatever pagan God you worship.. Come on...we literally have the tech called "Slaves".
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I see. Makes sense game play wise for that unit. I have some problems with "Human sacrifice" as a advancement in civilization where in history it was more a advancement to leave it behind. A sacrifice of the enemy makes little sense to me... "I sacrifice my high-school bully but as compensation I get the girl"
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Obviously, won't affect own units, but enemy units. It's a damage trickle. https://gitea.wildfiregames.com/0ad/0ad/src/commit/7452bf882fe15fc7c36e29761d3bb7390efefc87/binaries/data/mods/public/simulation/data/auras/units/germ_seer_1.json I though that the description was auto-generated. This isn't the case, so we could actually make it less confusing, like "Enemies : -2 health per second."
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forestcomber started following Intrinsic structure repair
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It would be great to have some level of or option for intrinsic / automatic (unassigned) building repair by units having that skill. Just like the priest or doctor unit intrinsically heals nearby injured units. A farmer wouldn't stand idle while their farmhouse is damaged. The same goes for any unit with building skills. This seems natural to me and would allow the player to focus more on strategy. I love this game, love the music !
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What are the "Prophecy of Death" 15m and "Human Sacrifice" 15 m of the seeress? I had a wounded cav nearby, made the seeres not heal him actively by pressing H to see if the aura works. It didn't. Usually healing auras (like Cunobeline e.g. +0.8 health) are positive notated regeneration rate. Hers are -2 and -1 and do nothing I could notice.
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compramostucamion changed their profile photo
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compramostucamion joined the community
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Reminds me of the same issue with the worker ele.
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The Germans are playable again with the current git version. I noticed the wagon can be garrisoned in the cc by the sides but not from the corners. Also it should maybe not fit / be able to garrison in the tower. From this position the wagon does not enter the cc:
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Are these units dual-wielding? Are there animations for dual-wielding?
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Promotionged joined the community
- Yesterday
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Hey everyone, I'm here to share some more units I've made. I'm very happy with the results. I also recorded voices in a music studio to add to the units, and it sounds amazing!!! I'll be making a gameplay video for you soon. Here are a few more images.
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davidki joined the community
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Hi 0AD community, I am experiencing error messages in the game. The messages started in coming up in the middle of the game. There are lots of Warnings, similar to: "WARNING: PlayerID 4 | Petra error in incrementBuilderCounters for structures/ptol/temple_2 with count < 0" And than a error message come up: ERROR: JavaScript error: simulation/ai/petra/basesManager.js line 175 base is undefined PETRA.BasesManager.prototype.checkEvents@simulation/ai/petra/basesManager.js:175:7 PETRA.HQ.prototype.checkEvents@simulation/ai/petra/headquarters.js:118:20 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2225:7 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7 The game nevertheless continues to run. I play as Spartans against 3 AI-Players with random civilizations (actually: Han, Seleucids,Ptolemeis) When I start a new game with same settings, the error does not occur (at least not in the first minutes). I am on Ubuntu 24.04, 0AD 0.27.1 installed as snap package. Could someone shed some light on these errors?
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carlbidwell joined the community
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Learning about European peoples will be a great challenge because many cultures existed. Therefore, there will be a wide variety of peoples you can follow. Something very interesting will be the Greek peoples, who had city-states, so you can choose, for example, between Athens, Sparta, Rhodes, Macedonia, among others. This will also happen in the cities of Sumeria, for example, or in ancient Egypt, where you will choose the city you will govern instead of just the people, you understand?
- Last week
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Thank you all for your kind words, made my evening! I'm always so glad to hear the various ways people connect with the 0 A.D music! <3
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Wow, that sounds really cool. Would several of the early European civs eventually be consumed by the Roman Empire, turning them into the Rome civ?
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Unfortunately, in the game it's not possible to create specific resources for each civilization. But one really cool thing I'm studying is that you migrate from one culture to another across eras. For example, the Jomon culture, which is the one I'm currently working on, existed from 10000 BC to 300 BC, then came the Yayoi who lived from 300 BC to 300 AD. The idea is that during this transition period you migrate from one culture to another through technologies.
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FIbonatt joined the community
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So there won't be resources that only certain civilizations have? Like Native Americans having a Bead resource or Chinese having a Silk resource?
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Hello my friend, actually I haven't added all the resources yet. I still need to add bronze, silver, and replace the metals with iron. The idea of the game is to take the cradle of humanity from 10000 BC to 600 AD, going through all the civilizations and peoples of the planet. It's an ambitious project, I know, hahaha. So you will evolve through the ages... Flat stone, polished stone, copper age, bronze age, and iron age.
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Hi my friend. Thank you so much for the help and tips. As soon as I finish redoing the character textures, I'll work on the buildings as well.
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Wow, there are a WHOLE lot of resources. Are there any civ-specific ones, or just generally tons of resources?
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Do you see the cursor changing once you get to the edge of the screen? Check if you have monitor scale changed to 125% or more. It needs to be on 100% to avoid this bug.
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