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Yes, it existed between a15-a16.
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Austin TX
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Maer joined the community
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You mean, re-introduce? They were available briefly in Alpha 16, but every civilization had them for specific unit classes only. It's a good idea.
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You must first make a template and see how patent templates work. Then make sure your unit exists as a base unit, for example a new ship needs 2 new files to work. A parent ( class) and civ unit specific template. <Trainer> <BatchTimeModifier>0.8</BatchTimeModifier> <Entities datatype="tokens"> units/{civ}/ship_fishing units/{civ}/ship_merchant units/{civ}/ship_scout units/{civ}/ship_arrow units/{civ}/ship_ram units/{civ}/ship_fire units/{civ}/ship_siege </Entities> </Trainer> You need this is parent template or in specific template. https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml
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This progress is noticeable in battles. A militia cannot defeat the champion unit of Rome. Same axeman and Legion. Spam trash units vs the best units.
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Jackerino changed their profile photo
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I'm working on a mod that adds new Civs based on various fantasy races and every other structure and building and training setup has worked so far. However, I have ran into an issue with making new Docks for my Civilization. Specifically, the issue I ran into was I made the Dock structure itself, which functions correctly and gets all of the Upgrades the way it's supposed to. However, despite having a functional ship_fishing.xml in the correct location with the correct labels, and with the dock.xml having everything labelled correctly, the fisherman boat doesn't show up on the menu for the docks. I'm honestly at a loss for what the issue is. Everything is set up correctly as far as I know, with most of it being direct copy/pastes of the Mauryan structure and unit templates before I started adding changes, with the Civ tags changed to be the correct label so that they are labelled under the correct Civilization. Even more bafflingly, in the information tab of the docks, it shows that it can train fisherman boats, yet it doesn't actually show up on the UI, for some strange reason. Any help or information would be greatly appreciated. Can't really make any naval ships until I figure out what's causing this issue. Worst case scenario, this Civ won't be able to have a Navy, which would be unfortunate. (Shown below is screenshots of the evidence + the attached offending .xml's) dock.xml ship_fishing.xml
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Another thing that is wrong is the forge/arsenal upgrades. Everyone receives the same shield according to that logic, there are no shields for infantry, cavalry, or archers.
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TeralinDeKaufen joined the community
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I like to always have trash soldier.(SC level). In fact I would separate it into 3 versions. Tier1 SC level. Tier2 Semi champion Tier 3 Champion. Similar to total war. You can always use the lower ranges to fill. It would be nice to unlock champions in general.
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It would be good to vote. To community mod or a Gitea ticket.
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What do you think 0 A.D. lacks?
wowgetoffyourcellphone replied to Deicide4u's topic in General Discussion
I'd honestly like to introduce the promotion upgrades as seen in DE. Probably double the base XP needed to promote, then introduce techs that promote them all to the next rank for a cost. That way you don't lose auto-leveling, but you can have the techs that introduce progression. Perhaps standardize it thusly: All C-S classes get the Advanced Rank promotion tech, but each civ only gets the Elite Rank promotion tech for one C-S that's their signature C-S unit. Hoplites, for example, for Athens and Sparta, Archers for Persia, Swordsmen for Republican Rome, etc. - Yesterday
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Civ: Dominate Romans (late Rome)
Classic-Burger replied to wowgetoffyourcellphone's topic in Delenda Est
- Last week
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Version Alpha 27.1 vanilla. Hard AI. Maur_vs_Gauls.zip
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What are your favorite songs in 0 A.D.?
Genava55 replied to ShadowOfHassen's topic in General Discussion
I am pretty sure some Slavic Macedonians have been playing with Macedonians for some time. -
What are your favorite songs in 0 A.D.?
Vantha replied to ShadowOfHassen's topic in General Discussion
Yeah, it's everything but ideal. But English just doesn't have the word needed. -
What are your favorite songs in 0 A.D.?
Classic-Burger replied to ShadowOfHassen's topic in General Discussion
If there is a Gemanic tribe called Germans already in the game, it should have been called Cimbri. But it was left as Germans. -
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It's normal, many RTS don't have progression. Sometimes people don't feel the technological improvements. Age of Empires 2 isn't a good example. In AoE, there are eras, while in 0AD, there aren't any; you don't go from the Bronze Age to the Iron Age. That's fine for ages, in 0AD there are no ages, the equipment of a centurion is not much improved compared to that of a princeps. I recommend you see it more like Total War series logic. Again, this isn't about turning 0AD into Age of Empires, Delenda Est did a better job with scouts. Putting centurions instead of a princeps makes no sense. It's like evolving from a corporal to a lieutenant. In Age of Empires, it goes from upgrading a 18th century militia to a 21st century marine.That's the logic of AoE. If you want real changes, it's better to differentiate the equipment.
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What are your favorite songs in 0 A.D.?
Grautvornix replied to ShadowOfHassen's topic in General Discussion
Let me split a hair here: While some Germans are already playing it, the game will have Germanic tribes, right? (OMG, what a bean counter I am!) -
I struggled with trying to understand why this game felt weird when compared to other similar titles. For a while now I thought that this weirdness comes from the Citizen Soldier system, but it's not it. The weird part is that your units don't progress. Yes, many of them have ranks and get cooler looks as they go up in rank. But, it's the same unit in the end. A Hastati is always just a Hastati (unless you upgrade him to a Centurion, a rare example of unit progression). In "Age of" games, you get unit line upgrades. Militia upgrades to Man-at-Arms, which upgrades to Long Swordsman, etc. Scout Cavalry upgrades to Light Cavalry, which upgrades to Hussars. You get the picture. There isn't that familiar upgrade icon below the unit. We do have unit classes, and this helps to differentiate civilizations. But, for me at least, the unit upgrade system is what the game (intentionally) lacks.
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Civ: Germans (Cimbri, Suebians, Goths)
Classic-Burger replied to wowgetoffyourcellphone's topic in Delenda Est
https://gitea.wildfiregames.com/0ad/0ad/issues/8410 https://gitea.wildfiregames.com/0ad/0ad/issues/8408 Germanic names issues. -
I continue studying the code step by step. I had a future idea... A ststus effect called fear that makes you vulnerable in defense (attack component) or in bonus to be convertible. Fear status. It would be a combo to force a unit to convert. It consists of reducing conversion resistance while under the status "fear".
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What are your favorite songs in 0 A.D.?
Classic-Burger replied to ShadowOfHassen's topic in General Discussion
Yes the Germans are in the Game. -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
While the idea of putting troops behind walls is both historical and interesting, in the context of current gameplay it is not nearly as efficient as simply breaking the walls with catapults or rams, however there is the other usage of siege towers which is fire superiority, being able to overlook enemy fortifications and essentially clear them or support an assault on them. It is not like we can map an exact historical battlefield anyway. We do not build siege towers on site and then roll them up to the walls, and we also roll them over terrains they historically cannot go over, their very movement is largely ahistorical, so frankly I say add interesting features with the understanding that yes players will probably use it as an infantry carrier/tank or something equally amusing, but that is ok
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