Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Заявку можно оставить в любое время, специалист быстро сориентирует по дальнейшим действиям. Получить дополнительную информацию - вывод из запоя на дому недорого в геленджике
  3. Информация об обращении не передается третьим лицам, а детали лечения обсуждаются только с пациентом. Подробнее - помощь вывод из запоя
  4. Информация об обращении не передается третьим лицам, а детали лечения обсуждаются только с пациентом. Изучить вопрос глубже - вывод из запоя на дому недорого
  5. Схема помощи зависит от состояния, стажа употребления, противопоказаний и дальнейших целей лечения. Узнать больше - вывод из запоя цена в геленджике
  6. Заявку можно оставить в любое время, специалист быстро сориентирует по дальнейшим действиям. Выяснить больше - вывод из запоя вызов на дом в геленджике
  7. Схема помощи зависит от состояния, стажа употребления, противопоказаний и дальнейших целей лечения. Исследовать вопрос подробнее - вывод из запоя капельница на дому
  8. Today
  9. I think lowering the attack of damaged units is possibly more worthwhile. Still allows retreating, but might smooth the snowbally Lanchester effect. Needs thorough testing, and possibly comparisons with other existing games.
  10. I believe there's a consensus to not include AI generated content in vanilla; that's different from what OP did. (I couldn't sensibly summarize what OP did here, though.)
  11. I believe 0 A.D. has enormous potential – not just as a game, but as a platform for storytelling and community-created content. As someone who has created many scenarios in Age of Empires II, I see a key opportunity for 0 A.D.: Make the power of the engine easier to use. Right now, creating interesting scenarios often requires programming knowledge. This excludes a huge part of the potential creator community. My suggestion in 3 points: 1. Unify Triggers and Scripts A visual trigger system for beginners using simple Conditions → Actions. JavaScript remains available for advanced users. The two should become different levels of the same system rather than feeling like separate tools. 2. Upgrade Atlas Make Atlas a true scenario creation environment – with objectives, events, dialogues, reinforcements, ambushes, and dynamic gameplay. The creator should be able to focus on story and gameplay, not constantly think about the code required to make an idea work. 3. A Small Official Campaign – 3 Scenarios It doesn't need to be a huge campaign. Three well-designed scenarios could be enough to demonstrate what 0 A.D. can do. But there is an even bigger opportunity: Make the campaign editable and use it as documentation. Players could open the scenarios in Atlas, study how they work, modify them, experiment, and learn by doing. The official campaign would become more than content. It would become a living tutorial for scenario creation. The Vision Play → Discover → Learn → Create → Share → Contribute A player finishes an official scenario. They think: "I want to make something like this." They open Atlas. They experiment. They create their own scenario. They share it with the community. And eventually, that player may become a contributor. Why This Matters to Me I have experience with Age of Empires II scenario design, and I would genuinely love to contribute to 0 A.D. However, due to health limitations, I can't code or work on complex systems for long periods. That's exactly why I care about this problem. I know how technical complexity can prevent a great idea from becoming a playable experience. My suggestion comes from both sides – as a player, and as someone who wants to create. The Opportunity Much of the foundation is already there. The potential is already there. The community is already there. The opportunity is to make that potential easier for everyone to use. 0 A.D. doesn't necessarily need to become more complicated. It needs to make its existing power more accessible. Give players the tools to become creators.
  12. didn't we have some kind of statement against using AI? Do we have an AI stance? We have a discussion on this, I don't know if we had anything conclusive
  13. Yesterday
  14. My first thought was "No.", and the discussion didn't convince me otherwise. You know what else would be more realistic? Latrines, STDs, sore feet (inf) & sore butts (cav).
  15. I really do not suggest applying this idea. Modifying unit speed according to their health just implements a huge amount of gameplay inconsistency. It is important that units respond to commands and behave as expected. I suppose there could be niche scenarios in mods where the ability to do this could be useful, or possibly for new unique units, but you have to ask yourself what benefit to gameplay this will realistically bring. To me, the idea is just not well motivated, it seems like throwing in some inconsistency for no reason at all. On the realism argument, I have said this before, but making specific aspects so realistic while leaving other aspects of the game very unrealistic sends mixed signals about what kind of game this is. I think we would be better off just changing those units' base stats to begin with.
  16. Unpaid cursor dev, this seems a very disrespectful title. better call them volunteer cursor devs.
  17. In general, I have a bad feeling about this feature if applied globally. This depreciates formations even more (not that I'm a fan of it) as all will be as slow as the slowest unit. At first thought I could see this for fanatics or camp cav. Or with a general speed floor of the speed of infantry. So infantry won't be affected at all. But on second thought, if you think about the micro battle with a few cavalry at the start, this depreciates retreating. Since when you retreat, you know the few wounded will fall behind and fall prey of the remaining army. I think this will be the biggest effect. That on all spots loose single soldiers can get taken out easy. I also don't think more incentives for healers should be implemented. The ranking and cost saving is already incentive enough. They are a complementary unit for when the game play allows it. But not a necessity.
  18. I’m seeing this in a few ways. For the sake of linguistics, I’m just going to presume that this is going implemented. Adding this will make retreating much more costly, meaning that faster units will become even more valuable (because they can retreat faster). Healers will be much more useful, rather than a side unit thats only useful in massive numbers. If this is applied to hunting, it will kind of make hunting overly easy (I have problems with the hunting system in general, but thats another topic) Some units should be immune, such as heroes, siege machines, some champions (Naked Fanatics would make sense lol) This will 100% increase snowballing further, since the more injured an army becomes, the less effective they are at combat, which makes them get injured faster, etc. I don’t think this should effect attack speed; if the idea is to show that wounded units can’t walk as fast because of they’re injuries, then how can they swing a sword at all; also, on the balance side, this just further increases snowballing, which is a major problem. Finally, just a simple request if this is actually implemented: PLEASE make this an optional component rather than a required one, modding is hard enough without going through hundreds of template files to add this to them.
  19. IMHO, I think applying it to all units would encourage snowballing. I understand it creates an incentive to use healers, but perhaps they could be improved to create the same incentive. I like it for hunting, and it could be fun with certain special units like heroes or mercenaries.
  20. I had realized I completely forgot to describe the weapons and armor of the Sardinians, so this is part 2 electric boogaloo. What we understand of the Sardinian forces comes almost exclusively from what we find in the Nuraghe towers. Ptolemy II only does a brief mention of them in his works, and despite extensive contact between the two superpowers, neither Carthage or Rome wrote anything down about them. However, several unusual sources do describe the Sardinians in more extensive detail. Across most of the northern half of Egypt there are many reliefs detailing Egypt's fight against the Sea Peoples, namely the Denyen, Peleset, and the Sherden. These reliefs provide copious amounts of detail as to what the Sherden wore, and being on an isolated Island until the rise of Rome and Carthage, we can assume that the Sardinians wore similar or nearly identical gear to the Sherden by the time of the Punic Wars. Two of the most important details were horned helmets and a unique bronze chest plate that appeared like wrappings around the warrior. While horns on helmets are often dismissed as works of fiction (especially when it comes from sources notorious for being propaganda), archaeologists have also found Bronze Statuettes on the island of Sardinia depicting soldiers with horns on their heads. This could easily be dismissed as something of a religious symbol, but both the homeland and an invaded people depicting the same warriors with helmets on their heads would give me reason to believe they did have horns on their helmets. Another thing is their shields. Unlike most other shields of the bronze and iron age, Sardinian shields appeared to have bosses or even a spike on their shield. I also believe this could be true and not fiction, but there hasn't been anything else I could find on this. One last thing to note though is that one of the Nuragic bronze statuettes depict the warrior holding swords on his shield. Just a neat detail. Besides Bronze armor, They might've used leather armor as well, in the form of a simple corselet, or even protecting the thighs as well. Again, I can't find much else on the matter. Their swords appeared to be typical of Bronze age swords of the time, as would've been spears, bows, and javelins.
  21. @Dakara Right, possibly there needs to be a distinction between attack speed reduction and movement speed reduction - and for both suitable values need to be evaluated hence sugested to implement as a mod for testing.
  22. i'm just trying to think how it would complicate battles, you couldn't really retreat then without sacrificing units to cover the retreat (which is realistic). It would also make healers way more important (and maybe require people to maybe obtain them sooner.
  23. https://www.moddb.com/mods/maori-0-ad/downloads/maori-0-ad-v110 This is my first 0AD mod and was originally part of a uni project. It adds new techs, buildings, and units to the game like the Pa or Waka. I would be keen to do some future updates to it, so any feedback is definitely appreciated!
  24. The first time it happened we didn't understand that the game went out sync and my brother ran another instance of the game, just at the end we realised we were not at the same game for a while, because we were playing at the same time against the AI. But I will try that if it happens again. Another importante thing for me is that here where I'am, when I'm playing at my PC that has a much better graphic card, it is not rare to have a short power loss. And as I have a public IP address usually I'm the host for the match and if there is a power loss we lose the match. It happened twice last week and that was frustrating.
  25. Yes, just add to the user.cfg the config: host.autosave.interval = "60" the value is set in seconds.
  1. Load more activity
×
×
  • Create New...