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  1. Today
  2. The game is P2P so you technically always play on your own server. That's written in the FAQ did you read it ? You can play in LAN if your friend comes over and connects to your Wi-Fi you just need to get his IP.
  3. you can garrison troops into the building they train in with ctrl + click.
  4. Good ideas! By the way does anyone know for how long you need to keep soldiers garrisoned to rank them up? Can there be multiple level up trainings? (i.e. after a second stay in the barracks) I tried once to setup a chain of barracks, each one training 10 soldiers that are immediately garrisoned into the next barracks.
  5. In the case of AOE2/Starcraft, the parchment overlay is typically shown either before or after the mission starts, not during gameplay—it’s part of a GUI page. Meanwhile, the hero dialogue layout is used in-game, as it often highlights specific areas of the map, such as the player's starting position, key locations to reach, resources, enemies, and so on. That said, there are many other games where the parchment-style overlay is shown during gameplay and they can be combined.
  6. lovely graphs @ffm2 I find the tech and unit to be most useful if I've lost a lot of spears and want to protect skirms (with brasidas) even when i am depleted of wood.
  7. For those questions I made these charts. 9% of the sparta players do that research at about min. 16. Apparently I did it 2 times too, but it must have been at a time where I already won and just research techs that I find and can afford because I don't aim for this unit.
  8. After playing alpha 23 and alpha 22 for a bit, I'm glad that units got their armor lowered. Pikes with 10H/10P armor were nigh unkillable. This is without upgrades and aura bonuses.
  9. @TheCJ you get to the core of the problem. If others are confused be sure to read up on the booming=turtling discussion to see what causes the main issues with the CS system. For cavalry the citizen soldier eco/fighting balance seems to be pretty good when we look at the early game when hunt is available. The same can be done with infantry, its just more difficult. I believe we can absolutely still maintain a citizen soldier system with CS infantry being useful for eco, fighting, and building while introducing a male economic unit. The balance of the male eco unit versus citizen soldiers would be tailored to make the choice of whether to eco or fight with CS a less obvious one. Yes it will make the eco situation of the game more complicated as there will be more ways to boom, but the potential depth of strategy would be very worth it.
  10. Point taken about versatility. It's probably best to provide options for both. We can discuss what style to opt for with built-in campaigns when the time comes to make them. Might make sense to do a poll. About the "hero talking" mockup: In what cases would it be preferred over the parchment overlay? Could they be used in combination? How do other games do it?
  11. At least their farmsteads? That message came up more than once. Maybe the problem was that it wanted to fully convert their farmstead which was partially captured but didn't have the units to do it. Results may vary. My ally was a total dumdbutt; sent me thousands of wood and was still hoarding thousands more but didn't really build p2 structures nor built up any food producing eco. Orange on the other hand built everything and had a significant pop. Replay attached. commands.txt metadata.json
  12. An update: I've added colour to the hero icon, so now you know whose hero it is. Furthermore, I enlarged the minimap and added icons for cavalry units as well. antiherorush.zip Suggestions about icon schemes, colours and sizes are welcome. Right now I have not many ideas so I just take icons from chess
  13. Bug fix and adjustments: Statistics counter used to crash when you switch the perspective to Gaia, because the original rating symbolism code couldn't handle gaia's null value. My solution was to give Gaia a rating of 1200 and that prevented the crash. Player overlay was overcrowded with incidences of long names being split between lines or 2 short player names on one line. Now, I implemented an AoE style overlay without the shadows, restricting to 1 line per player. I also separated out the sections of Spectators and Missing Players Deleted some unused functions and variables to decrease performance impact. Return of Max and Min colour highlighting A new release has been built for the aforementioned changes; we are now on 27.0.5 The build environment was changed to Ubuntu 22.04 because GitHub removed Ubuntu 20.04 on 15th April 2025. This shouldn't affect any users, especially if you clone the code from source.
  14. So, what you're saying is...the Brits are untouchable? OT: The AI is indeed bugged and very inefficient. It can't develop well without excessive gathering bonuses.
  15. I agree that this would probably fit 0ad more. A monologue (or "citation") at some well-thought about point obviously wouldn't feel completely off, but in my humble opinion, a first person narration would feel out of place for 0ad. Also, you're all doing great work!
  16. Except that you wont be outnumbered, since your enemy is in the exact same position. If he decides to play aggressively like you, both of you will have similar soldier numbers and if he goes full eco, you will outnumber him, he might not even have any soldiers. The opposite is only true for 0ad; in 0ad an aggressive play will result in your army being outnumbered by someone that went for eco, since you have to walk to his base and his reinforcements spawn right there. ...Therefore you use res and time on units that dont eco. They shouldnt be idle. The mindset that a soldier that isnt gathering resources is idle is unique to 0ad; reconnaissance, defense, harassment all mean that a soldier isnt idle. Its just that in 0ad the economic benefit outshines any strategic advantage from any of the other occupations, thus reducing the valid uses of a soldier and making the game as a whole less complex, more streamlined and more focused on booming/"ecobotting".
  17. Another vanilla replay (no mods enabled). Rome vs Maurya. Quite an interesting map. RomeVSMaur_M.zip
  18. What the title says. And whatever that means: I don't like it. logs140525.zip savegame-1887.0adsave
  19. Good point, but actually it's fine, just put the mod stack in this order: ModernGUI will overwrite autociv and still give the lobby button: ModernGUI lobby as usual when you log in:
  20. The idea is fun, but every legionary must be able to go chopping wood during military campaigns. Especially the Roman army. Experienced soldiers cannot harvest (champions) and neither can mercenaries. We play the same game loL?
  21. You have to leave it open so that you can freely add audio( voice narration). The map ui uses pre-rendered graphics.
  22. Think of his rank, he would no longer be capable of doing forced labor due to his experience and prestige. It would be interesting if for every elite soldier and champion you could have slaves. He becomes a landowner. That would happen with the Spartans and maybe the Romans. Soldiers who gain experience no longer do the work of a laborer.
  23. Interesting work. However you are starting to edit areas already modded in ModernGUI (its lobby page also adds buttons, including 'option') and therefor it is breaking the historical compatibility/complementarity of the two mods.
  24. New feature: added an options button to the lobby that launches the settings page in an async subroutine In the base game, there is no way to change your settings once you are logged into the lobby! This provides you with the possibility of adjusting settings to optimum before game starts. If you have reached the gamesetup page, you can press Alt + L to launch the lobby page then press on Options.
  25. Yesterday
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