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These could be considered: -Artemisia I for Persians (or Carians, if part of the game at some point): naval commander. The one from the battles of Artemisium and Salamis. -Artemisia II for Persians (or Carians): naval strategist and medical researcher. Sister/wife of Mausolus, ordered the construction of his tomb: the Mausoleum at Halicarnassus. -Lǚ Mǔ for Han: rebel leader that played a role in the restoration of the Han dynasty. -Teuta for Illyrians: not a playable faction still (eventually?), but since Gaia's units being more challenging has been mentioned, they could even have Heroes, and Teuta would be compatible with Gaia's piracy units (although I'd name them differently than Gaia, and reserve that for basically abandoned things).
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Probably not, but I think better not to drift towards the unrealistic direction. The big ships are one of the things I liked about the game the first time (and many have commented the same). I think it would be the wrong call to make things look more and more like any other RTS. I hope this is done at some point, would also solve the issue of strategising against ships with modified stats because of the troops being carried. Maybe. Personally I prefer battles that look closer to the Shogun 2 Total War ones, not so much on the side of numbers, but tactics. Although numbers is also good. On a side note, maybe different water depths could be considered, differentiated by color, which would be important the more relevant the bodies of water become: -Shallow: for the transit of most land units (except siege for example) and small boats. -Moderate: for small and normal boats, but not the largest ones. -Deep: for all boats. Maybe eventual bridges should not be built over it (except for the Persians, who could have also bridges made of ships).
- Today
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Resource regeneration
Lopess replied to MirceaKitsune's topic in Game Development & Technical Discussion
Thank you, this will be helpful! -
Resource regeneration
wowgetoffyourcellphone replied to MirceaKitsune's topic in Game Development & Technical Discussion
It's hard to know what is possible. Gotta dig through components and JavaScript which is not always intuitive for laymen. -
Resource regeneration
Stan` replied to MirceaKitsune's topic in Game Development & Technical Discussion
Oh boy I worked for so long on that feature. -
I'm thinking a vertical "twirling" animation--which should be very simple--would really sell it.
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AlexHerbert started following Wonders: what they need.
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Wonders: what they need.
wowgetoffyourcellphone replied to Perzival12's topic in Gameplay Discussion
I've started adding "Wonders of the World" discreetly to the game. There are several more in DE. I'd like to have a "Wonder of the World" game mode, similar to "Capture the Wonder" or "King of the Hill" in other games, where the script places a gaia-owned Wonder in the center of the map and the player or team who captures it either gains victory (after a designated time) or gains some kind of large benefit. We can retrofit the random map scripts to allow for the mode. In DE, I've kind of done it as a proof of concept on a couple skirmish maps, but I don't have the scripting knowledge to make it into a mode, let alone add it as an option for RMSs. -
They are not a realistic size any way you slice it. Neither is anything else in the game, now that I mention it. The only real reason to keep them "large" would be for turreting troops on-deck, but it's debatable whether that would be a bridge too far in the APM department. Maybe I'm nostalgic for the old Age of Empires: Rise of Rome deathmatch naval battles of my youth, when we'd all pick Greeks, Phoenicians, or Minoans and have 100 juggernauts per player duking it out on 'small islands' maps.
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https://gitea.wildfiregames.com/0ad/0ad/issues/8859
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What do you mean? this new info is only for one player as everything would be too much. The old one is still there, you may need to check your settings again.
- 516 replies
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- hotkeys
- autoassign civ
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Resource regeneration
wowgetoffyourcellphone replied to MirceaKitsune's topic in Game Development & Technical Discussion
Thank you for figuring this out. -
Instead of making the ships unrealistically smaller, why not make the bodies of water realistically bigger? And then one would zoom out a bit for a proper naval battle.
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I was thinking about this wonder issue some weeks ago. I think all wonders should have different effects, to enhance how each faction plays differently, while keeping it historically accurate. I agree that the "wonder tech" should be merged with the wonder, if that's the only thing they'll do. Also, I don't think the 7 Wonders of the Ancient World have the prominent role they should have, considering the time span of the game: 3 were built before 500 BC, the other 4 being built before 280 BC. The Persians have the Hanging Gardens of Babylon, when they should build the Mausoleum at Halicarnassus. I think they should start with the Gardens, thus working as a civ. bonus that could be captured or destroyed. Worse is the case of the Ptolemies, they have the Pharos (I would add “of Alexandria”, for everyone to get it just in case), yet it’s not even their wonder, but the temple of Horus (a bigger version of the temple of Isis). I would make the Pharos of Alexandria the wonder, and put the Great Pyramid of Giza close to them for capture, kind of another civ. bonus for the player to decide if and when to get it. This would make the wonder play of these 2 civs quite particular (historical ideas first, balance later). Their mentioned civ. bonuses could be called Echoes of Babylon (a known phrase, used in a book title, and a shoot out to the Voices of Babylon AoE campaign) and Sands of Time (another known phrase, the Pyramid is by far the oldest of the 7, the only one remaining, and hints at the race against time for capturing it). The remaining 3 of the 7 Wonders (not belonging to any playable faction) could be included in different game modes: the Temple of Artemis at Ephesus to be “rebuilt” at a specific location to win, while the Statue of Zeus at Olympia, if the map is continental, or the Colossus of Rhodes, if it’s on an island, could be captured to win (the scenario could start with Gaia building the wonder, preferably finishing it before a reasonable time to capture it after it’s finished).
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https://gitea.wildfiregames.com/0ad/0ad/wiki/Modding_Guide And also you have the full 0ad Wiki here: https://gitea.wildfiregames.com/0ad/0ad/wiki
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Asher started following Suggestions for 0 A.D. and Modding Guide
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Is there a basic, somewhat beginner modding guide somewhere?
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Resource regeneration
Atrik replied to MirceaKitsune's topic in Game Development & Technical Discussion
I was analyzing the commit from @Freagarach for regeneration to make some tooltips on it. Since there was an issue opened by @wowgetoffyourcellphone, and other modders might find it interesting, never know. @Emacz @Lopess It's possible now to give some arbitrary timer to resources for regeneration or decay, given certain states. For example, if you want dead animals to have some kind of decay you can do this: <ResourceSupply> [...] <Change> <Rotting> <!-- Add your new effect, name it however you want --> <Value>-1</Value> <Interval>2000</Interval> <State>dead</State> <!-- Add a state, "dead" or "alive" --> </Rotting> </Change> </ResourceSupply> The other interesting state supported is if the resource is currently being gathered or not (notGathered or gathered). <Spawn> <Value>1</Value> <Interval>2000</Interval> <State>notGathered</State> </Spawn> Above a current implementation in vanilla for Fishs. Below the results : Tooltips I added to ModernGUI for now. -
Is there a way to change certain map settings (like rain, darkness, or fog) during the game?
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Indeed, I always want to do the opposite, fill fields one by one. And if I send them to a filled farm, they already go to a nearby empty farm (not sure how far away the farms have to be for this to work). What!? How was I supposed to know this... there has to be some indicator for this kind of stuff (maybe there is?). I haven't played this game for too long. I agree that it would be nice for this kind of stuff to be added to the base game. I like this, although if the point filled first are the ones closer to the dropsite, not to add micro. They should. Actually, I'd like for unit abilities to be added, and them making a sound could have a temporal aura effect (maybe increased damage stats for now, but more realistically enemy morale decrease if this is added). I'd like to see day and night, seasons, weather, and other natural phenomena, eventually. In line with what was said before, I think they meant that they just become inefficient, since storehouse and farmstead techs would apply only to civilians. I think the idea is interesting (considering specialisation of trades), but faction considerations should be taken into account, since not everyone had the same dynamics between civilian and soldier. This could be solved by fine tuning which civilian, citizen-soldier and soldier units each faction has access to (and at which cost). For example, around the timespan of the game, Greeks and Romans would indeed mostly progress from civil militias to professional soldiers (that would find mercenary service more profitable than farming), but other factions like the early Germanics wouldn't make this shift in the same scale, and their armies (and male civilians) would mostly consist of farmer warriors even towards the end of the period (only later being more influenced by the Roman ways). All this would influence how the different factions should be played.
- Yesterday
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it doesn't show ally stats?
- 516 replies
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- hotkeys
- autoassign civ
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Planning production in advance by placing orders in a queue until the necessary resources become available also seems to me like a good compromise for those who are opposed to autotrain but would like to see an improvement in the current method. I think that to estimate the resources that will be available in the future and planning your queue accordingly when you want to use your attention away from production buildings is also a game mechanic that rewards experienced players and adds a nice new element.
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Why isn't 0ad on Steam?
Grautvornix replied to MisterPimmler319's topic in Introductions & Off-Topic Discussion
This could just go into the game as a kind of "game background" FAQ (with links to the forums specific topic). Not to be mixed with the "gameplay FAQ". -
There is a "put order in front" command you can use for this. Select your farmers, select the house to build with hotkeys or clicking on the GUI, then hold your "order in front" modifier key while you place the building. The civilians will build the house and as soon as they finish, they will continue with the order they had before (farm in this case) Little trick if you have at least one farm built already. Select your 10 civilians, shift+order to build 1 farm, shift+order to farm (on the old farm you already have), then shift+order to build the 2nd farm. This way, when they finish the first farm, the 10 civilians will continue with the go farm order and only the remaining 5 civilians will go to build that 2nd farm you placed. Do you mean that the ability of citizen-soldiers to gather resources should be removed? Correct me if I misunderstood. Removing this feature seems like a bad idea to me. It’s one of the most original aspects of 0 A.D. as an RTS.
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I know about this mod, and it hasn't received many updates in years. I created this thread hoping to find people with similar interests, hopefully you can find someone suitable.
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Yeah, though that would take animation, and I’ve had troubles TW animating Neph’s models in the past. I’ll do some tweaking. I might remove the musket balls all together, since in reality a missed shot would fly way far away, not hit the ground near the target.
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