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  1. Past hour
  2. Atualmente estou aproveitando minhas férias para atualizar com tudo que recentemente @Duileogame enviou, corrigindo modelos de estruturas e unidades americanas. Enquanto isso Duileoga está focando em unidades do oriente próximo, leste europeu e animais. Falta muito polimento na unidades, estruturas e tecnologias ainda;
  3. Today
  4. It must be hundreds if not thousands! This feature is definitely long awaited!
  5. No, not the person who did the patch. I'm talking about the programmer who did most of the .js code for the original Hyrule Conquest mod.
  6. @Itms he is the person who did that patch.
  7. By the way, your download isn't recording how many people have downloaded it.
  8. Wish I could, however this would either be very complicated, or needs to be as a incompatible mod setting some references point in fort templates or something. I wanted this mod to be compatible.
  9. What if you add the ability to snap walls to a fortress' towers? Then fortresses would be more realistic, more useful to build, and take up less space.
  10. That patch is really old, and has been abandoned for a while now. I'll probably talk to the programmer who added it into A26 for TUN. Unless he (or somebody here) want's to update the A26 code, then I'll probably have him recode it, since it relies on a lot of other features I don't want (yet).
  11. Alguma novidade do mod??
  12. If some player is stubborn and doesn't resign use horse riders to scout everything, preferably with custom-walk (hold alt and hold left click to draw a line) so the riders walk parallel to scout a lot of area. If that doesn't work light up the whole map with outposts and have a look on the mini-map for the color. That should do the trick. If not double check the victory condition.
  13. Updated : Significant performance improvement (First version was bad, this one fix it but also improve wall placement performance impacts in general) Now other towers can be used as a starting or end point for wall placement instead of wall towers. This doesn't prevent you from walling easily around them : you can also snap walls and palisades to their edges! (The threshold distance makes it so easy to choose between the two you won't even be bothered).
  14. If they're still remaining you haven't won yet; did you capture or destroy the big central building (CC)? Sometimes there's just a civilian standing where they last worked, sometimes all remaining units run somewhere to build a port.
  15. By default, the win condition is "conquest". Take out all hostile units and buildings. Any more questions?
  16. newb here I've built a huge army and stamped out basically the entirety of the bot and there's just bits of houses and stuff remaining. What do I do so I can finally win?
  17. So funny I can put a label in my name depending on the state I am in
  18. Yesterday
  19. You might take a look on Issue #3177 ([PATCH] Implement camouflaging) over there at Wildfire Games' Gitea instance.
  20. It should be. After all, did the ancients really do things as efficiently as possible? We are thousands of years more advanced, and we still don't do things as efficiently as we could. We know how to be efficient, we just choose not to. Besides, real merchants would travel from one market to the next, then on to another one, not just back and forth between two markets.
  21. I would find that odd. Finishing a building already damaged doesn't make any sense. Furthermore I think it is good that the enemy can prevent you from building. Otherwise it is too easy to build a fortress or towers to defend yourself.
  22. You can set waypoints in between markets that way. Setting a route with multiple markets is always less efficient then one between only 2 markets and therefore isn't implemented.
  23. This isn't already a thing? Could have sworn it is...
  24. Last week
  25. Hi @user1 Dragonfire99 quit without resigning on 1v1 match. commands.txt metadata.json
  26. In 0ad, units can attack enemy foundations which prevents them from being built. This tends to limit the use of buildings. We could also let foundation damage impact the HP of the complete building instead of affecting construction time (as in AOE2), or increase the durability of foundations for a more hybrid approach (more difficult to deny buildings, but not impossible). thoughts?
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