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When i say melee, i dont mean in game jargon like any hand to hand combat. I mean when the hand to hand combat matures, there is no more clear battle lines, and units from the different sides are disorganized. We should definitely not forbid, but make it costly and a tactical decision: is it critical enough for me to destroy the target quickly so that i accept losses due to friendly fire.
- Today
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Transport troops whit trains, is optional. My idea is to use Bézier curve for generating the mesh and other stuff, we can reuse the camera path for that xd. It will be "easier" for the cart/locomotive/railcar to follow the Bézier curve's direction vector (I think that's what it's called—correct me if I'm wrong). So no pathifnding calculation
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I heartily agree with the last part, but note that using bows to shoot over one's own soldiers is AFAIK a historically attested practice. So not something we should forbid. And I mean, shooting over one's own melee soldiers was probably done to shoot on the soldiers engaging in melee with such melee soldiers...
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???? I don't understand what you mean ?
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Changing unit speeds and giving units more specialized roles. This is made quite difficult by citizen soldiers, and by unit availability by civ, but i believe it is possible.
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The historical reason for missiles not dominating is friendly-fire. One should not be able or willing to fire missile in a melee due to fear of hitting own units. Missiles should be for skirmishing and harassing.
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Stan` replied to wraitii's topic in Gameplay Discussion
Technically at some point someone planned for walls to upgrade to fortresses. -
Since 0ad is a historically-themed (if not historically realist) game, the way missile work as of now (being the main weapon) is really bad and harming the gameplay a lot. What are the solutions ? What is the role that we want for missiles and how to do it right ?
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Introducing the Official community mod for 0 A.D. Empires Ascendant
LienRag replied to wraitii's topic in Gameplay Discussion
Especially since walls are heavily underused in the game now, as some already pointed. And that's a shame ! Walls are historical and should be fun to play. Maybe remove the fortresses and have a "dungeon" building instead (yes, dungeons are the wrong historical period, so use the historical one, but I don't know its name) that can't work as a defense without walls ? So the actual defensive structure will be much more varied, and tactically interesting ? And of course change the way soldiers fight on walls, so that they don't die immediately from enemy missile (except from missiles on siege towers, obviously), which is the reason nobody garrisons units on walls as of now. -
Novota Thermotech Private Limi changed their profile photo
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Use it yourselves.
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Arup started following Is this game dead?
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there already exists the 0ad Enjoyers server(220 members, was very active but a bit less active since last few months) and the 0ad unofficial server,with over 330 members lying completely dormant since years. the game NEEDS an official discord.. it's what every gamer uses these days, we need one to get more users
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the game would really profit from an active leader.... that position needs to be filled soon
- Yesterday
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Fundamentally, a campaign is a series of scenarios/maps that have to be played in sequence (i.e. once you win part 1 you will have access to part two etc.) and that build on each other. The storyline is ideally meant to be provide historical background. Unfortunately (or not) it is not possible to carry over results of the previous campaign scenario onto the next one, i.e. you start with a small army in game 1 and end up with a larger army, which n turn saves as the basic setting for game 2, etc. I believe the challenge would be to orchestrate dynamically allocated balancing from game to game.
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Being able to build roads as a start (without rails so far ) would be a nice new feature for 0AD as it is. Roads could increase movement speed of everyone (including your adversary) compared to moving through forest and grassland. Pathfinding is the main issue here unless the path is preferably following the road ( so nothing to be found). Pathfinding strategy could be to follow the shortest road through the system and only revert to the original pathfinding scheme at the end of that road. Roads have been discussed few times already but we never progressed so far. As an example in this thread:
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The position of project leader is vacant for two years.
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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 !
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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.
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Michaelcap joined the community
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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.
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