Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Fixed in ModernGUI https://gitlab.com/4trik/ModernGUI/-/commit/7286640d11c85197e1c345dd720dd0e730b76cd0 Proposed fix for vanilla https://gitea.wildfiregames.com/0ad/0ad/pulls/8880
  3. Мы строим качественный каркасный дом в спб быстро, надёжно и по доступной цене. В последние годы интерес к каркасным домам только растет. Однако стоимость материалов и работ получается заметно ниже. Отдельные люди полагают их не слишком прочными либо недолговечными. Легковесность конструкции разрешает задействовать недорогие типы, включая свайно-винтовой и мелкозаглубленный ленточный.
  4. Decals mod for test, rome almost done. Starting with hellenic's civilization then persian's: decals.7z
  5. Today
  6. Hen file for test purpose: hen.7z
  7. We are proud of to denote a significant betterment to our indexing service, now SpeedyIndex indexes your links faster and more with efficiency than of all time before. Immediately the % of indexed golf links within 72 hours wish be higher. The changes are valid for tasks added from Sept 1st. fast indexing in outlook 2024 how indexing makes search faster fast indexing of linksys router fast indexing python fast indexing of linksoul speed index 23fe91c @index_systum77=
  8. Position: Web Developer Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes Are you sure you are not wanting to work on something programming related? (Then you don't need to send in an application form.) Yes Name: Andrew Long Email: andrewtlong@outlook.com Location: US/East Coast Availability: 5-10, maybe more depending on my workload. Age: 34 Occupation: Managed Service Provider / Web Developer / Founder, Crosswater IT Skills and Experience: 20+ years in the IT industry with web development experience / 10+ years in the MSP industry with self-hosting and development experience / Passion for building, configuring, and deploying servers and hosted applications. Motivation: I love building websites and web applications, and love being able to channel my creative energies into functional projects. I also love RTS games and have really enjoyed 0 AD thus far and being involved in any capacity would be wonderful. Personality: Part technologist, part builder, and part curious tinkerer, I’m happiest when I’m turning complicated challenges into elegant solutions that actually work in the real world. Short Essay: Not sure when, at least a couple years ago when I first stumbled upon 0 AD. I’d love to be involved for multiple reasons: I love RTS games and 0 AD really scratches that itch. Secondly, I’d love to be able to add another project to my portfolio / resume, especially one that I support and believe in. Interests and Hobbies: In my free time, I enjoy building things, whether that’s tinkering with servers and new technology, working on creative projects like theatre and stage production, or experimenting with small home projects like gardening. I’ve always liked learning how systems work and improving them, so even my hobbies tend to revolve around exploring ideas, solving problems, and creating something meaningful. Staff: No. Community: Reddit Favorite Game: Favorite currently is Graveyard Keeper. My favorite of all time is Rise of Nations. Work Examples: Portfolio: https://crosswaterit.com/demos
  9. I always say, refer to Earth 2150 for a great example of automatic supply lines. In it, units need ammunition, and there’s an ammunition building that produces a unit that automatically goes between that building and units that need ammo. The only thing one does is decide how many of these suppliers one wants, and the army should defend the supply lines. This is a great example of adding realism and novel game mechanics without additional micro. In 0 A.D., it would be similar to the Traders, but if possible even more automatic (a smelter could go to get the ores, a blacksmith could go to get the metal, this maybe going along with buildings having to have some base garrison to be functional). I would have these types of automatic units (Traders included) as a different kind of unit that cannot be selected unless some button is pressed (they are an annoyance most of the time).
  10. Again I love all these ideas, but yeah some of the "bigger" ones my be a little too difficult to implement right now. And we still have a lot of little stuff we can do to touch it up and hopefully make it more enjoyable for more peopel too experenice!
  11. I don't doubt most kids nowadays will beat me in 15 minutes, I mentioned them because they were mentioned, the point being that there are lots of other people that won't necessarily have a good first impression if Normal is not normal, a fact stated by the game itself. This is just a relabeling for them, to remove that artificial warning, and to open the door for upgradeable achievements (if that's wanted), none of this changes anything for present players. Yes, and I think the hardest AI difficulty should be indeed harder. But the point is 0 A.D. Normal AI being harder than most Normal/Medium AI in other games.
  12. I wouldn't know what to put exactly where, I can only give historical facts and others can distribute them and their values over those 7 points Regarding the Iron Pillar, “Delhi” should be removed because it was moved there centuries later. Regarding the Aśvamedha ritual, bear in mind that it's ancient, but I didn't find a documented record before the end of the Maurya, it appears more often with Gupta emperors (haven't searched a lot though). As I’ve mentioned somewhere, better if things that existed from before are civ. bonuses, while things developed at the time of the civ. are researchable techs. For techs, maybe some written works, many are just compilations of what existed from before (like the Mahabharata and Ramayana). For some I get wildly different dates, for example, for Hastyayurveda, a veterinary treatise on elephants (that could give them more HP), I’ve found from the 5th century BC to the 11th century AD, which is saying almost nothing. Same for the Sushruta Samhita, an important medicine treatise with focus in surgery, dating from 2000 BC to the sixth century AD (maybe could be a civ. bonus for regeneration). Most advances are perfected from preexisting things, but some techs relevant for the period could be: -Aryabhatiya: mathematical and astronomical treatise by Aryabhata, for tech speed bonus, maybe construction speed bonus if one considers its geometry useful for that. -Khanda: crystallised sugar, starting an important industry, could be a Market bonus. -Chaturanga: first reference of the predecessor of Chess, not sure what to do about it. Something important was wootz (first high quality steel, used for Damascus steel), but comes from South India and from before, although the Gupta mastered its production. On the other hand, something not that important is that the large, sweet varieties of watermelons were developed at this time. Regarding the military, to deal with invading steppe nomads, both archer heavy cavalry and sword heavy cavalry were introduced to become the main component of the army, supported by the more traditional elephants and light infantry. Their bows were recurved, but it’s not known if they were composite.
  13. Release April 19th, 2026: - All melee units now deal only hack damage. - Fixed a major balance issue with ranged infantry CS units having too many hit points, often inconsistent with their rank. Now, all ranged infantry CS have 55/65/75 HP, depending on rank. - Elite spear cavalry and cavalry spear champions now have very high pierce armor, being heavily armored ranged unit counter. Likewise, infantry spear champions, infantry champion pikemen and elite spearmen also have greater pierce armor, due to them having heavy armor and large shields. Spear champions now also deal less damage. - Defense towers, ranged units and Fortresses now deal less pierce damage. - Siege Rams now have more hack armor, to compensate for the fact that spear-wielding units now deal more hack damage. - Traders now generate less profit and are more expensive. The above changes are meant to finish the balancing portion of the mod. New features are increasingly harder to implement, due to many of them needing the underlying engine rebuilds. For the time being, this will be a final release of this mod. Have fun playing!
  14. Commercial web browsers auto-uninstall ad blockers now. Or flat out prevent you to install any because they are obviously dangerous security threats.
  15. 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
  16. 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.
  17. What does Premium offer that uBlock does not? Also with uBlock you do not need to log in to get its benefits.
  18. 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.
  19. There's already an issue for that: #7454 (Incorrect Unit Classifications for Idle Worker Hotkey).
  20. 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.
  21. This is a freaking awesome video and got me thinking about how pathfinding could simulate crowd and individual behavior.
  22. 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.
  23. 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.
  24. 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.
  25. 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
  26. 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.
  27. Thank you. Putting this here for future reference: I think mimicking this aesthetic style would still be nice:
  1. Load more activity
×
×
  • Create New...