All Activity
- Today
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I love such civilian buildings. They truly enhance the experience.
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+1 Once again really nice work @nifa I would add some details on the back, column cracks, maybe some more ivy to make it less clean. For the little entrance with the wooden beams you might have to adjust it so it looks believably high.
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I get what you mean, 0 A.D. can feel a bit flat in the long run because units don’t really evolve. The rank system looks cool, but it doesn’t change how the unit plays, so you don’t get that satisfying sense of progression you see in Age-style games where your army visibly grows stronger and more specialized. Adding a real upgrade path could make battles feel more dynamic and give players something to look forward to as the match develops. Still, the current system does keep things simple and historically grounded, so I guess it depends on which direction the devs want the game to grow.
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A Legendary Tournament Is Coming… or at Least a Funny One
carlbidwell replied to AlexHerbert's topic in General Discussion
That sounds like it's going to be a blast! Whether it's legendary or just plain hilarious, a tournament always brings the community together. Can't wait to see what quirky battles and epic moments unfold, count me in! -
Keara will joined the community
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Esgaming joined the community
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Hello, On an Arch-based Linux installation (CachyOS) with KDE Plasma, when starting 0 A.D., the game won't open a window - a "task" appears on the panel, audio is played and can be heard, but it is not possible to make the window active and play the game. Also, since I want to add the game to Lutris as native, and it asks for an executable/working directory, where would the game normally be installed to? If there is anything else to consider when adding to Lutris, or if there are instructions anywhere, I would appreciate being pointed to them. Thanks.
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Bandsman joined the community
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Athenian Olives
wowgetoffyourcellphone replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
I think the best thing to do is to make a custom decal for it. -
Athenian olive mill/press @Thorfinn the Shallow Minded @wowgetoffyourcellphone@real_tabasco_sauce and whoever is interested, mod file is attached, let me know what you think At the corner I tried to stack a three spart_path decals on top of the dirt decal, but sometimes they are hidden by the dirt decal. Is there a way to define priority of the decals in the actor file? olive_mill.zip
- Yesterday
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The Massagetae are neighbors of the Dahae. They live near the Aral Sea. The Persians mention several peoples among the Saka/Scythians: Sakâ Haumavargâ – Scythians who prepare the sacred drink haoma Sakâ Trigraxaudâ – Scythians with pointed caps Sakâ tyaiy paradraya – Scythians from beyond the sea Sakâ tyaiy para Sugdam – Scythians from beyond Sogdiana It is very likely that the Sakâ Haumavargâ are the Amyrgians, a people difficult to locate but who must have lived close to the Massagetae. The Sakâ Trigraxaudâ are generally identified as the Massagetae. The Sakâ tyaiy paradraya are the Scythian peoples of the Pontic steppe, north of the Black Sea. They are divided into several groups, but the most powerful call themselves the Royal Scythians. Finally, the Sakâ tyaiy para Sugdam are probably distant Scythian peoples located north of Sogdiana, perhaps the Saraucae, who would invade the kingdoms of Bactria and Sogdiana in the 2nd century BCE. For me, there are several Scythian-related events that are particularly interesting. First, the campaigns of Cyrus the Great against the Massagetae and the Amyrgians. Then the campaigns of Darius against the Pontic Scythians—a long expedition around the Black Sea. There are also the campaigns of Philip II and Alexander the Great against the Scythians near the Danube, difficult wars that even caused a few defeats for the Macedonians. There are the wars between the Scythians and the Greek Bosporan Kingdom in Crimea. Finally, the destruction of the Greek kingdom of Bactria, the successive deaths of Phraates II and Artabanus I, and the eventual creation of the Indo-Scythian kingdom in northern India. It is a very rich history spread across a vast territory with many peoples. Most remain nomadic, but some Scythian groups do become sedentary. I think the Royal Scythians, the Massagetae and the Sakaraukai/Saraucae are all three interesting nomadic Scythians from different areas. This is a good idea but maybe it should be directly integrated into the Parthians civ. Starting as a nomadic tribe and becoming a Persian empire is original.
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No, I haven't learned how to create animations yet. So for now I'm using the ones the game offers.
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Buenos días ,tarde o noches; -Muchas gracias por la aclaración, no se preocupe, miraré este foro en busca de información y referencias para las distintas tribus de la cultura, influencia o fenómeno Escita. Encontré algunos foros concretos sobre los sármatas pero este es el mejor foro. -Para el mod Endovélico ,TODAS LAS CULTURAS abarcan del 500 a.c-1 d.c, en el que estoy trabajando con @Lopess ya tenemos varias facciones escitas: Escitas Sármatas Yuezhi Dahae Escitas -Me inspiré sobre todo en las tribus de Asia central ,como los Massagetae(Uzbekistán),así que solo requiere un ligero cambio de nombres y los empezaré a denominar como "Masagetas". ¿Mejor así @Genava55? Sármatas Yuezhi Dahae (Los Dahae serían una facción nómada plena ,pero con la descarga de una tecnología cultural única ,se podrían convertir en la facción sedentaria de los Arsácidas/parthians,mudando la apariencia de los edificios , unisdades etc... ) Arsácidas/parthians Disculpen las molestias*
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Release 28 Branch
real_tabasco_sauce replied to phosit's topic in Game Development & Technical Discussion
@ffm2 we are past the string freeze, so changes to the description can't be made for R28. They can certainly be improved down the road tho. -
Just as a suggestion, maybe call "Human sacrifice" of the seeres miasma or disease spreading or so https://en.wikipedia.org/wiki/Miasma_theory This would differentiate it from the tech "sacrificial ritual" and maybe make it clear that its something hostile (towards enemies). But just to state my opinion / thoughts.
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Ah yes true, ideally it would also need to point out what classes it affects.
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Release 28 Branch
real_tabasco_sauce replied to phosit's topic in Game Development & Technical Discussion
Enemies would be good. I went with Humans to make it clear that it doesn't affect buildings or siege. -
"An Offering of Flesh" or something like that. Raw, savage, but still subtler than outright spelling it out.
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A sacrifice is more for a draw back. Like I take a heavier Ax which strikes harder in sacrifice of speed and tires out faster. It's true that its been done in the past. In my understanding it would be more called a "gift to the gods" a present. But I also would expect a priest to twist words.
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Aztecs? You capture enemy soldiers or civilians and offer them to whatever pagan God you worship.. Come on...we literally have the tech called "Slaves".
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I see. Makes sense game play wise for that unit. I have some problems with "Human sacrifice" as a advancement in civilization where in history it was more a advancement to leave it behind. A sacrifice of the enemy makes little sense to me... "I sacrifice my high-school bully but as compensation I get the girl"
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Obviously, won't affect own units, but enemy units. It's a damage trickle. https://gitea.wildfiregames.com/0ad/0ad/src/commit/7452bf882fe15fc7c36e29761d3bb7390efefc87/binaries/data/mods/public/simulation/data/auras/units/germ_seer_1.json I though that the description was auto-generated. This isn't the case, so we could actually make it less confusing, like "Enemies : -2 health per second."
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forestcomber started following Intrinsic structure repair
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It would be great to have some level of or option for intrinsic / automatic (unassigned) building repair by units having that skill. Just like the priest or doctor unit intrinsically heals nearby injured units. A farmer wouldn't stand idle while their farmhouse is damaged. The same goes for any unit with building skills. This seems natural to me and would allow the player to focus more on strategy. I love this game, love the music !
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What are the "Prophecy of Death" 15m and "Human Sacrifice" 15 m of the seeress? I had a wounded cav nearby, made the seeres not heal him actively by pressing H to see if the aura works. It didn't. Usually healing auras (like Cunobeline e.g. +0.8 health) are positive notated regeneration rate. Hers are -2 and -1 and do nothing I could notice.
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compramostucamion changed their profile photo
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compramostucamion joined the community
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Reminds me of the same issue with the worker ele.
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The Germans are playable again with the current git version. I noticed the wagon can be garrisoned in the cc by the sides but not from the corners. Also it should maybe not fit / be able to garrison in the tower. From this position the wagon does not enter the cc:
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Are these units dual-wielding? Are there animations for dual-wielding?
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Promotionged joined the community
- Last week
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Hey everyone, I'm here to share some more units I've made. I'm very happy with the results. I also recorded voices in a music studio to add to the units, and it sounds amazing!!! I'll be making a gameplay video for you soon. Here are a few more images.
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