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A bit "brainstorming predictions" (I've just made up that term haha)... I guess it would impact mostly Phase 1 as Food&Wood are the resources you need then. This sounds right to me as otherwise, we may slow down going to Phase 3. But now that I think, maybe that'd not be too bad actually b/c usually in my games I am able to do (almost) all upgrades (eco and army) simultaneously. So maybe if we slow down metal/stone gather rates for CS , it would slow down all these? But how games would look then would it prolong fights even more? Anyways, I threw these thoughs in hope it could help. Sorry if that would lead to overthinking. P.S. would you test it in Comm-mod or brand new mod?
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Move champion units back to Forts / Special Buildings?
Atrik replied to Seleucids's topic in Gameplay Discussion
Thanks , but it's a sketch/invitation to make a complete map of all unit relationship. As said, primarily to give some kind of framework to unit balancing but it could also be useful for curious people learning the game. - Today
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Move champion units back to Forts / Special Buildings?
Classic-Burger replied to Seleucids's topic in Gameplay Discussion
Nice graph... -
It also boosts the gather rates by 20%? I remember seeing higher gather rates for economic citizens on the Structure Tree when I tried to "glue" it on A27. An icon next to the Female Citizen? But, that will just confuse people. We can just reuse the mod and lower the CS gather rates for food and wood. Maybe even for all resources if the testing phase allows it.
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Maybe I am wrong, but basically the "two-gendered citizen" mod (in A26) was getting quite close (women and men as standard citizens able to gather resources, but had poor fighting abilities). The only change instead of just depicting male and female citizen with the same gather rates (high for food, low for everything else), would be to determine a gather rate for male citizen and a different one for female, right? The only difficulty is now to allow creating intentionally a number of males citizen with a certain gather efficiency and female citizen with a different rate. IIRC the "two-gendered citizen" mod just arbitrarily added two different avatars with the same properties.
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Thank you all for your input. The thread was opened to discuss the current meta and find a way to add more choice in the early-mid game. I propose just two changes for now, so you can ignore the drastic changes mentioned in the OP post. 1) Add a new male economic unit (Male Citizen). Give him the same gather rates as the current ones for CS. 2) Lower CS gather rates for food and wood by half but keep the stone and metal gather rates for now. We can discuss further changes once these get tested. AI should also be adjusted to train this new male citizen and avoid using CS for food and wood (use CS only for mining).
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Thanks! ONLY issue with it right now is we are still discussing/rebalancing/retweaking things as they come up, so you have to "update" aka redownload a lot. BUT the more people who try it and provide feedback, the sooner we can get a polished version on mod.io!
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Acredito que o tradutor mudou o nome dos parâmetros, se não for o caso é importante lembrar que os parâmetros devem ser em inglês, exatamente iguais ao padrão do jogo.
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@Adriano0ad, fiz o teste localmente e funcionou bem, verifique se os paramentos estão com os nomes corretos, se aparece algum erro mande o print aqui no fórum.
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Résolu !
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Adriano0ad started following unlock construction through technologies
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Guys, I'm creating a technology whose objective is to unlock a field, but it gives an error. I need help. Here are the scripts. tec: { "genericName": "Agricultura Rudimentar", "specificName": { "english": "Agricultura Básica", "portuguese": "Agricultura Rudimentar" }, "description": "Permite o cultivo de grãos básicos, desbloqueando a construção de campos agrícolas.", "icon": "grain.png", "researchTime": 100, "cost": { "wood": 100 }, "requisitos": { "todos": [ { "class": "Vila", "número": 1 } ] }, "efeitos": [ { "tipo": "entidade de desbloqueio", "entidade": "estruturas/jomon/field_grain" } ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } field: <?xml version="1.0" encoding="utf-8"?> <Entidade pai="campo_de_recurso_de_estrutura_de_modelo"> <Identidade> <Civ>jomon</Civ> <NomeEspecífico>Tián</NomeEspecífico> </Identidade> <Requisitos> <Tecnologias datatype="tokens">agricultura_rudimentar</Tecnologias> </Requisitos> <VisualActor> <Actor>estruturas/plot_field_chin.xml</Actor> </VisualActor> </Entidade>
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Archaeological potpourri
Stan` replied to Gurken Khan's topic in Introductions & Off-Topic Discussion
Ah my bad “Su Nuraxi in Sardinia is a settlement consisting of a 17th century BC nuraghe, a bastion of 4 corner towers plus a central one, and a village inhabited from the 13th to the 6th century BC, developed around the nuraghe. The 2nd image is what the settlement would have probably looked like” No credits for the image. -
Archaeological potpourri
Gurken Khan replied to Gurken Khan's topic in Introductions & Off-Topic Discussion
Looks interesting. Since Fookbook insists on planting cookies I have no idea what it is. -
Archaeological potpourri
Stan` replied to Gurken Khan's topic in Introductions & Off-Topic Discussion
Found this totally by accident: https://www.facebook.com/photo/?fbid=1118356523659872&set=a.554138156748381 -
Alexdee3009 joined the community
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It doesn't seem to be working. Is it the same process as with other mods? Just download the file into 0ad mods folder and extract? Isn't even showing up on the invalid mods list *Aw hang on I fixed it. Mod looks dope
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That was a dodged bullet for sure.
- Yesterday
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Oh No! We HaVe To UrGeNtLy NeRf ThE cApTuRe RaTe Of CaV!
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You can't capture buildings? Try to build bigger armies then
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Yeah, the majority in my poll doesn't like it.
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mod CustomColors mod - replace default player colors
Grautvornix replied to Mentula's topic in Game Modification
That seems great now! thanks @ffm2 -
Default is now to attack buildings (as of A27). Press the "Capture" modifier (by default it is "C" key) and right-click on a building you want to capture.
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For default the militay units capture the buildings when you make click in the enemy buildings, but when i do that the units just attack to destroy the buildings. I tried uninstalling and reinstalling the game but didn´t work, I need help!
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Maybe the mod.json just doesn't say it's compatible with A27 too.
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mod CustomColors mod - replace default player colors
ffm2 replied to Mentula's topic in Game Modification
A bit more from olive to yellow for you? [40, 80, 160], [180, 59, 73], [227, 119, 194], [210, 210, 16], [148, 0, 235], [255, 127, 14], [23, 190, 207], [115, 0, 84]
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