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Interesting. Seems if you want to use Corrals for passive income the most efficient strategy is build one Corral, slowly fill it up with Goats as they recuperate their investment the fastest, then build another Corral until you have 6-7. If you only produce from 1 Corral you are never more than -100 Food and are in the positives after 5 minutes. If you also produce from full Corrals and the newly build one you also never more than -100 Food but in the positive after 6 minutes. If you want even more passive food income you start to replace Goats with Cows. x If you use Corrals for active Food collection it is annoying that the auto-queue is stopped after hitting 50 cattle. Otherwise you could set your Corrals to 2 batch of Cows and have 2 cavalry constantly gather them without any need for micro. You are in the positives after about 140 seconds. In the late game it seems to be really worth it as for every Corral and 2 cavalry you can delete 12 farmers have about the same food production. x Now that I think about it maybe you can transition from berries to Corrals. Build a Corral, have it auto-queue Goats or Sheeps. In batches if you have the resources for it. Reduce the batch sizes of Civilians for it. You will have less Civilians overall but as 2 hunters gather as fast as 5 farmers (or 4 with the first upgrade) you still have the stronger eco.
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Yeah, if I have some time, I could update it or anyone with the script and a LLM. Just describe the stats in full detail. But to me this seem to be too obvious to put in that effort of typing the stats and debug it. First comes the berrys, then hunt/fish, then transition to fields. Corrals with slaughtering seems not to be the meta atm.. In earlier alphas I liked to have corrals, a temple nearby, wounded cav could work and heal by aura. But it was never a question of either farm + upgrades or corrals. Farms are a must. ... (well one exception was survival of the fittest were there were once no farms, but corrals)
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That was a thread about a mod, not a discussion thread. I hope a mod moves all the garbage posts from there to here.
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Deactivation of unencrypted lobby connections
AlexHerbert replied to Dunedan's topic in Announcements / News
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Have already done that... Thats what Classical Warfare AEA is, but using the same engine etc as 0ad. Just supposed to replace a lot of the historical inaccuracies.
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use pyrogenesis to make an new entire game "AHA" i.e. as historical as possible, that should fix all these disputes
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hehe true, yes some things can never be truly indicative of what life really was like, and who did what and how, where and when
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As I said in the first place. It's a way to represent the family and community activity in agricultural tasks. You will find contradictions if you want, this is a game. Men didnt carry big perfect square iron block into fight and magically makes them disappear when engaging into battle. Yeah. And it will be good to have specific voices in the future for answers and spaw of these units bc right now it creates confusion.
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Im fine with thee idea of gendered civilians, in fact I kinda of like it if its more historically accurate which I agree to some degree it is. I guess we will just have to change the gathering rates a little in Classical Warfare AEA
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Is obvious! they are so used to carry heavy equipment that become stronger. ( joking xD ) I can't anwer that, i'm sorry here's the audio/fullwomen mod. there two options you can chose:
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But "you" aren't being consistent in game IMO. Why is a citizen soldier who is carrying armor and weapons FASTER at gather than a male civilian who's task it is to gather? That throws me off more than adding gendered civillians. Like why can some men fight and gather resources faster than other men? "In an effort to improve historical consistency, we have replaced the visual appearance of civilian units. Previously described as a "female citizen", the basic economic unit is now called the "civilian" and has male and female models."\ While they are more economical to train... they still aren't really eco units in my mind when "cs soldiers" gather 3 out of the 4 resrouces faster.... its why you see very few pros if any using all "civilians" or "women" to gather stone, metal.
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OK but if "women/civilians" are eco units, why are they slower at eco? can you link me to the other thread?
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Hi, @Emacz The reason is historical consistency. You can check the release annauncement for more information, there is an specific title explaining this here: https://play0ad.itch.io/0ad/devlog/1399284/new-release-0-ad-release-28-boiorix AFAIK, agriculture was a family and community activity, in which men, women, and children participated, although with a division of tasks. And this change aims to represent that. To be more specific, someone with historical expertise could provide a better explanation.That said, the lack of distinct male audio feedback separate from the citizen-soldiers is a regression in the UX that will need to be addressed in the future. Also, there's a already a mod if you want to go back with this.
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So that you don't have 50 females and 5 males in the first 5 minutes of the game. Among other things. Read the official announcement of R28. Someone else already created a similar thread.
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Emacz started following Genedered Civilians
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So this is something that has been bothering me since a28 was released. What was the point of gendered civilians? I like to think I'm about as PC/liberal as they come but I have several issues with them. First off historically most human societies were men driven, where women had little to no power or rights. Aren't we trying to represent 500 BCE to 500 CE or there abouts? Secondly why would a civilian male who is wearing no armor be slower both in movement speed and in gathering resources? In fact, even women might be able to gather as fast or at least have more carrying capacity since again in a lot of societies that was one of their prominent roles. So was the decision to just be PC? to somehow improve the game play?
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They won't be in the main game but they will be used in Delenda Est.
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When you connect to the multiplayer lobby, 0ad uses a secure, TLS-encrypted connection by default. However, up to now we also offered the ability for players to disable that encryption. This won't be possible from some time tomorrow (2026-03-06) on anymore, as we want to improve the security and privacy of our players. For the past two weeks, every player who disabled TLS-encryption in the past, and therefore connected to the multiplayer lobby with an unencrypted connection, received a notification to change their configuration to enable it. If you haven't followed these instructions or just haven't connected to the multiplayer lobby since then, here is what you have to do to continue to be able to connect to the multiplayer lobby: From the main screen of the game, navigate to "Settings" → "Options" → "Networking / Lobby" and enable "TLS encryption" there. As an alternative you can also locate your 0ad configuration file and change lobby.tls = "false" to lobby.tls = "true" there.
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@DesertRose You might find this interesting
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corrals needs food before generating any meaningful amount :/
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why are you making these AI images anyway? don't tell me..... you want to use them in place of the hero icons?
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My playstyle, I go plow some veggies you go milking cows its not my problem. Plus when I do want to corral its usually late game type of thing slowly transitioning as my food is 10k and my citizen goes missing over time...
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Micro. Your APM is better spent elsewhere.
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Funny Relevant Videos and Memery
Tapothei replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
0 A.D. - The Feminists Guide to beating Very Hard AI I don't know if this was shared before, but this video was the one that made me win against VH AI when I first started playing. The idea I understood was defend against the scouting army then build amass of units first before attacking. The humour is what made reach the end of the video. So if you can apply funny stuffs in future campaign, its quite a personality. -
What's the advantage of Fields over Corrals? 1 cavalry units gathers Food about 7 times faster than fully upgraded 5-man Fields. Or about 3.5 times as fast if you consider the cost of the animal. If we scale that up: 20 cavalry units, 15 Corrals, Stockbreeding -> 2000 Food, 1000 Wood + 1500 Wood + 100 Food -> 2100 Food, 2500 Wood 70 civilians, 12 Farms, Iron Plow, Gather Training, Fertilizer -> 3500 Food + 1200 Wood + 900 Wood, 600 Metal -> 3500 Food, 2100 Wood, 600 Metal So the Corral setup costs less overall resources, the units are trained faster, you save 50 pop, the buildings take almost the same time to be build, Corrals take up less space, cavalry is harder to raid than civilians, and you can slowly garrison cattle into Corrals and get an even bigger advantage. Why should you use Fields instead?
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