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Another idea is that you have to have a generating structure, let's say barracks, in side of a range of the dropsite, so the barracks can get the resources from the dropsite, to generate units. Then you may have to transport to the dropsite. But, like the other ones, this may be hard to implement. It also would be hard if we don't really have a coder. And like Emacz was saying: Maybe we should focus on what we have, make sure it is working properly, then we can add in new bigger ideas
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FooBar2060 joined the community
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Is the AI too difficult now?
BreakfastBurrito_007 replied to Seleucids's topic in Gameplay Discussion
Were these points addressed to AoE in particular or talking about the struggle for single player experience in general? I'm also a bit confused about what it means to have a multiplayer focused game? is that for the design of units, civs, and gameplay mechanics? or just that not enough effort goes into single player features? I would be one to argue that the competitive experience should always drive development of gameplay mechanics, and that this should not cause any detriment to SP or beginner MP players. Good gameplay features are ones that can be enjoyed by all levels but are difficult to master at the top level, and in order to get the skill depth it is important to consider how those features are used at the top level. -
Testing Snow Layer for winter maps. But that prob Will need an extra plane roof mesh
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Whoa! Since when do we have in sunny Ithaca? Is it a new snow texture?
- Today
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I understand that there may be some reports from frustrated players who quit the game because they couldn’t beat the AI, but there’s no solid evidence that “a lot of people” have a negative impression and/or abandon the game because of that. RTS games have always been known for being quite challenging. And if I had to put forward a hypothesis, I’d say that having engaging campaigns is far more effective for player retention.
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Lduvall joined the community
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"Follow Player" New Unit Focus Issue
Atrik replied to ittihat_ve_terakki's topic in Game Development & Technical Discussion
Fixed in ModernGUI https://gitlab.com/4trik/ModernGUI/-/commit/7286640d11c85197e1c345dd720dd0e730b76cd0 Proposed fix for vanilla https://gitea.wildfiregames.com/0ad/0ad/pulls/8880 -
Decals mod for test, rome almost done. Starting with hellenic's civilization then persian's: decals.7z
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Hen file for test purpose: hen.7z
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andrewtlong started following Web Designer Application
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Position: Web Developer Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes Are you sure you are not wanting to work on something programming related? (Then you don't need to send in an application form.) Yes Name: Andrew Long Email: andrewtlong@outlook.com Location: US/East Coast Availability: 5-10, maybe more depending on my workload. Age: 34 Occupation: Managed Service Provider / Web Developer / Founder, Crosswater IT Skills and Experience: 20+ years in the IT industry with web development experience / 10+ years in the MSP industry with self-hosting and development experience / Passion for building, configuring, and deploying servers and hosted applications. Motivation: I love building websites and web applications, and love being able to channel my creative energies into functional projects. I also love RTS games and have really enjoyed 0 AD thus far and being involved in any capacity would be wonderful. Personality: Part technologist, part builder, and part curious tinkerer, I’m happiest when I’m turning complicated challenges into elegant solutions that actually work in the real world. Short Essay: Not sure when, at least a couple years ago when I first stumbled upon 0 AD. I’d love to be involved for multiple reasons: I love RTS games and 0 AD really scratches that itch. Secondly, I’d love to be able to add another project to my portfolio / resume, especially one that I support and believe in. Interests and Hobbies: In my free time, I enjoy building things, whether that’s tinkering with servers and new technology, working on creative projects like theatre and stage production, or experimenting with small home projects like gardening. I’ve always liked learning how systems work and improving them, so even my hobbies tend to revolve around exploring ideas, solving problems, and creating something meaningful. Staff: No. Community: Reddit Favorite Game: Favorite currently is Graveyard Keeper. My favorite of all time is Rise of Nations. Work Examples: Portfolio: https://crosswaterit.com/demos
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I always say, refer to Earth 2150 for a great example of automatic supply lines. In it, units need ammunition, and there’s an ammunition building that produces a unit that automatically goes between that building and units that need ammo. The only thing one does is decide how many of these suppliers one wants, and the army should defend the supply lines. This is a great example of adding realism and novel game mechanics without additional micro. In 0 A.D., it would be similar to the Traders, but if possible even more automatic (a smelter could go to get the ores, a blacksmith could go to get the metal, this maybe going along with buildings having to have some base garrison to be functional). I would have these types of automatic units (Traders included) as a different kind of unit that cannot be selected unless some button is pressed (they are an annoyance most of the time).
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Again I love all these ideas, but yeah some of the "bigger" ones my be a little too difficult to implement right now. And we still have a lot of little stuff we can do to touch it up and hopefully make it more enjoyable for more peopel too experenice!
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I don't doubt most kids nowadays will beat me in 15 minutes, I mentioned them because they were mentioned, the point being that there are lots of other people that won't necessarily have a good first impression if Normal is not normal, a fact stated by the game itself. This is just a relabeling for them, to remove that artificial warning, and to open the door for upgradeable achievements (if that's wanted), none of this changes anything for present players. Yes, and I think the hardest AI difficulty should be indeed harder. But the point is 0 A.D. Normal AI being harder than most Normal/Medium AI in other games.
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I wouldn't know what to put exactly where, I can only give historical facts and others can distribute them and their values over those 7 points Regarding the Iron Pillar, “Delhi” should be removed because it was moved there centuries later. Regarding the Aśvamedha ritual, bear in mind that it's ancient, but I didn't find a documented record before the end of the Maurya, it appears more often with Gupta emperors (haven't searched a lot though). As I’ve mentioned somewhere, better if things that existed from before are civ. bonuses, while things developed at the time of the civ. are researchable techs. For techs, maybe some written works, many are just compilations of what existed from before (like the Mahabharata and Ramayana). For some I get wildly different dates, for example, for Hastyayurveda, a veterinary treatise on elephants (that could give them more HP), I’ve found from the 5th century BC to the 11th century AD, which is saying almost nothing. Same for the Sushruta Samhita, an important medicine treatise with focus in surgery, dating from 2000 BC to the sixth century AD (maybe could be a civ. bonus for regeneration). Most advances are perfected from preexisting things, but some techs relevant for the period could be: -Aryabhatiya: mathematical and astronomical treatise by Aryabhata, for tech speed bonus, maybe construction speed bonus if one considers its geometry useful for that. -Khanda: crystallised sugar, starting an important industry, could be a Market bonus. -Chaturanga: first reference of the predecessor of Chess, not sure what to do about it. Something important was wootz (first high quality steel, used for Damascus steel), but comes from South India and from before, although the Gupta mastered its production. On the other hand, something not that important is that the large, sweet varieties of watermelons were developed at this time. Regarding the military, to deal with invading steppe nomads, both archer heavy cavalry and sword heavy cavalry were introduced to become the main component of the army, supported by the more traditional elephants and light infantry. Their bows were recurved, but it’s not known if they were composite.
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Release April 19th, 2026: - All melee units now deal only hack damage. - Fixed a major balance issue with ranged infantry CS units having too many hit points, often inconsistent with their rank. Now, all ranged infantry CS have 55/65/75 HP, depending on rank. - Elite spear cavalry and cavalry spear champions now have very high pierce armor, being heavily armored ranged unit counter. Likewise, infantry spear champions, infantry champion pikemen and elite spearmen also have greater pierce armor, due to them having heavy armor and large shields. Spear champions now also deal less damage. - Defense towers, ranged units and Fortresses now deal less pierce damage. - Siege Rams now have more hack armor, to compensate for the fact that spear-wielding units now deal more hack damage. - Traders now generate less profit and are more expensive. The above changes are meant to finish the balancing portion of the mod. New features are increasingly harder to implement, due to many of them needing the underlying engine rebuilds. For the time being, this will be a final release of this mod. Have fun playing!
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That may be a little too complicated, maybe the raw metal that you have to refine, that might work, you could have your transporters go to a forge, it goes from raw to cooked metal, then it goes to your civic center. But that might make it hard though, even wagon trains or transporters would be hard to manage. It might be better to add in 1 smaller change, then add in 2 changes, instead of doing them at the same time, then you can get used to the one, then lean how to do the other one
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Extremely aggressive, attacks in force and frequently, ages up as fast as an experienced player would. I know that I found it much, much more difficult that Easy at the time. I heard that The Conquerors expansion made it even stronger.
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Iirc it's the lowest difficulty level where the AI will age up sooner than you, and builds up to ~35 Villagers. I think it's also the lowest difficulty level where it starts an attack on its own. In other words it's on a level where you can't beat it anymore with randomly clicking on the screen, but actually have to play with intent. edit: Oh wait, AoK AI. Don't remember anything from those days.
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Mauryan Elephant Archers shouldn't respond to "Idle worker" hotkey
Obelix replied to Deicide4u's topic in Bug reports
There's already an issue for that: #7454 (Incorrect Unit Classifications for Idle Worker Hotkey). -
How many observations? In earlier versions I knew when I could expect all enemy teams at my doorstep, but I feel that has changed and there's more variety of how it plays out.
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I have made FFA and more than two teams, and that doesn't exist. They almost don't fight each other, they come everyone against you.
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