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Civ: Germans (Cimbri, Suebians, Goths)
Seleucids replied to wowgetoffyourcellphone's topic in Delenda Est
I built the latest version and tried the German civ. Here are some feedbacks specific to this civ's design: Overall it looks like Britons ++, because it is the same slinger civ, can use the same build order. However, the inclusion of a citizen class infantry clubman and spear cav instead of sword cav makes them better at spamming cavs and fighting counters. Very strong heroes. I worry that Teutobod might be too OP with his speed bonus and extra health. The weaker ram is kind of a joke unit, as it just dies to towers and any enemy army. But this is fine, just don't train it. -
You could ask on the Linux Mint forums. I think they endorse using Flatpaks there. I would also consider using Debian proper. It now comes with non-free firmware by default, and it's easier to use than ever.
- Today
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oops i forgot to mention debian based distros. Linux mint debian edition specifically, i didn't see version 27 there.
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Civ: Germans (Cimbri, Suebians, Goths)
Classic-Burger replied to wowgetoffyourcellphone's topic in Delenda Est
Good catch. -
Whenever I start a game on a SVN version of the game, the textures (buildings, units, grass, etc.) start loading dynamically. This also makes random maps slow to load. How can I make the textures appear instant, like in a normal release? I've checked out only the "binaries" directory. EDIT: I think I know why. The release version comes with cached files inside the "public.zip" file. SVN version doesn't have these pre-cached files, they need to be cached on the fly.
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Civ: Germans (Cimbri, Suebians, Goths)
Deicide4u replied to wowgetoffyourcellphone's topic in Delenda Est
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salmanahamed joined the community
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Civ: Germans (Cimbri, Suebians, Goths)
Classic-Burger replied to wowgetoffyourcellphone's topic in Delenda Est
I saw it in the Gitea conversations. The development seemed to take forever. Let's try. -
Junky Cars joined the community
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The current version of Debian, Debian 13 (Trixie) includes 0ad 0.27.0. There is also 0ad 0.27.1 available in trixie-backports. If you run an older version of Debian you either need to upgrade Debian or install 0ad from another distro-independent source, like Snap, Flatpak or AppImage, as detailed on https://gitea.wildfiregames.com/0ad/0ad/wiki/GettingTheUnixRelease.
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It doesn't work for for me, maybe is not compatible with other mods
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AlexHerbert started following Lion.Kanzen
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AlexHerbert started following wowgetoffyourcellphone
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Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
its committed Feel free to try it by getting the nightly build, or by building the game. -
Raf joined the community
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I was wondering how long does it typically take for the debian repository version of 0ad to update to the latest version?(v27). I prefer deb packages so I am willing to wait. I was just curious since version 27 released early in the year and it hasnt updated yet in the debian repository. thanks!
- Yesterday
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I don’t mean like, actual traps, but pits and spikes should slow down or block certain units. A wall of spikes would stop cavalry and slow infantry, a pit would slow infantry and stop siege machines and cavalry, a moat would stop all unless it is filled in by making a mound (using the same mechanics as digging a pig).
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I saw that Wraitii wrote you something about the events of Paradox games. I think it's fair to a trigger that gives a decision dialogue. This happened in Rome II especially in Divide Empire dlc. Events occur throughout the course of play of Imperator: Rome. There are a whole range of events in the game, which can result in positive, negative and mixed outcomes for a player's country. They can either take the form of a pop-up notification on the player's screen or may optionally appear in the Event Queue, and they might present a player with a choice between various options or simply inform the player that something has happened and let them understand the context and consequences. Events can be fired randomly as the result of a regular on action pulse or be triggered by an action, decision, mission, or as a followup to another event, possibly with time delays or from another country's actions. https://imperator.paradoxwikis.com/Events
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Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Ok, I'll add a next button then. It might make sense to support maximum durations that each line is shown nonetheless; mainly for dialogue in time-critical points of scenarios, to prevent players from gaining an advantage by artificially stalling the game by just not closing the dialogue. At least I imagine it could help in some cases to better enforce a certain pace, in maps like Survival of the Fittest. -
Nope.
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Moats are a Middle ages thing. We have palisades, we have Roman Siege Walls and Army Camps. Traps for Siege Weapons? The best ancients had was a big rock to throw at the thing. I say, keep it simple.
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https://en.m.wikipedia.org/wiki/Trench_warfare Trenches, moats and traps are not the same thing. https://en.m.wikipedia.org/wiki/Moat Moats are obstacles. https://en.m.wikipedia.org/wiki/Trou_de_loup
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Solved it, check out my Wandering Gaia Soldiers thread for my fix
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Yeah, and those open plains and fortresses were surrounded by ditches full of spikes and traps to imped cavalry and siege machines. What do you think the moat was for? Even the Gauls had mounds of earth to give them protection from arrows if they didn’t have time to construct a palisade. I’m not saying deep enough for separate battles in trenches (like ww1), but some sort of slowing terrain to prevent siege machines and cavalry from crossing easily. PS: building moats would also be cool, though that is more Middle Ages than Iron Age.
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Okay, so I figured it out (kinda) my current way is: First, copy the file that you want to wander into templates/gaia. Otherwise, your trainable units will wander and be uncontrollable. Then, edit the file like this: 1: Change the template at the top of the file to templates_units_fauna_wild_aggressive. 2: Add the movement speeds, armor, damage, generic names, health, vision, and all the other stats of the unit that the original template was defining. 3: Add to the Classes: Human and Organic. Add to the VisibleClasses: Melee. 4: Add what wowgetoffyourcellphone posted above, right above your Promotion data. Add Loot and ResourceGatherer disable=“”. If you want the unit to be nonviolent, make the template be templates_units_fauna_wild_passive. Also, make sure you say wild and not hunt, or food can be gathered from downed AI soldiers.
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Mace tech is no dilemma.
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AlexHerbert started following Chasca
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Maurya tech is dilemma
- Last week
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In theory, but I'd have my independence, I could modify the engine. But that's a next step. First nerf everything that's wrong, then buff everything that's wrong, in its historical context. Try different tactics. Add new gameplay. Add new technologies (probably a fork of the current mod). Redesign many things. New game modes. Go full for the campaigns. A mod would kill the project. I can also keep it for myself and just record it on YouTube.
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You don't have to fork 0 A.D. A "fork" is just another word for a major mod. We have those already.
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