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  2. I had a staff lineup, but I need to develop the idea further. The staff needs to be upgradednor gain experience. Based on that personnel, the ship gains different stats.
  3. Today
  4. gui/gamesetup/Pages/GameSetupPage/Panels/Buttons/BalanceTeamsButton.js gui/common/network~LocalRatings.js Here's and update with small bug fixes and readbility impovements to my mod of @ffm's mod. The general value of this mod is a quick, concise suggestion about whom to swap to improve the balance using the "/suggest" command. For example: CURRENT: 59%/41% Team 1 Stronger SUGGESTIONS aop <> rambo9: 50%/50% Even or Subzero57 <> Fuzzy_dcuk: 49%/51% Even Read more in my previous post in this thread. network~LocalRatings.js BalanceTeamsButton.js
  5. I was thinking of just going with a generic captain that every civ has, maybe with different stats based on how good of a navy they have. Or, what were you thinking?
  6. I just watched a replay of a game and noticed a strnge thing in the star player's barracks. They would all instantly produce units at the same time EXCEPT, they would be different units. You can see in the attached screenshot, some barracks would produce slingers, and other pike men. At other times, all the barracks would instantly produce units but in different quantities. Some 2, and some 1. To me, it seems like you need several clicks to make that happen, so the fact that they all started producing at the same time, but in different quantities or different units is a sure sign o fsome kind of auto queuing. Thoughts?
  7. We must try to break the symmetry of the game. There are the non-imperial civilizations, those of a tribal style. Celts, Germans, Iberians... Then there are those whose destiny is to conquer nations and bring civilization to others. There are others that seek to be in the middle, like certain Greek cities. Honestly, the game should change its gameplay according to the culture. There are some who want to live in the land of their ancestors, the land of their gods, to be free, and others who will seek to enslave everyone and demonstrate that their tribe and nation was the one that would bring order to others.
  8. There's a city builder mod somewhere on the forum or something.
  9. @Asher I can download your mod, run some tests, and provide you with a report (it will take some time).
  10. And what does it look like? I imagine a concept where the ships have a symbolic crew.
  11. Did an update and added a ship captain, which someone suggested (I think @Nicolaus_von_Kues). I would like some help with this, so if anybody wants to, just say so
  12. Yesterday
  13. One thing I've found, I think Spartans are actually better than Romans. Maybe that is just with my strategy though
  14. Ave! To get into the game, you could: slow down time lower the AI difficulty (via the cog when setting up a match) adjust the behavior of the AI, so you can get some folks working, build a few huts etc before the enemy annihilates you. Don't hesitate to ask questions, I'm sure you'll get helpful replies. glhf
  15. Welcome, @HELIOZAH! I recommend checking out this basic economy guide by ValihrAnt, who is one of the best (if not the best) 0 A.D. players. He happens to play Romans in the video! Although it was made for an older version of the game, the fundamental concepts it teaches still apply perfectly to the current version. You can also check out these channels for some fairly competitive multiplayer matches: https://www.youtube.com/@sneakep https://www.youtube.com/@0ADNewbieRush And if you want to watch live gameplay from another one of the best players in the community, you can check out this channel: https://www.youtube.com/@SaidRdzRTS Although there's no commentary, you can still learn a lot just by watching his technique! Good luck!
  16. One concern I have with the proposed slavery system is historical consistency. While most of the civilizations in 0 A.D. practised some form of slavery, the way slaves were used varied considerably from one civilization to another. For example, the Britons did not necessarily have the same system of slavery as the Romans or the Mauryas. From what I’ve started reading (I’m by no means an expert on the subject), slaves seem to have been used extensively in agriculture in many of these societies, rather than for mining stone or gold or gathering wood. Perhaps agricultural bonuses would make more historical sense for some civilizations, while others could have different bonuses depending on their historical practices. I also think we should consider how different civilizations acquired slaves, since capture in warfare, slave markets and other forms of enslavement did not play the same role everywhere. I think some historical research would be necessary before settling on a single system for all civilizations. It could help us find a balance between historical accuracy and gameplay without making the mechanics unnecessarily complicated.
  17. Hey, just wanted to introduce myself. My name is Sam but I go by Heliozah. I've been playing the game for roughly a week now and I'm loving it so far. It reminds me of when my dad and I played Stronghold. I'm more of a city builder game lover so I mostly focus on building up my city more than I focus on the war aspect, but I do enjoy that as well.. Just not when I first started and I was almost immediately attacked by the AI and barely survived... Just to have them come back and destroy everything again after I rebuilt everything lol I play as the Romans because come on... we all know they're the best! Anyways, I'd love to know any tips or tricks y'all have and just to get to know everyone playing.
  18. See Delenda Est for the simplest way possible to implement a slavery system. One complexity I'd like to add is to make the available slave pool be a global limit rather than per player. But that's about as much complexity as I'd add.
  19. Google "The Oxford Handbook of Palmyra pdf", first link (dokumen.pub). Chapter 12 start at page 179 (198 of the pdf).
  20. Local_Auxiliary_Units_in_Roman_Syria_Ico.pdf I found another strong one through Researchgate.
  21. I need a visual reference to draw a version; I'll draw it by hand. First, I'll do the basic version. What I see are auxiliary archers from the 1st-2nd century; I don't think they'd be wearing that. And then the closest thing is the sagittari from the 4th century. Do you have the link to the text ? I'll paste what I've read first. And if I find any visual support related to the text, I'll paste that too. https://doi.org/10.1093/oxfordhb/9780190858117.013.37 I found it but I don't have access to the chapter and the rest of the book. If someone could chat and take a look, that would be great.
  22. I would make them keep their posts, unless ordered otherwise. That is, the only difference with present gameplay would be that they could go from a section to another of the wall (or wall tower) by walking on top of it. Maybe that could be the default path (while unposting them first would make them take the shortest path through the ground, which might be not shortest in time if one adds a time to go up or down).
  23. Indeed one has to be careful with mainly two things: micro and snowballing. To avoid the first, one should get slaves through capture, trade, or bondage as automatically as possible. To avoid the second, besides the problems mentioned (limited amount/lifespan), risk of fleeing/rebellion should be up there. Issues like phenotypes or "immediate" conversion have to guide the actual mechanism for things not to be weird. There are basically two ways to introduce slavery: with just a number, or units. A number could be another icon besides population showing slave population, that could be increased by fighting (like Loot), either with a "slavemaster" present or not (that could be an andrapodistēs for the Greek factions, although I have to check if there's something more "legal"), by buying at the market, or by "converting" own workers into slaves (it should be better than just deleting what one doesn't need anymore). The number of slaves (which would also slowly decrease because of runaway slaves) would provide some economic bonus, but if it goes too high there's risk of rebellion (Gaia units could spawn somewhere in the territory, decreasing the number of slaves). This could happen if an army is obliterated and the free/slave ratio suddenly decreases too much (how this ratio should exactly relate to rebellions is up for discussion). Maybe they could be set free and transformed into workers to deal with that ratio (but at a food price, and maybe an "adaptation" cooldown or a count on how many are freeable at a given time). With units, everything would work quite similarly, just that instead of a bonus, one would use them for any task wanted (I'd keep using a different population icon for them). I guess what would need more explanation in this case is the capture mechanism, but this also depends if there will be a morale/loyalty system.
  24. Some modders use their GitHub repositories (e.g. 0ADMODS), some have their mod only on a local drive or their preferred cloud storage and yet other have a Gitea repo (f.e. Empires Besieged). It's impossible to give a general answer. I’m specifically interested in the nonviolence mod ! I think the repository you asked for is the .zip file posted by @Freagarach in the following thread: Just extract the container and you see the modded files on your drive. By changing those, zipping and uploading you're 'pushing'.
  25. Actually a slavery system could make more expensive units useful again in a non-violence ! I’m specifically interested in the nonviolence mod !
  26. I just saw your similar post... ... and got reminded on this topic: My problem with your proposal is that it shouts 'I minimize micro-management!' but in my game style it would lead to more micro-management bc units would not more be where I garrisoned them and sometimes I need all those 5 units at one place and then I have a problem.
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