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  2. No. This is exactly what makes 0ad different and we would like to keep it that way. Many of your ideas are trivial to achieve with mods which you can make yourself in 10 minutes.
  3. I want you to picture yourself 2000 years ago, you are chopping wood in the forest, and an enmey soldiers comes up to you. What do you do? A keep chopping wood B run and cry for help C piss your pants D fight back E ALL of the above
  4. Why? it is very useful because it allows players to focus on micro instead of checking training at home If we return to the times before autotrain, people will spend way too much attention in building eco and not as much rushing/early engagements. Furthermore, many semi decent players will suddenly become total noobs. Autotrain makes the learning curve of the game less steep so that out player base can grow. In any case, you just don't use the feature yourself
  5. Sorry, maybe I wasn't clear. You shouldn't be allowed to both boom and grow in military strength at the same time by training one type of unit. You either train an economic unit, or you train a military unit.
  6. why not? is that how civilizations evolved?
  7. The main point is this: You shouldn't be allowed to both boom and grow in military strength at the same time.
  8. Today
  9. yes there are basically 4 types of "male" units that can eco/fight. You have your regular CS, same gather rates as vanilla (except a few new civ bonuses) Then you have your Levied citizens (Perioikoi for sparta fall into this category even though they were citizens, they have a different label but same stats) 5% faster gather rates -10% dmg and -1.5 of hack/pierce resistance. Then you have your serfs (mostly just stone throwers) They gather 10% faster but do -15% less dmg and -5 range and 10% less accurate. Lastly you have Helots (Slaves, really only sparta at moment and rome has a p3 swordslave) they are 15% faster gather, but -20% less dmg, -5 range, 20% less accurate, less health.... Just opens up more ideas/strategies etc.
  10. I don't think there's such video, here is Eco guide: (Tho watching ValihrAnt is also good idea, agree with Stockfish)
  11. Does he have some where he explains stuff? I'm not sure watching him doing ~hundred clicks/second will help much...
  12. Hello @Ludwik, first of all welcome to 0 A.D. i recommend you to see some ValihrAnt videos on YouTube. I am sure you will learn a lot of him. Here mates gave you good advices that I suscribe. I would tell you also to start focusing on eco playing alone, becouse it is the main reason you lose vs the AI. I am 101% sure that is the reason. Make fields closest to cc so you dont lose time walking to gather resources. Also storehouse nearest to woodline possible. Try to avoid iddling time... As you can see this game is about using your resources with the maximun efficiency possible and lose the less time always. Also Never stop producing units. Try this and you will see you kick izi the AI I hope to see you on 1400s soon! If you see me on lobby ping me if you want more deep advices!
  13. Just tested historical mod playing Spartans and they have a similar system with their Women, Helotes and CS: Women and champions can be trained in the CC while Helotes are trained only in a separate building. Champions cannot do anything except fighting (but they do it very well obviously ), Helotes can both gather and fight. Oh, and CS are trained in separate camps. Seems logical and diverse enough, at least for Sparta.
  14. I sent it for the reasons given by @Radiotraining The bugs are some missing textures and missing tooltips warning that I can't find.
  15. ok earlier raids, but those will not finish game most likely. With less resources, Tier 3 structures, Fortress, unlock champions technologies, Siege units and at the end producing metal-heavy champions will be slower. Maybe women gather rate increase for wood/metal/stone will be required? But yeah, the best to find out is by testing. edit: yeah maybe less spam is even better. Now game is too spammy anyways.
  16. It sounds very interesting and strategic. There could be variants depending on cultural groups and civilizations? To make the game more asymmetric.
  17. Well if you can edit text files you should be able to do most of the work If you can run scripts you'll do it faster. And I suppose the remaining bugs will be blender related.
  18. He made an amazing job at updating the mod to the current A27 version of the main game and fix main compatibility errors. Of course, there's also the official page on Mod.io for the a26 version that other great contributors have made available: https://mod.io/g/0ad/m/millenniumad#discussion Hopefully I will be also able to assist Lopess and improve the mod in the future
  19. I'm curious because @Lopess has access to both.
  20. Link to the original, if anyone is interested: https://github.com/0ADMods/millenniumad It's obviously out of date.
  21. Which mod? Do you mean the oddity detector? That one should work with 0.27.0 and 0.27.1 in my tests. What is the error?
  22. @Lopess why are you linking to your fork ?
  23. I tried using the mod with the latest alpha, but it throws errors on launch. Might need some updates to match the current version’s changes in structure or commands.
  24. Anyone else miss the Millennium AD mod?
  25. Yesterday
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