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  2. Does he have some where he explains stuff? I'm not sure watching him doing ~hundred clicks/second will help much...
  3. Hello @Ludwik, first of all welcome to 0 A.D. i recommend you to see some ValihrAnt videos on YouTube. I am sure you will learn a lot of him. Here mates gave you good advices that I suscribe. I would tell you also to start focusing on eco playing alone, becouse it is the main reason you lose vs the AI. I am 101% sure that is the reason. Make fields closest to cc so you dont lose time walking to gather resources. Also storehouse nearest to woodline possible. Try to avoid iddling time... As you can see this game is about using your resources with the maximun efficiency possible and lose the less time always. Also Never stop producing units. Try this and you will see you kick izi the AI I hope to see you on 1400s soon! If you see me on lobby ping me if you want more deep advices!
  4. Just tested historical mod playing Spartans and they have a similar system with their Women, Helotes and CS: Women and champions can be trained in the CC while Helotes are trained only in a separate building. Champions cannot do anything except fighting (but they do it very well obviously ), Helotes can both gather and fight. Oh, and CS are trained in separate camps. Seems logical and diverse enough, at least for Sparta.
  5. I sent it for the reasons given by @Radiotraining The bugs are some missing textures and missing tooltips warning that I can't find.
  6. ok earlier raids, but those will not finish game most likely. With less resources, Tier 3 structures, Fortress, unlock champions technologies, Siege units and at the end producing metal-heavy champions will be slower. Maybe women gather rate increase for wood/metal/stone will be required? But yeah, the best to find out is by testing. edit: yeah maybe less spam is even better. Now game is too spammy anyways.
  7. It sounds very interesting and strategic. There could be variants depending on cultural groups and civilizations? To make the game more asymmetric.
  8. Well if you can edit text files you should be able to do most of the work If you can run scripts you'll do it faster. And I suppose the remaining bugs will be blender related.
  9. He made an amazing job at updating the mod to the current A27 version of the main game and fix main compatibility errors. Of course, there's also the official page on Mod.io for the a26 version that other great contributors have made available: https://mod.io/g/0ad/m/millenniumad#discussion Hopefully I will be also able to assist Lopess and improve the mod in the future
  10. I'm curious because @Lopess has access to both.
  11. Link to the original, if anyone is interested: https://github.com/0ADMods/millenniumad It's obviously out of date.
  12. Which mod? Do you mean the oddity detector? That one should work with 0.27.0 and 0.27.1 in my tests. What is the error?
  13. @Lopess why are you linking to your fork ?
  14. I tried using the mod with the latest alpha, but it throws errors on launch. Might need some updates to match the current version’s changes in structure or commands.
  15. Anyone else miss the Millennium AD mod?
  16. Yesterday
  17. I managed to solve the problem, it seems that the problem was occurring because civilization begins without a civic center and in technology it had to have the first phase and this was generating conflict, after I removed this it worked
  18. Community Mod, if the change is approved by the main balancing/gameplay team. Otherwise, other mod or as an addition to "Two-gendered Citizen" mod. It would encourage earlier raids, as CS are now bad at collecting wood so you are forced to make pure eco citizens (who are weaker) if you want to boom. You'd still have to mix eco and military units if you want to play it safe, it's just that now you are hurting yourself economically while doing so (as you should).
  19. A bit "brainstorming predictions" (I've just made up that term haha)... I guess it would impact mostly Phase 1 as Food&Wood are the resources you need then. This sounds right to me as otherwise, we may slow down going to Phase 3. But now that I think, maybe that'd not be too bad actually b/c usually in my games I am able to do (almost) all upgrades (eco and army) simultaneously. So maybe if we slow down metal/stone gather rates for CS , it would slow down all these? But how games would look then would it prolong fights even more? Anyways, I threw these thoughs in hope it could help. Sorry if that would lead to overthinking. P.S. would you test it in Comm-mod or brand new mod?
  20. Thanks , but it's a sketch/invitation to make a complete map of all unit relationship. As said, primarily to give some kind of framework to unit balancing but it could also be useful for curious people learning the game.
  21. It also boosts the gather rates by 20%? I remember seeing higher gather rates for economic citizens on the Structure Tree when I tried to "glue" it on A27. An icon next to the Female Citizen? But, that will just confuse people. We can just reuse the mod and lower the CS gather rates for food and wood. Maybe even for all resources if the testing phase allows it.
  22. Maybe I am wrong, but basically the "two-gendered citizen" mod (in A26) was getting quite close (women and men as standard citizens able to gather resources, but had poor fighting abilities). The only change instead of just depicting male and female citizen with the same gather rates (high for food, low for everything else), would be to determine a gather rate for male citizen and a different one for female, right? The only difficulty is now to allow creating intentionally a number of males citizen with a certain gather efficiency and female citizen with a different rate. IIRC the "two-gendered citizen" mod just arbitrarily added two different avatars with the same properties.
  23. Thank you all for your input. The thread was opened to discuss the current meta and find a way to add more choice in the early-mid game. I propose just two changes for now, so you can ignore the drastic changes mentioned in the OP post. 1) Add a new male economic unit (Male Citizen). Give him the same gather rates as the current ones for CS. 2) Lower CS gather rates for food and wood by half but keep the stone and metal gather rates for now. We can discuss further changes once these get tested. AI should also be adjusted to train this new male citizen and avoid using CS for food and wood (use CS only for mining).
  24. Thanks! ONLY issue with it right now is we are still discussing/rebalancing/retweaking things as they come up, so you have to "update" aka redownload a lot. BUT the more people who try it and provide feedback, the sooner we can get a polished version on mod.io!
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