Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. If they're still remaining you haven't won yet; did you capture or destroy the big central building (CC)? Sometimes there's just a civilian standing where they last worked, sometimes all remaining units run somewhere to build a port.
  3. By default, the win condition is "conquest". Take out all hostile units and buildings. Any more questions?
  4. Today
  5. newb here I've built a huge army and stamped out basically the entirety of the bot and there's just bits of houses and stuff remaining. What do I do so I can finally win?
  6. So funny I can put a label in my name depending on the state I am in
  7. Yesterday
  8. You might take a look on Issue #3177 ([PATCH] Implement camouflaging) over there at Wildfire Games' Gitea instance.
  9. It should be. After all, did the ancients really do things as efficiently as possible? We are thousands of years more advanced, and we still don't do things as efficiently as we could. We know how to be efficient, we just choose not to. Besides, real merchants would travel from one market to the next, then on to another one, not just back and forth between two markets.
  10. I would find that odd. Finishing a building already damaged doesn't make any sense. Furthermore I think it is good that the enemy can prevent you from building. Otherwise it is too easy to build a fortress or towers to defend yourself.
  11. You can set waypoints in between markets that way. Setting a route with multiple markets is always less efficient then one between only 2 markets and therefore isn't implemented.
  12. This isn't already a thing? Could have sworn it is...
  13. Last week
  14. Hi @user1 Dragonfire99 quit without resigning on 1v1 match. commands.txt metadata.json
  15. In 0ad, units can attack enemy foundations which prevents them from being built. This tends to limit the use of buildings. We could also let foundation damage impact the HP of the complete building instead of affecting construction time (as in AOE2), or increase the durability of foundations for a more hybrid approach (more difficult to deny buildings, but not impossible). thoughts?
  16. https://riseofnations.fandom.com/wiki/Caravan Worth mentioning.
  17. I was about to mention this mod. Of course I use it too.
  18. I think it's not possible tho i wish it were: set trade routes that don't involve the producing building. Quite frequently I produce traders from a market but have a port further away; I would like to set that route at the market and wouldn't have to tell the traders.
  19. OpenGL might not work because of some X11/Wayland bug, outdated drivers or security reasons, like AppArmor: https://gitea.wildfiregames.com/0ad/0ad/issues/7582. To help us you try to run any other game under OpenGL (like supertuxkart).
  20. Hey, if anyone wants to help, contribute an idea, report an error, or just chat about the game, check out the Discord I just set up: https://discord.gg/zzrTtXaxW
  21. That worked! The game launched after that. Should I change some config for this to work automatically?
  22. Yeah, it does, thank you for the tip! Actually, it turned out I just had to apply the rotation while it was in the standing up position.
  23. Could you try to run the game with the following parameter? $ 0ad -conf=rendererbackend:vulkan
  24. Oh well. I might just pinch some of his code and make my own campaign.
  1. Load more activity
×
×
  • Create New...