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As I threatened here I created a small mod to test some balance changes. Attempt at a git repository: https://codeberg.org/DesertRose/0ad-balance-mod So far it only affect Citizen soldiers that deal Hack and / or Pierce damage. Short Changelog: - (Cavalry) Swordsmen became better against Spearmen, Pikemen and ranged units - (Cavalry) Javelineer became better against melee cavalry, worse against ranged infantry Full Changelog: 0ad-balance-mod.zip
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Where are you from?
Alan Shore replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Hi guys and girls !!! My name is coming from https://en.wikipedia.org/wiki/List_of_Boston_Legal_characters#Alan_Shore I'm writting you from Belgium (near Brussels). Sorry for my english. I'm 71 years old. Benear dead, but that's not really a problem. I had my time I'm playing 0 A.D. about 2 years now, and i love it. I thing that my level is middle. Better than easy. I love also to converse with AI. VoilĂ , you know me now. My born language is french. So long, perhaps on the network, if I understand how it works.- 335 replies
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This can be a good middle ground.
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Alan Shore joined the community
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Please don't show me how I should feel during the game. If you give me your explanations, I won't stop considering it a bug. I can cite analogies from the game itself, showing that these things are of the same order. According to this logic, a unit should stop when it has cut down 1 tree. The camel should stop after 1 cycle. But it is the birth of new fighters that is highlighted in a different behavior. For me, it's exactly the same when the creation of units continues with the availability of resources. This is not logical, and does not coincide with the general strategy of the mechanics of the game. And don't tell me, "To make it interesting for you, we're making the game harder. Clicking on the barracks 100 times per game is not a game, but a battle with the UI. This is an artificially created problem. My conclusion is that the "queue" button should be pressed only by the user, and raised only by the user. Do this in the general settings: "Queue Locking. And let everyone choose the game mode for themselves, whether they want to take a break from the game or face 2 hours of battle with a wrong decision .
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What's annoying that if auto-production stops due to insufficient resources the building switches back to no auto-production. It would be nice if the game remembers auto-production, and if I order a building to produce units again I do not have to enable auto-production again.
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yes,and I like it as well. gng, do NOT remove this
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Seconded. Otherwise, why even play the game if you want everything to be automated for you?
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Captured CCs don't train Civilians of your civ
Deicide4u replied to Deicide4u's topic in Bug reports
As can be seen, they can build a Palace and Pillar of Ashoka is grayed out. I've constructed a Palace, but it can only research Spes. -
Hey, this is intended, so that there remains some attention needed to maintain your economy. Furthermore, putting more actions into maintaining your economy should reward you with a better economy. it may be still be changed, of course. If one considers this a bug, my preference would be is to remove it from the game.
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0 A.D. Delenda Est Release 28
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Dev Repo has moved on to R29, which has some incompatibilities with R28 (minimap/type element in templates, for example). -
Captured CCs don't train Civilians of your civ
AlexHerbert replied to Deicide4u's topic in Bug reports
Yes, and I like it. -
0 A.D. Delenda Est Release 28
guerringuerrin replied to wowgetoffyourcellphone's topic in Delenda Est
I'm not at home for the weekend (father in law 70s birthday ) Let's do another testrun during the week -
I think stopping the birth of new units due to lack of resources is a big mistake by the developers. According to this strategy, the game turns into a punishment. I have to constantly check the condition of the barracks. The unit production queue should be restored automatically when resources become available. My mouse will break before I enjoy the game. This is incorrect. This can be considered a bug.
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I am Iberians in this match. I've captured Maury CCs and they are training Indian Laborers. Screenshot attached.
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You can set your builders on hotkey, thats what I do to my 4 civilians at the start.
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Builders and "Field Builders" are made separate. Builders that just have finished a House should not go over to build a Field but become idle Up to 5 Builders who are currently buildings a Field become Farmers instead of searching for other buildings to finish Really annoying when your House builders "go missing" because they decide to become Farmers, and if you build two Fields with 10 Civilians they first build both Fields, then start farming.
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Even against Hard Aggressive AI they only attack after 12 minutes. Not sure if they attacked sooner because of Aggressive or Hard. Vs_Aggressive_Hard_AI.zip
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Set the behavior to "Aggressive", it should attack more often and sooner. Yeah, I was also surprised to see that many units. Crossbowmen destroyed me. EDIT: Here is one for the revenge. What changed, is I increased the average batch size of units, to keep resources low. PersiaVSRome.zip
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So far the AI feels rather toothless to me. I have not seen them attack before the 12-14 minute mark, and they usually only attack with like 40 units max. Never seen them attack with 80 units like in the replay above. That's a good value for that state of the game. Would love if the AI also sometimes attacks after 2-4 minutes and 6-8 minutes to keep you on your toes.
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Speed of rising water in the Flood map
LeJardindEpicure posted a topic in Scenario Design/Map making
Good afternoon, I recently played the map Flood which has a really interesting mechanic where the water slowly rises as the game progresses. However there are only 3 possible level of water (high, low, rising) and the water rises very slowly. Would it be technically possible to add an option to select the rising speed (such as a slider) to make the map more challenging ? Thank you, LeJardindEpicure -
0ad 0.28 on Fedora Linux / Flatpak / Flathub
LeJardindEpicure replied to LeJardindEpicure's topic in Help & Feedback
Thank you for your work @ShadowOfHassen, works perfectly -
How exactly does attack moving works? I feel like the moment you press attack move the units will target the nearest enemy unit, and if that unit dies they stop moving. At about the 18 minute mark I give the archers in the south the attack move command into the woods between our bases several times, but eventually they always just stop moving. skip to about 18.zip
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@guerringuerrin you didnt come online
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AlexHerbert started following Game pauses when game is unfocused.
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It's rather frustrating, even for not so new players. I just lost the last two matches against Medium AI. This new AI doesn't leave room for mistakes. Pretty depressing when you look back at the last hour and realize you just wasted it because none of your old tactics work. And I didn't get to have fun, either. Don't know, I'm on the fence here. On one hand, I need to improve in order to just beat the default AI. On the other, the AI now requires knowing the competitive meta in order for you to stand a chance. Here is the last match, for what it's worth. RomansVS_MAI.zip
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