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This makes sense in a tactical RTS without ships, like Praetorians. If you allow building bridges, what would be the point of building a navy, then?
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New Map: Three Empires (Skirmish) (Problem of crashing)
Yavin replied to Yavin's topic in Scenario Design/Map making
Thank you for the suggestion. Unfortunately, this does not work as well. As before, it loads up to 100 per cent, and then prior to the game start it crashes.- 4 replies
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New Map: Three Empires (Skirmish) (Problem of crashing)
Stan` replied to Yavin's topic in Scenario Design/Map making
You might try to enable Vulkan in the game options, see if that fixes it.- 4 replies
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New Map: Three Empires (Skirmish) (Problem of crashing)
Yavin replied to Yavin's topic in Scenario Design/Map making
crashlog.zip I don't know why but my interestinglog is empty. Though I can give you the files of the other logs. Hope that helps.- 4 replies
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New Map: Three Empires (Skirmish) (Problem of crashing)
Stan` replied to Yavin's topic in Scenario Design/Map making
Would be interesting to know why it crashes. Could you attach the interestinglog.html after loading the map ?- 4 replies
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Hey there, I've recently finished a map. Though there is only one problem: Every time I try to start it the game crashes. Therefore, the map is not really balanced as I could not try to play on it. I hope it works on your PC. If so, feel free to edit the map and share it, I'd be curious to see what you will improve. If you now how to fix this, please tell me here in the forum. Regarding the map: It's Skirmish with 8 players. Players 1, 2 and 3 should be in one team, while the remaining players can be either put into teams or not. That's up to you :) I'll still put some screenshots in here. Have fun! Three Empires (First Version) (Skirmish).pmp 285271748_ThreeEmpires(FirstVersion)(Skirmish).xml
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GTA V really disappointed me. While it is a great game, the story was sadly lacking (why didn’t I get to just shoot Stretch or Steve in any of the missions? Why did I have to wait?!), and when compared to SA, it had almost no collectibles or side-missions. There also was to much reliance on DLC, and a lot of the wilderness areas, as well as the military base, felt like they were useless outside of missions. The fact that the game also capped police upgrades at four starts (with five stars just being more cops) also was a heavy disappointment (I want to battle soldiers and tanks!!!).
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The Gauls, religiously gore and gruesome
Genava55 replied to Genava55's topic in Tutorials, references and art help
@Stan` c'est possible d'intégrer la vidéo ? -
The Gauls, religiously gore and gruesome
Genava55 replied to Genava55's topic in Tutorials, references and art help
Une très bonne conférence par Matthieu Poux qui présente les spécificités uniques aux Gallo-Romains et comment elles proviennent des anciennes traditions gauloises. Il y a tout une partie sur les sanctuaires et les temples, comparant les similitudes entre Gaulois et Gallo-Romains. -
Barrettbix joined the community
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For me, it was TES IV: Oblivion. Leveling system is the combination of worst parts of both worlds (Morrowind's and Skyrim's). Map is dotted with places, but they are all the same thing, just a labyrinth of leveled monsters and leveled chests. The game's world was generic, with only the snowy region even remotely interesting. The game looked like a poor imitation of Gothic 2, just with massive and barren world.
- Last week
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There is a new RC at https://releases.wildfiregames.com/rc/ Two languages where added and some issues are fixed. Among them an issue in the new Germans' sandbox map. While there are hopefully no new ones introduced.
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Yeah, that would be a super useful feature. Heroes being able to perform special attacks or inspiring battle roars would definitely add to the gameplay, make them more important (rather than just a really long lived budding unit), and set 0 A.D. farther apart from AoE. I can even see several different hero-oriented modes, like some sort of fleeing scenario (general flees from his destroyed city, being constantly ambushed by enemy soldiers).
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There's an article talking about us
Genava55 replied to ribasvilanova's topic in Introductions & Off-Topic Discussion
It's good to see that people are noticing. Changing the image that people have of the past is important. -
I had the same crash using that cheat too. Deleting the simulation file in the autosave folder fixed it for me—game loaded fine after that without needing to delete the mod.
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It had them. Introduced in Alpha 9, but subsequently removed. Ironically, adding hard counters to 0 A.D. will make it more like Age of Empires...which is something you seem to argue against
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Forcing a bad translations there (On Transifex) isn't gonna help though, you need to update the in game string, then when translations will be pulled and uploaded to transifex, people will translate it better.
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I will try Transifex then for a quick fix. Ideally I think the message should be different depending on whether you are a spec or player. If spec -> "Joining as spectator" If player -> "Rejoining"
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The point is not that it be realistic, but that it be orderly and coherent. Wow, use a word "smash pit"? That's the problem with 0 AD ideas without improvement. The concept of capture buildings is good, but it has weak points. Another -This RTS basically has no counters or hard counters,It's a good challenge to want that to work well, but it doesn't feel intuitive.I honestly wouldn't know how to improve it. CS concept It is unique, yes, but it must be limited; it is a very great power, as I already said. Very great economic power , It's an economic snowball effect. I think I've reached the peak in terms of gameplay; this is its limit. That means this is the best in terms of gameplay that the vanilla version offered. It's sad to say, but it's the reality. Someone will read this and do it with a different distribution philosophy. Someone will use Unity or something else to create their own RTs with these ideas.Unless nobody is interested in Rome and the classical age anymore.
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I'm done with this. What I hope is that someone will come along, take the ideas, and create their own game with them. interesting that no one has thought of it before. I've been looking at recent Rome-themed( Classical) games and there aren't any new RTS games. Search online for RTS games. Then search for recent ones; there's nothing. We have this. It just appeared to me; it looks primitive but it doesn't look conceptually bad.
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What do you think 0 A.D. lacks?
wowgetoffyourcellphone replied to Deicide4u's topic in General Discussion
Dude, who do you think you're talking to? lol You know nothing of code, let alone the code of any of these games. You mentioned TW, so I riffed off of that. I've always said that it would be closer to BfME2. I've been talking about and debating the subject for like 15 years now. You assumed the motivation to include battalions was for "cosmetics." I gave examples of how it would not be merely cosmetic. Battalions are a holistic approach. What you are talking about is a half-assed approach. Yes. I've met this challenge before in very in-depth and well-debated discussions dating back years. The pathfinding already needs significant work, and if battalions were taken as a new feature, then that work would go towards making battalions (formation fighting) work, instead of making mosh pit fighting and formation fighting work (your suggestion). ^This guy says I underestimate ramifications... ... I've been a part of the development of this game for 21 years. I understand perfectly what's feasible. -
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