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  2. I think the game should look into population costs again. Support/Civilian: 1 pop Infantry: 2 pop Cavalry: 3 pop DE does this^ I also think gathering speeds should be regularized. All gathering stats the same for all gatherers, but the gathering speed differs. Citizen-Civilians: 1x Citizen-Soldiers: 0.5x Citizen-Cavalry: 3x meat So you know more intuitively what you're getting instead of variations per unit type and resource type. You know that that gathering rates of Citizen-Soldiers is the same as Citizen-Civilians, just half speed.
  3. I play so many strategical game but this is out of the page
  4. Today
  5. Actually, big horses that can't feed on pasture only cost money. Smaller horses (mongolians, US mustangs - yes I know, not the same time period, and afaik berber horses) don't; they cost food and care. So basically we already have that in the game : skirmish cavalry costs food, war cavalry costs gold.
  6. Books. Random source code. Wikipedia articles about topics that generally interest me. I've used to read Manga when I was younger. But, my honest recommendation is to find something that will both reward your dopamine levels and let you learn something.
  7. Hey folks , I know this is a bit off-topic from our usual discussions, but lately I’ve been hooked on Solo Leveling Manga. The story of Jinwoo leveling up from the weakest hunter to an overpowered fighter is seriously addictive. If anyone else is into manga or comics, I’d love to hear your take on it! Personally, I feel like the fight scenes are even better than some anime out there. For those curious, you can catch up here: Solo Leveling Manga All Chapters. What do you usually read when you’re taking a break from daily stuff?
  8. I suggest to use 0ad using the PureOS package rather than flatpack. Maybe it's not the latest version (here there is 0.27.0: https://repo.pureos.net/pureos/pool/main/0/0ad/), but flatpack is known to have such issues.
  9. @user1 heinekenator closed the game (1 hour game), I'm still at full pop or at least above 160 pop when he closed—I'm defending my base and not attack him. commands.txt metadata.json
  10. That was helpful like 2 years ago.
  11. I've already thought about it, but I know these people. 0AD is a horse cavalry simulator. They're going to tell you: nope. I don't want to be demotivating.
  12. Thanks for testing @guerringuerrin! Providing feedback is important to me for this kind of feature. For 1), you guessed right, the option doesn't allow map resizing, and it's not clear. It's noted in the tooltip button but I'll need to improve this... For 2), I think it does display always the correct amount. I've tested it to be sure, but I think it's because of the slight differences with Custom Trainer system. So you see a number doesn't match your expectation but should match the inputs. => In Moderngui it's either you have idle buildings in selection and units are queued there, OR train 'normally' in all buildings. So if you have 2 idle building out of 5 => you see 2; after clicking you now have 0 idle building => you see 5 and all will have queue length of 2 ect.. I'm happy you see the benefits! Before and while doing it I came doubting multiple time if it would make sens. But yes having the extras and ability to compare and see the effects of different options as you browse is a good fit for this mod, and I'm so glad you think it too!
  13. Yesterday
  14. Very good job
  15. @Atrik Congratulations on this new feature. I think it’s a huge improvement to your mod since it allows players to quickly get familiar with the fundamental settings and, most importantly, it lets them see the changes immediately, which makes it much easier to explore different configurations that better suit each player’s preferences. I’ve noticed two things that might be useful to you: 1. When using this minimap style resizing is no more available. if thats intended maybe it will worht to mention on the Wizard dialog. 2. When using Queue in idle buildings first on Batch sizes doesnt show correct amount of units to be trained (similar behavior of my customtrainer old version) Also, it only allows 3 queue items per buildings but I couldn't find an option to set this number Btw, this is a very nice feature I'd like to port to CustomTrainer, right now my mod only prioritizes idle barracks but adds units to every building selected.
  16. Thanks for your answer, @Atrik Yeah i've just checked and it doesnt make tech available for other civs when farmstead is captured. Only if that play didnt research Wicker Baskets already. So it looks like it's working good. Doesn't look like the correct way to accomplish this, tho
  17. Yeah, what if when a horseman (any) dies, there is a chance that the rider survives, and only the horse dies. Then, the rider could get up and keep fighting. It would be a smaller chance, to deal with the fact that being thrown from a horse while wearing armor and in a battle would probably kill the rider anyways, but it would still be cool
  18. I'm guessing you hate Champion cavalry, too? Spearmen poke horse. Horse dies. Rider dies from broken neck. Use the boys with pointy sticks.
  19. Over the weekend, I had this idea: what if horsemen were more realistic cost-wise. In ancient times, horses cost money to buy, and there was limited space for them. So, I propose these ideas: - All horsemen should cost 25 metal, to reflect their cost. - Their should be limited space for horses, with barracks adding 10 horse room and stables adding 25. - A technology should be researchable at the corral: Horse Breeding. This would remove the metal cost, reflecting that horses are being bred, not bought. These are just some ideas. If anyone likes them, maybe I'll post some small mod adding these to the game.
  20. It might make the tech available to other civs, maybe for example if you capture a maury farmstead Should be checked..
  21. @Stan` @wowgetoffyourcellphone By removing "{ "civ": "maur" }" from "simulation\data\technologies\gather_wicker_baskets_maur.json", I was able to eliminate Wicker Baskets as a civilization-specific technology from the Civilization Overview section without breaking its functionality in the game (it still appears as a pair tech of Ahimsa and produces the desired effects). However, I’m not sure if this is the proper way to fix it. Could you confirm? Thanks Original file { "pair": "pair_gather_food_maur", "genericName": "Wicker Baskets", "description": "Equip your foragers with wicker baskets for foraging.", "cost": { "wood": 100 }, "requirements": { "all": [ { "tech": "phase_village" }, { "civ": "maur" } ] }, "icon": "gather_basket.png", "researchTime": 40, "tooltip": "Workers +50% fruit gather rate.", "modifications": [ { "value": "ResourceGatherer/Rates/food.fruit", "multiply": 1.5 } ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Edited file: { "pair": "pair_gather_food_maur", "genericName": "Wicker Baskets", "description": "Equip your foragers with wicker baskets for foraging.", "cost": { "wood": 100 }, "requirements": { "all": [ { "tech": "phase_village" } ] }, "icon": "gather_basket.png", "researchTime": 40, "tooltip": "Workers +50% fruit gather rate.", "modifications": [ { "value": "ResourceGatherer/Rates/food.fruit", "multiply": 1.5 } ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" }
  22. Thanks for the quick fix. Works great! Though I had to uncomment headquarters.js:925: let maxCitizenSoldiersMelee = 40; Otherwise 'undeclared variable' warning was popping up all the time
  23. And, if anyone cares, here is the Github link: https://github.com/Perzival123/Hyrule-Conquest-Revival/releases/tag/0ad
  24. Hello! I am pleased to announce that the Deku Kingdom is finished! Here are some pictures of the gameplay and art: As you can see, there are a lot of monsters and plant life in the Deku Scrub army. A few units are missing, including Dekupults, Scrubrams, and other siege machines, as well as two more heroes. Also, I havn't touched the techs, so some may not be compatible with the Deku Scrubs. However, here is a quick breakdown of the Deku: - They don't cost any food, replacing food cost with wood. To add to this, their farmsteads are dropoffs for wood, and their farms generate a trickle of wood and farm wood. - They are weaker than average troops, but their monsters and champions tend to be equal to or stronger than vanilla units. - They have a cool feature: Deku Babas an be carried (turret) on top of Scrubs, allowing you to add extra attacks to every scrub. However, this breaks formations, as the Deku Babas have no movement rate of their own. Formations will stand there, trying to move but reduced to the speed of the carried Babas. This does not affect individual carrying however. - The beetles can carry Scrubs and Babas by turreting, though only the archers are carryable currently. - The Deku Crawler can carry Deku Babas and Scrubs. - Scrubs can carry other scrubs, allowing for some hilarious Scrub Towers. - The Scrub Thopters can fly above the enemy and drop bombs on them. - The Scrubs have a new type of hero: Titan. Every planned race will have a Titan, and the Scrubs have Stagnox, a massive beetle nigh invulnerable to pierce damage and resistant to hack damage. He can be trained at their wonder. Also, I have included my own, slightly more historically acurate bot, Hyrule Bot, and a new map (Deku Forest) featuring my Wandering Gaia Soldiers, as discussed in another of my threads. Well here it is for download: Hyrule-Conquest-0.2.0.zip
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