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  2. Adds support for up to 14 players in random maps (default is 8). Features: - Player slots 9–14 with unique colors and default civilizations - Works in game setup, diplomacy panel, capture bars, and end-game summary Installation: 1. Download and extract the zip into ~/.local/share/0ad/mods/ (Linux) or %appdata%\0ad\mods\ (Windows) 2. Launch 0 A.D., go to Settings → Mod Selection, enable Extra Players 3. If using ModernGUI or any other mods that are made to handle 14 players, disable them 4. Click Save Configuration and Launch Notes: - Only works on random maps (scenario maps have fixed player counts) - Try disabling other mods if you encounter issues - Tested on 0 A.D. Alpha 28 (0.28.0) https://github.com/asuralolxd/extraplayers0ad extraplayers.zip extraplayers.pyromod
  3. Today
  4. Any bugz? anything you think I should change?
  5. The capture mechanics need improvement with respect to certain buildings such as CCs and fortresses.
  6. Sometimes mods are not taken seriously by the general public. A page where they can stand out and feel supported seems like a good idea to me. Given that DE and the official mods are very popular.
  7. I like these simple ideas without repeating current house designs.
  8. I also thought about your mod, but yours has other variations of this idea. I'm looking for several ideas and will start doing the ones I can.
  9. Again i love some of these ideas if you can actually tweak the actors that would be awesome! I can create some of the icons with AI too. Here are a few examples of Icons i would like to turn into actors.
  10. I was thinking how useful it would be to make blocks of houses simulating a village. Some mods would be appreciated; I'll leave references here to expand on a concept. The first concept I found was this one, a simple AoM. It's not what I have in mind, but it's a start.
  11. Yesterday
  12. It would be good myself doing some artistic contributions. I'm going to start doing visual research. I'm going to put it in the art forum so that more people can use it.
  13. This one is super annoying. units dying aside, it's more annoying that I can't seem to replicate it. Please fix this. p.s. I have changed the ctrl binding to Attack Move (units only). I assume Meister has done the same.
  14. this is because this Germanic civilization is based on Cimbri and Teutons. these tribes were nomadic while the later Chatti and Cherusci were not. https://en.wikipedia.org/wiki/Cherusci
  15. I realise that not all champion cavalry are cataphracts. Normal cavalry could be weaker to ranged attacks, and chariots could be slower, as a way to properly nerf champion cavalry.
  16. There is a merged PR here (for v0.29) that adds Arminius but as a name that will be used by any AI players in games not a hero: https://gitea.wildfiregames.com/0ad/0ad/pulls/8784 The (long) PR that added the Germans as a civ (v0.28) is here: https://gitea.wildfiregames.com/0ad/0ad/pulls/7104 That PR contains a lot of the discussion / reasoning. If you feel strongly enough I am sure you could open a PR.
  17. For a few days now I've had the issue that some old topics appear under my Unread Content, and they don't go away even after reading them. It started with one, then two, and more and more random ones appeared until now it's sitting at 22. I thought it could be some cookie issue, but I cleaned everything now and nothing changed:
  18. Cataphracts should be slower than horse archers. They are a counter, but not a mindless one, tactics must be used, like pinning them down beforehand, or coming from different sides, and should be quite effective in combination with faster and lighter melee cavalry. When collisions are improved hopefully all this would work better. This is the "base garrison" idea, proposed for siege engines, ships, and buildings (particularly fortifications). They'd justify their autonomous workings, look better, provide a default garrison, act as capture points, and avoid constant switching since their efficiency should depend on its numbers and would need time to regenerate. Look it up with the Search tool. The "base garrison" would also limit the constant capture of ships, since after the enemy base crew is killed, the mostly untouched crew of the attacker (rowers) would be divided between ships (as it was in reality).
  19. Hi, I love the new Germanic civilization and I guess there is some reason why there is no hero Arminius (https://en.wikipedia.org/wiki/Arminius)? Maybe because it is different tribes than the ones? I was really wondering why you would not add him. I really don't know who the 3 current heroes are in history but the Battle of the Teutoburg Forest is probably one of the most well known events between Romans and Germanic tribes. For example, when I played Carthaginians with the game mode regicide I had Hannibal as hero as expected who is well known, too.
  20. I think Fertile Crescent Game will be a good inspiration and Pharaoh ( Total War)
  21. I thought of several ideas, like defeating the crew to capture the ship. This would work for ships.
  22. agree sorry I don't think I understand this part. I thought I remembered their attack got nerfed but I'm unsure. The war horses tech only gives them more health. The HP nerf makes sense and I like it. That's why currently players with a not-so-perfect spam of less than 40 champ cav actually loose fights. But this applies to all champ cav equally. I tested it some time ago and cataphracts quite reliable win with a large numbers of survivors against other champ cav and the +2 resistances help against infantry too.
  23. this is because they have extremely high population efficiency, and their speed makes them hugely survivable. when combined with the HP nerf, they essentially have the same resistance. When you factor in the change to nissean war horses, its a net reduction in resistance actually.
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