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Kinostart_poutt joined the community
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That may be a little too complicated, maybe the raw metal that you have to refine, that might work, you could have your transporters go to a forge, it goes from raw to cooked metal, then it goes to your civic center. But that might make it hard though, even wagon trains or transporters would be hard to manage. It might be better to add in 1 smaller change, then add in 2 changes, instead of doing them at the same time, then you can get used to the one, then lean how to do the other one
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Extremely aggressive, attacks in force and frequently, ages up as fast as an experienced player would. I know that I found it much, much more difficult that Easy at the time. I heard that The Conquerors expansion made it even stronger.
- Today
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Iirc it's the lowest difficulty level where the AI will age up sooner than you, and builds up to ~35 Villagers. I think it's also the lowest difficulty level where it starts an attack on its own. In other words it's on a level where you can't beat it anymore with randomly clicking on the screen, but actually have to play with intent. edit: Oh wait, AoK AI. Don't remember anything from those days.
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Mauryan Elephant Archers shouldn't respond to "Idle worker" hotkey
Obelix replied to Deicide4u's topic in Bug reports
There's already an issue for that: #7454 (Incorrect Unit Classifications for Idle Worker Hotkey). -
How many observations? In earlier versions I knew when I could expect all enemy teams at my doorstep, but I feel that has changed and there's more variety of how it plays out.
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I have made FFA and more than two teams, and that doesn't exist. They almost don't fight each other, they come everyone against you.
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We could base the Wonder off of the 5th stupa from Nalanda: I've already given the Guptas (and Sasanians) a University structure, which is classed like the Library of the Successors. Same function, reducing tech research time with the 'Scholarship' global aura, but could be built in an earlier phase. I can put any special techs in the University. What think? This is a great special tech. I'll include that for sure. The tech icon can be a white horse with an aura about it. A good idea for a Special Building. Perhaps build one and it adds +20% capture resistance to all other structures. Something like that.
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Indeed! For DE, non-combat heroes are a thing. Each civ can have 4-5 heroes, so having 4 combat heroes or emperors, plus 1 non-combat or non-emperor/leader hero adds some nice variation and choice. It's good if not all heroes are "kings" or generals. Chanakya for the Mauryas is a great example.
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I definitely still need ideas for all categories! 4 heroes and their bonuses Unit references (for textures, props, and training roster) Mercenary Unit ideas (at least 3) Unique technologies Civ Bonuses Team Bonus Catafalque
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JosephCip started following Problem with Codebox
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Kids can be very, very good at playing 0 A.D. and many other games as well. The AI is, in fact, very easy to beat with a bit of practice. And you don’t need to defeat the AI on Very Hard before moving on to multiplayer. In the lobby, you can find all kinds of player profiles and skill levels. it's not all tryharding. The AI needs fundamental improvements instead of compensating for its weaknesses with production and gathering handicaps. Things like better decision-making and creativity. As it stands, the Very Hard AI is much easier to beat than the AI in StarCraft II on Brutal. Also, this game is far less click-intensive than others in its genre. Improving the AI and adding campaigns would be a major contribution to retaining and growing the single-player community. There’s a lot of work to be done, and not enough manpower.
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Thank you. Putting this here for future reference: I think mimicking this aesthetic style would still be nice:
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I think one of the many Maya glyphs would be nice, but I don't know if there's one simbolising the Maya people. The closest I can do for now is to give one referring to one of their main cities, Tikal (the Maya lived in city states, not a unified empire, so it's like I'm giving you a glyph for Athens representing all Hellenes): https://www.famsi.org/research/pitts/MayaGlyphsBook1.pdf, on page 72, maybe the one on the right is the better one (all 4 glyphs mean Tikal, they had many ways to write the same thing).
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@Stan` and I have actually started a repo for Empires Besieged here: https://gitea.wildfiregames.com/0ad/empires_besieged. The last change was 11 months ago, but I'm working on things in DE (Guptas and Sasanians; a big thank you to @Duileoga and @Lopess) which will directly translate to EB at some point in the future. So, whether EB becomes it's own "game" or an "era" or an "expansion" or a "release" is up for debate. I personally advocate for a "0 A.D. Eras" concept, where players can swap between eras (Empires Ascendant, Empires Besieged, Masters of Bronze, Millennium AD) and only play those civs, or choose to play with all civs available at once.
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I would love to have such a feature in the game for multiple things, such as wheat fields. But for now, what I mean is that we can have different variations of the structure so that it will look different sometimes when you build one (like how there are helmet variations).
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Yes, that's totally understandable. Regarding the "multiple actor variations", does that mean one chooses, or could it be that the mound evolves from pebbles to grass with time? That would be nice if possible.
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Nice catch. Any suggestions for a more accurate "symbol" representing them?
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I like having multiple actor variations for the Royal Kurgan. Good idea. Ideally, I would agree with you. But I think with some civilizations, cultures, factions, that it's more difficult to pick a specific structure (see: Cimbri). So, picking a type of structure is okay, in my mind, especially if it's one of that culture's iconic structures. Kurgans definitely fit that bill! I like @Grautvornix's suggestion of having multiple actor variations.
- Yesterday
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And that's perfectly fine, Normal should indeed mean an experienced RTS player crushing the game after a couple of weeks. Easy should be for RTS casuals, Very Easy for RTS beginners, and Extremely Easy could be basically what Sandbox is (removing the name Sandbox just to be more consistent with nomenclature). One would then have Hard, Very Hard and Extremely Hard, ideally quite separated between them, for something actually challenging (Petra stupidity allowing). On these levels, unit upgrades should indeed happen, but it seems for some reason it's somehow hard to code. In any case, I have not seen a 1v7 on Very Hard yet, after all overwhelming numbers can sometimes make for plain stupidity.
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Well, a big part of "war" and "strategies" is logistics, and defending supply lines gives a depth beyond smashing against towers and fortresses. Funnily enough yesterday I was thinking about dropsites having a resource count and maximum capacity. You would indeed need to think how to automatise stuff to reduce micro as much as possible. For more economic buildings, just go more realistic: a mine could be built on some mineral resources (like in Rise of Nations), what you extract is ores, then a smelter or foundry would give you the metals, which can be sent to the blacksmith, or others. Maybe that's too much, but games like Caesar III work like that. For example, the idea was that wood can be stored in some warehouse, from there it can be sent to construction, or exported, or if you build a woodshop it can make furniture, which can be exported for more money, or sent to the market, which your population acquires, again maybe a bit too much, but that's the idea. Check that game maybe.
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@Thalatta, while I somewhat agree with you, the truth is that the AI has some serious flaws, and games against it start to feel samey after a while. Case in point is the 1v3 game that @ittihat_ve_terakki has shared. The AI is just plain stupid, doesn't upgrade its units and wastes them frequently on useless attacks. Only after reaching the City phase, the attacks start to become huge. Any experienced RTS player that sticks with the game for a couple of weeks will be able to crush Medium Petra.
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Exactly. I've actually thought about all this the other way around: I wanted to introduce "upgradeable" Achievements (which I enjoyed in games from Kingdom Rush to Sins of a Solar Empire), and at the same time I came across difficulty levels and PvP focus comments, so it all fell into place. I think from combining all these problems and views, a nice solution that makes everyone (or most) happy can be achieved.
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Thanks for the comprehensive answer! @Thalatta Indeed, there are many different playing styles - from competitive MP to relaxed SP (my favourire as an elderly guy). My intention was to start a discussion on naming the various playing levels and referring to them in a way that does not discourage people from trying out the game. Probably too much concerns as everyone should be able to find out that there is an easier setting if a game is too difficult as a beginner when set to "medium", same as there are means to make it more difficult (increased diffulty setting, more adversaries, higher speed, less resources etc.). Just, when initially "opening the box" default setting should be such that people can apprecviate the beauty of the game and its historicaly-appealing gameplay while challenges increase slowly.
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