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  2. Of course, when I said "like Total War", it's like the battle system, not the turned-based system ! And, yeah, what I have in my mind is similar to Warhammer... But, what I want to know is how the campaign mode would be played : rather a turned-based system (even if I don't think so), more of a historical campaign (as I said : Rome vs Gauls for example), more than a story narrated and invented for 0AD or more than an open world where we embody a civilization (Roman, Carthaginians...) and we fight against the others or to ally with them ? That's my question. My idea is just an idea to have a more important historical part in this game (because there could have cynematics with historicals informations). I know that it's not the main focus of 0AD but it could be great, right ? I will read this discussion soon !
  3. Today
  4. Total War est très différent d'un RTS comme 0 A.D. ou Age of Empires. Je conseille plutôt de regarder comment sont réalisées les campagnes de jeux similaires: Ce que tu voudrais faire ressemble à ce qui a été fait dans le jeu Warhammer Mark of Chaos, mais pour ça il y a beaucoup trop de choses à changer pour que se soit réaliste.
  5. Thanks for joining in! I’ve actually gotten used to playing without background sounds — as long as I can hear when the enemy attacks, that’s what really matters. The loud cavalry spawn sound is still there; would be nice if it disappeared with the rest About running the Intel build — it’ll work through Rosetta, which means a bit of a performance hit. Not sure exactly how much, maybe around 20%, but that’s still pretty playable overall.
  6. Sorry, I wrote "mod" in the wrong way... I wanted to write "mode". Sorry. My question is : what is the idea behind the campaign mode , that is to say, why is there a campaign mode in 0AD, which has the same goal and works like the basic skirmish game and what it's supposed to be ? My idea is that, in the campaign mode, you will embody a military leader (like Caesar or Hannibal for example) and you will fight in their campaign (like Rome vs Gauls or Carthaginians vs Rome ...). HOWEVER, the fights wouldn't be like the basics games (with resources, buildings...) but more as Total War... I mean that you begin the battle with a predefined army (--> as in the real battle) and you have to fight the other army... For example : ALESIA, 52BC Alesia would be a battle in the "Roman vs Gauls campaign" In the real life : Rome : -10 to 12 legions (approximately 50,000 to 60,000 soldiers) -Germanic cavalry (approximately 10,000) Gauls : -80,000 besieged men -240,000 soldiers (from the relief army) of which 8,000 cavalry source : Wikipedia So, in 0AD, there cannot be almost 400,000 entities in the battle so, we'd have to find a compromise to keep this battle realistic and historic... So, if this idea is good, we would have : Rome : - 4x fewer soldiers than Gauls - 1.25x more cavalery than Gauls Gauls : - 4x more soldiers than Rome -1.25x less cavalry than Rome - 1.33x citizens (compared to roman soldiers) I don't know if that's clear to understand but it's my idea for 0AD... I know it's a lot of work and that 0AD doesn't have many developers but, I want to know why is there a campaign mode and to what will it be used for.
  7. Alrighty everybody, Happy Halloween! To celebrate, here is the newest release, version 0.4.0: Dead Hand. This time, there are two new races, who I will explain next. I would like to thank @Lopess for his help making the art code for the Ordona civ, he (or she?) has saved me a lot of time. The Ordona Province is basically your average civ, with no real special abilities or features. The only things that really set them apart from the other civs are this: - They rely heavily on cavalry, with only a few infantry units, and almost no ranged units of any sort. - Their units have much more life than vanilla races (their starting infantry has 190 HP!), while they cost the same. - They usually ride goats into battle. Need I say more? On the other end of the spectrum, the Stalfos civ is very different than vanilla races. They are the undead, risen by powerful necromancers, and their only goal is to grow their ranks by killing their enemies. They have a whole bunch of special features: - They have very few buildings, though each building is cheapish and gives them tons of pop. - All Stal units can walk through water, while all Poe units float over it. This means they don't need ships. - They are VERY slow, with their standard infantry having below average life. To counter this, they are very cheap, able to train 5 workers for the price of one. - Every time they slay a unit, it gives them AT LEAST enough food to train a new worker (who can fight, and doesn't run away like female citizens). - Their Poe units are almost invulnerable to normal damage (hack, crush, and pierce). While this may seem unfair at the moment, later releases will add several different magic types, along with mercenary spellcasters. - Their Stal units are almost invincible to pierce damage, since they are bones. I hope that you enjoy this release. You can download it here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0-4-0, here: https://github.com/Perzival123/Hyrule-Conquest-Revival/releases/tag/new, and right here
  8. That sounds really interesting, though I am not sure how that would play like. The idea of being forced to build railroads to transport troops kinda sucks, but using railroads as supply lines that go to different resources might be cool. Then, you can build some sort of harvesting building at a resource (a mine at a quarry, a lumberyard at a forest, etc.), have a railroad coming from it to the main civic center, and get resources much faster and simpler.
  9. What campaign mod is this? I've seen several threads about making one, but no releases, at least not for A27.
  10. Yesterday
  11. At the end of the last decade, for one or two years Track 1 'Honor Bound (0 A.D. Main Theme)' was my alarm clock song.
  12. During sieges, everyone had to defend the city: children, women, and the elderly.
  13. While it still is true, nowdays Discord have options to set up Forum channels that can be used for topics like support and etc If i was an admin looking to start a brand new server for the game, i would look before to support servers of other games (or modding ones) to look how things are organized on those. Servers like for Project Zomboid, Voices of the Void and even Minecraft modding would be a good start to learn how to manage a support server.
  14. How is it called ? Okay !! Thank you very much !! I haven't had the time yet to check the discussions related to my mod on this forum... I have a last question about 0AD : what's the idea behind the campain mod ?? I mean that now, the campaign mod is just a few basic games... I had another idea (but now I don't know how to do it) about the campaign mod but it's not the most important idea (and surely one of the hardest) so, I think I'll create a disscussion about it...
  15. To carry it, yes. To use it without getting killed in the process, less of a guarantee. And some people did care about that last part. Tribal societies are ones were everyone is a warrior. Antiquity societies, quite less so. Citizen-soldiers are a characteristic of some, but not everyone is a citizen. Levies are a characteristic of some others, not sure what percentage of male adults are potential levies though (a high number, not necessarily 100%). It would be nice to have all these in the game, but it's a bit hard to balance.
  16. cc @Itms Probably nothing we can do because it needs to be filed on the Gitea Side.
  17. Last week
  18. Years ago, I had an idea for an industrial-centric mod, centered around using railroads to expand (instead of building civic centers to expand your territory) and transporting troops and all that crap. But I don't know if it's fun or balanced, lol. opinios about this autistic idea? i autistic btw.
  19. I would agree. I know about the upcoming release because I visit Gitea from time to time, but you can't expect that from everyone. I'm not sure if there's a better way to communicate this than by announcing it on the forum and perhaps on social media. The only other thing I can think of is informing players in the bottom right-hand corner when launching the game that they could help test a new release version.
  20. https://gitea.wildfiregames.com/0ad/0ad/issues/8446 Release process. It's a shame there's no coherent communication system. People don't know what's happening with the game because it doesn't happen outside of the development community or this forum. I don't know how to prepare people to expect a release. No expectation no hype.
  21. Discord is good for chat , not for plan or open topic
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