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  2. Noted but for the videos, the unit template parameters are for the "demo". The balancing of it all will be a task on it's own , my focus at the moment is to put the features out there as most of them would be optional (so disabled/absent from unit motion). It could be possible with not too much work on the code side, now that a lot of the structure is already there. But it also require a proper animation, else would look too weird. So that's for another time.. You can note that the boat receiving the blow in the video almost seems animated here but really it's just "hacked" with some rolling motion.
  3. Las estruturas Nabateas
  4. They are supposed to be the skiritai camp in p1, and the perioikoi town in p2. Basically where you can train "allies"
  5. Today
  6. Buenos días o tardes: -Muchas gracias por su crítica. La incorporación de nuevas culturas sigue creciendo ¿Hay alguna civilización/cultura que le gustaría ver integrada? El periodo del mod abarca del 500 a.C-100 d.C Disculpen las molestias*
  7. https://github.com/0ADMods/civ_grid Download and test it; the region filter will only work if the civs have the following information in their civ.json file:
  8. Indeed it looks good, although infantry seems to be moved less than it should on the first video, and the ship way more than it should. I’d reduce the "mass" of infantry (I guess it’s not really possible to throw some to the ground or send someone flying from time to time? :P), and increase it quite a lot for the ship, along with greatly increasing the "dampening" effect of water. Ships getting cramped and not able to break off was a thing, and a weakness for ramming ships, which needed some space to accelerate for ramming, and didn’t transport a lot of soldiers not to be slow, making them vulnerable to boarding in those situations.
  9. Press C while attacking (I agree there should be a more intuitive way). I have no problem beating very hard AI and I never batch produce (only because I haven't played enough matches to get used to it, as I understand it, it gives some advantage).
  10. If you want to be historically accurate (as the mod claims), don't use flags, banners, standards, etc for the Ancient Greeks.
  11. That's a question, I'm sure you'll be able to guide me, I managed to create a good part of the code with the help of AI (I'm not a great programmer, professionally I can say that I deliberately deviated from that purpose) Is there any rule regarding this? I think my code should be reviewed more closely.
  12. It's up to me to know what they are.
  13. That was my point. I agree that different maps increase complexity.
  14. Great, this would be a huge help. A ridiculously long list of civilizations arranged alphabetically would be terrible.
  15. How do I capture buildings? The AI always does it, and I remember my troops used to do that instead of hitting a building with their swords, etc. I'm having an easier time beating the AI now that it's clear that the benchmark for Medium is to have an always increasing population (and batch produce). I'm sure it happens: I'd like to see a sample chart from a player that outcompetes Medium AI on economy early game.
  16. Coming soon, a new feature !
  17. Those structures look really cool! I don't really have experience in blender though
  18. Yesterday
  19. I'd like to think we making some decent progress. Here are some icons of new building ideas we are working on. If anyone has experience with a blender and can help create some of the props so we can make these into actors that would be great! Also looking to play test some of the changes. The AI still isn't "real" enough to get a good feel for the balance. Thanks and Cheers!
  20. These are videos from a current work in progress to implement different forces into unit motions, like inertia, knockbacks and charge attacks! The values would be very customizable in unit templates for mods too! Screencast+from+2026-06-04+23-57-24.webm Screencast+from+2026-06-18+18-01-22.webm Screencast+from+2026-06-18+17-53-13.webm
  21. So we looking to really change some things up. We are creating Civ idenitities in small groups, like Tribal, City-State, Imperial etc... I'm also trying to get creative with techs and what not. What I'm wondering is if I can create identity subfolders within the technology folder (similar to civ bonuses) and keep their specific techs there so its not as "crowded" in the general technology folder. Will the game still be able to find/read those techs if I create a new folder? If not... is there an "ez" way to do it? Thanks!
  22. That's exactly why there aren't more players, to have more people then more options. But a handful of people convinced the community that repeating the same map over and over again is what makes someone "pro," and that it somehow creates more complex games, or "just Mainland is balanced" which is simply not true. They created the myth that "playing Mainland makes you OP, while playing other maps makes you a nub." Being Pro is to know what to do in most situations, not just 1. I understand can be the favourite map of some players, but even Mainland have more options to play too. I've seen 1800–1900 rated players unable to do nothing when taken out of their usual Mainland Circle Placement Temperate. If anything, that suggests that other maps can be just as complex, or even more complex, because they require adaptation, creativity, and cleverness/ingenuity/resourcefulness instead of repeating the same patterns every game. What many people still don't realize the loop they repeat, that they're essentially replaying the same match over and over until everyone gets tired of it. Eventually, arguments start, insults and someone ends banned/reported. Interestingly, the players who regularly play different maps and experiment with different settings don't seem to have the same reputation for public arguments, lobby insults, forum fights, or bans. At least from what I've observed, most of that drama comes from the circles that insist on playing the exact same setup over and over.
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