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  1. Today
  2. Did you use Ctrl - A -> Apply all transforms before exporting?
  3. Where is the origin of the models ? https://www.youtube.com/watch?v=SH1ZpxL5_gA
  4. special map (some RTS have mod map like that, where you have some goals on map, it pop some units or a income of unit.) mod editor mod or also save a game and host it later
  5. Yesterday
  6. Have you seen the map 'Cinema Demo'? It does something comparable, just no speech/dialogue (yet!).
  7. Hey, so I fixed that error, but now I have a new problem: all of my new unit models are lying on their backs, half in, half out of the ground. Why? I tried rotating them, but it didn’t change anything. What did I do wrong?
  8. That would be a massive mod to make, but it would be do able. You’d have to completely rebalance the game, since most of it revolves around balancing economy and military.
  9. Even just a Shipyard for each civ would be nice and make things a little more dynamic for the naval aspect. That way you're not overloading the Dock with stuff. The Carthaginian Shipyard would remain unique, being larger and stronger than the others.
  10. For a27 you can only get it by building the game. However, this is being worked on for release 28: https://gitea.wildfiregames.com/0ad/0ad/pulls/8404
  11. The current state of 0 A.D. on modern Windows PC is somewhat promising yet still unstable. 32 bit version of the game makes the crashes (out of memory) so often that it's not possible to enjoy longer gameplays or larger battles. Is there a clear instruction how to get already compiled 64bit version OR build 64bit version for Windows OS?
  12. Strange, it's the second time somebody posted this.
  13. Hi! After updating macOS to Tahoe 26.0.1, some sounds—like unit commands and selections—stopped working. UI panel clicks still work, and the music is fine. I tried reinstalling all dependencies, reinstalling the game, and changing a lot of settings, but nothing helped. tried 0ad v27 and 27.1
  14. It would make the random sea maps more interesting for me if, like in Delenda est, they created arsenals or additional coastal fortifications with space for ships to repair, but smaller than a fortress, a kind of naval port. I would make it a one-time option so that the coast cannot be blocked. I would also like to have the option to elevate an administrative center to a capital. Just from a purely conceptual perspective, a war should also have advantages, like gaining a new unit or achievement when you defeat someone. What do you think? Does that make everything more interesting...or too complicated?
  15. Right now I can play 0ad like AOE, which is cool. Apart from that, I am more interested in playing battle mode (with military formation enabled) against my friends. I do not want to spend too much time on developing economics stuff. Therefore, I am curious is there any config flags in e.g. 0ad/config/ can be applied for such setup? I suppose no. Or is it possible to configure and compile the source code so that only battle units are setup? Thanks
  16. Last week
  17. That sounds interesting, but why stop there? Historically, each minister would be in charge of a different part of ruling the empire, so each could have different statistics, similar to heroes, but not any specific person from history.
  18. NNNNOOOOO!!!!!!! Another brave soldier has fallen in battle, the brave war we wage for freedom, historical accuracy, and fun. Farewell, brave Decide4u, we will honor your memory.
  19. In DE, they give all of your capturable buildings more capture points. They also heal nearby units and you can train Elite Healers there of their specific culture. From the Greek ones you can train the healer hero Hippocrates (only once) and research Oracle of Delphi. I'd like to come up with healer heroes and 1 special tech for each cultural shrine. In base game, they just heal nearby troops and you can train healers from them. They're basically capturable temples in that case, but with no techs. It would be nice to be able to include these and other things, like Cultural Artifacts and Mercenary Camps, in random maps, toggle-able by the game host like how Catafalques can be turned off and on. In DE, Cultural Artifacts give you a trickle of glory resource. In base game, perhaps a buff to capturing. In DE, Mercenary Camps give you the ability to train 30 mercenaries, which cost 0 population, specific to the culture of the camp. There's also a camp which trains mercenaries specific to the civ you are playing. Each player has one of those civ-specific camps nearby, while the cultural camps, based on where the map represents, are scattered across the map.
  20. Well they did conquer all the civs in question so um yeah lol But in all seriousness I do take your point, though I do not think having multiple roman civs is a good idea, it is better as they have done with the reforms technology that more or less sets up the late republic/early imperial era within the current early republic style Roman civ
  21. I remember seeing one in Cycladelic Archipelago. I think they behave like temples but I have never had the honor of capturing one. Maybe @wowgetoffyourcellphone can elaborate.
  22. Really ? Could you tell us which ? And what is their effect ?
  23. https://lkchensword.com/shop-1/ols/categories/han-dynasty-202-bc---220-ad
  24. They appear in some maps as neutral objects you can capture
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