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@Classic-Burger Please don't spam 4 posts in a row, there is an Edit button. Also, back when forums were the golden grail of internet discussions, that was called post-farming. Another thing, you should calmly collect your thoughts before posting anything. For example, you are constantly calling 0 A.D. a clone of Age of Empires. While that may be true in general part, it's a fact that this game has some unique features not present in Age of Empires. Features like Citizen Soldiers and capturing, Even the lack of a feature can be feature. For example, the lack of clear unit upgrade paths. Once again, as an author of this thread, don't spam post. It looks really bad and it makes me scroll more.
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jackwyatt134 joined the community
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I'll repeat it again in case it wasn't clear. I don't want them to be trained already made, like wow said. I don't want the entire battalion to be trained all at once.See video above. I want them to be trained based on the current formation. "Rise cohort". What would happen if that were the case? Some things would change; the life bar would go from being individual to group, therefore there would also be a defense bonus. I haven't yet investigated how it works this way, apart from what I said above. Group life bar. However, I don't like how the battle plays out in Praetorians. Watch the video above and notice that it gets messed up and they don't maintain the line. https://youtube.com/shorts/-CKWsq2RMyo?si=bVSRa-gY_JOPWoRz "Same problem" as in 0 A.D.
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OSRS Gold Methods: Best Ways to Make Money in Old School RuneScape Whether you’re a new player trying to build your first million or a veteran aiming to optimize your gold per hour, knowing the most effective OSRS gold methods is essential. Old School RuneScape offers dozens of profitable activities across PvM, skilling, and merchanting, and choosing the right approach can dramatically increase your wealth. This guide breaks down the top OSRS money-making methods, how much you can expect to OSRS gold earn, and what requirements are needed to get started. Low-Level OSRS Money Makers – Great for New Players Not all gold-makers require high stats. For new or F2P players, these are reliable: F2P wines of Zamorak – 300k/hr Cowhide farming – 150k/hr Iron ore mining – 80k–120k/hr Feather buying/selling – Simple flipping method These are perfect for building your first few hundred thousand GP. Final Thoughts: Which OSRS Gold Method Is Best? If you want consistent, low-risk GP, pursue skilling and Slayer. If you want maximum GP/hr, focus on cheap OSRS items PvM and merchanting. With the right strategy, any player can build wealth quickly and efficiently.
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How to Master College Football 26: Ultimate Playbook Strategies College Football 26 has redefined the football gaming experience, combining realistic gameplay mechanics, dynamic AI, and extensive strategy options. One of the keys to success in this edition is mastering the playbook. Whether you’re new to the series or an experienced player, understanding offensive and defensive strategies, formations, and situational plays is essential to dominate matches. This guide provides an in-depth look at ultimate playbook strategies for College Football 26. Understanding the Basics of the Playbook Before diving into advanced strategies, it’s important to understand the core components of the playbook. College Football 26 offers extensive offensive and defensive options, including: Offensive Formations: Shotgun, I-formation, Spread, Pistol, and Option plays. Defensive Schemes: 4-3, 3-4, Nickel, Dime, Zone, and Man-to-Man coverage. Situational Plays: Red zone, 2-minute drill, goal-line offense, and CFB 26 Coins fourth-down scenarios. Mastering these basic formations and understanding their strengths and weaknesses is the foundation of successful gameplay. Advanced Tips for Ultimate Playbook Mastery To truly dominate College Football 26, advanced players should consider the following strategies: Study Opponent Tendencies: Analyze how your opponent reacts to certain formations and adjust accordingly. Balance Risk and Reward: Avoid overly aggressive play calling that exposes weaknesses. Practice Situational Drills: Use training modes to rehearse red zone, goal-line, and two-minute scenarios. Exploit Weaknesses: Identify mismatches in speed, size, or positioning and target them consistently. Optimize Team Composition: In Dynasty Mode, recruit players who fit your preferred offensive and defensive schemes. Key Takeaways Mastering College Football 26’s playbook requires a combination of strategy, timing, and adaptability. Offensive success depends on mixing plays, exploiting mismatches, and precise passing, while defensive dominance relies on coverage flexibility, strategic blitzing, and situational awareness. By understanding formations, utilizing audibles, and studying opponent tendencies, players can gain a significant competitive edge. Whether you’re playing Career Mode, Dynasty Mode, or competing online, a deep understanding of your playbook is crucial for consistent success. With practice and strategic thinking, you can dominate the field, control the tempo of the game, and guide your team to victory. Conclusion In conclusion, College Football 26 rewards players who master both the offensive and defensive playbooks. By mixing formations, timing plays precisely, and adjusting to in-game situations, you can stay one step ahead of opponents. Advanced strategies, situational awareness, and knowledge of buy NCAA Football 26 Coins player strengths will help you dominate every match, whether you’re a beginner or a pro. By implementing these ultimate playbook strategies, you can maximize your performance and enjoy the full depth of College Football 26.
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What I want is for them not to get disorganized. (I left videos above) and if they get disordered, they gradually return to their original position. Another difference would be: if I take two battalions together, they shouldn't mix. That's different from formations.In formations, if I select 2 groups, they become a single group when I move them. For now, I have two ideas. The first one will require a lot of programming. For now, that's nothing complex in terms of realism. Note that I am not asking for flanking festures and other things. And no, I don't want units with moral system. Friendly fire maybe...
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Diablo 4 Season 11: The 6 Most Nerfed Builds After the Toughness Overhaul With the arrival of Diablo 4 Season 11 (Patch 2.5.0), Blizzard has redefined how survivability works across every class. The newly introduced Toughness system replaces many sources of flat damage reduction, forcing players to adapt to a completely different defensive paradigm. This change impacts nearly every meta-defining build from earlier seasons, and Diablo 4 Items several popular playstyles have taken massive hits as a result. 1) Pulverize Druid Once considered the unkillable titan of Sanctuary, the Pulverize Druid has fallen from grace. Key Nerfs: Barrier uptime and Fortify generation are significantly reduced. Grizzly Rage damage lowered from 60% to 40%, and its scaling per second cut from 4% to 1%. Cooldown timing now begins when Grizzly Rage is activated rather than when it ends. Flat damage reduction has been fully replaced by the new Toughness stat, reducing total survivability. Impact: The Pulverize Druid is no longer the juggernaut it once was. You can still clear content, but don't expect to face-tank Uber bosses anymore. If you're sticking with Druid, it's time to explore Lightning Storm or Poison Creeper builds, which scale better under the new system. 2) Death Trap Rogue The Death Trap Rogue, famous for its fast resets and explosive clears, faces harsh cooldown and scaling adjustments. Key Nerfs: Death Trap and Poison Trap cooldowns have been slightly increased. Twisting Blades damage reduced by 10%. Combo Points specialization now charges faster but yields lower burst per stack. Impact: The infamous trap loops are slower, which reduces the Rogue's signature burst potential. While the build still feels fluid, it lacks the destructive power it once had. Many high-end players are pivoting to Penetrating Shot or Rapid Fire builds for more consistent damage. If you're optimizing new setups, you can buy Diablo IV Items like unique crossbows or buy d4 mats poison-enhancing gear to stay competitive without grinding endlessly.
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I think you need to modify the engine. I'm not sure.
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Wrong topic delete.
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There's an article talking about us
Classic-Burger replied to ribasvilanova's topic in Introductions & Off-Topic Discussion
https://interactivepasts.com/civilized-barbarians-in-0-a-d/ Another article. -
Nobody said an exhaustive simulation. This is not very exhaustive.(In theory) The only thing I disagree with about WoW is that the formation or battalion shouldn't be fixed. The only advantage this has is that the performance could be better. I'm not asking for flanks and other things. I'm saying that the battalion should function differently in combat. Correct, thank you, that's my point. Bravo. That's why there needs to be a department with a leader. You read what I wrote, tell me what you didn't. Read it again. I'm not saying that the ideas will be taken. I'm saying that it will be discussed (as it already is). And it gets filtered. And if something needs improvement, it gets done. But there must be transparency, a public document outlining what needs to be done or where the desired path is to be taken. ---Let's start again.--- Is 0 AD an open-source clone of the Age of Empires series with fewer features? Or does it aspire to be more? I mean, to innovate. Yes or no? I didn't say it has to be a full Total War game. But the formation should be useful and somewhat more immersive. For now, the battalions are useless and just an aesthetic banner. But not total war. I'm talking about the formations. I wasn't the one who started the conversation about the battalions. Wowgetyou..etc is right. Battalions could give it something unique, as I said before, not many RTS games work that way. The other idea is the idea of progress; that no longer has to do with innovation but with reinforcing the gameplay. The CS are very OP for the economic experience( the snowball effect), but I don't want to remove them. Something has to be done. From there, all that's needed are more game modes. Do you think these are very radical ideas? @real_tabasco_sauce Furthermore, I'm not the only one with these ideas. The change should be gradual and progressive, not a radical change. By sheet I mean a route to follow. Simple.
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Being a clone of another game seems to be the case, I suppose. Show me a recent design document.
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SonaBudsPreisDe joined the community
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Óscar-Bravo joined the community
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Battalions can be useful if it helps to create features such as directional attack bonuses and formation bonuses.
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Persian Highlands with 8 Players?
Grautvornix replied to casualPlayer's topic in Scenario Design/Map making
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Indeed pathfinding may be one of the main issues of bridges - walking on objects could be done with fields already (as they represent buildable objects) but finding a single entrance and exit while actually walking on water (denied area) may not be so simple for pathfinding. Again - in settlers 4 or 5, I remember you could build bridges only at pre-dertmined sites that neeeded definition in the map itself (defined entrance and exit points). Actually, should it be possible to build a bridge everwhere you want? This might be an interesting feature like blocking ships from entering or leaving a river or even denying access to a beach (if building a U-shape bridge)?. A bonus of freely positioned bridges could be that they could be possibly built on land as well (zero height above terrain) and would then be called "roads". I guess that would be a completely different game then.
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Persian Highlands with 8 Players?
LienRag replied to casualPlayer's topic in Scenario Design/Map making
Thing is, I was never able to play a scenario - how is one supposed to do ? When I choose a scenario in the maps, nothing triggers. -
So it should be a parameter somewhere, in order to make it work for everyone (those who like you want to control finely the repair actions, and those who'd prefer it to be more automatic).
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You already have that option, and it's on by default when you install the game.
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It is a major feature, and there are posts discussing it from A23 era, so it should have been implemented, or at least been a mod, by now.
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As I said before, formations should just be turned into battalions, with a bit of Warzone 2100 unit grouping added.
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I'm not the one who proposed adding battalions*, but the benefits from my point of view are: - streamlining formations, allowing us to tie formations to battalions, - implementation of battalion-specific bonuses for units that can form a battalion, - de-coupling gatherers from front-line units. In the long run, this will enable us to do all kinds of "battalion-specific" combat roles, allowing players to choose between stronger army or stronger economy. The units that are gathering resources obviously won't belong to any battalion, and they will, for example, need to drop-off resources in order to form battalions. Furthermore, individual units will be weaker than units in a battalion, - more opportunities for strategic positioning, decisions on when to attack and with what, etc. - implementation of a "shared experience pool" between units in a battalion. All units in a battalion will share the combat experience, and when an unit from a battalion dies, its experience is shared between the surviving soldiers. Cons would be the massive changes to the game's meta, and the cost of implementing all this.
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What do you think 0 A.D. lacks?
real_tabasco_sauce replied to Deicide4u's topic in General Discussion
@Classic-Burger I can explain why a sheet with a bunch of ideas doesn’t translate to an equivalent bunch of gameplay changes/features. gameplay changes should fit into the scope and style of 0ad, be compatible with existing features, not introduce unnecessary complication, while enriching gameplay. For example, users may suggest realism features, like capturing wild horses to give the player a 1-time discount on a cavalryman. However, that would conflict with other features, like siege speed, hero HP, as 0ad is not an exhaustive simulation. if every idea we came across was implemented as is, 0ad would be quite a mess, wouldn’t it? One other thing is that these changes require people’s work to get them over the finish line. So arguments for a new feature should either convince a dev to take up the task, or the arguer should try it themselves. And that means you may need to modify or walk back the original idea to get more people in agreement. -
What is the point of formations? Or more precisely, what are the motivations behind this wish? It seems to me that the motivations are mostly cosmetic. To give a total war vibe.
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Kongyawen joined the community
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사이즈출장마사지 joined the community
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Pathfinder and units walking on objects. It's not easy.
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@wowgetoffyourcellphoneN Within gameplay, we need a conceptual game department that decides to improve gameplay, not just balance. People who contribute ideas and people dedicated to programming improvements, gameplay improvements and that the way to get new features. Many ideas never progress beyond a sheet of paper with ideas.
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