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(Too) Efficient formation setting?
real_tabasco_sauce replied to Atrik's topic in Gameplay Discussion
IMO its a bit obscure for a tooltip @guerringuerrin -
- Today
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Dakara replied to wraitii's topic in Gameplay Discussion
go tg -
Thanks, that should help.
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That's why you always clean your camera lens before taking a screenshot!
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@Vantha A call to make a tooltip for the loading screen
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Good way to make your units stay in formation, even if they're attacking. If you haven't seen Roman Legionaries fighting in a Testudo formation, you're missing out. I agree, units shouldn't stay in formation for economic tasks, no matter which option you set. Not even if it's more efficient.
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ilovepdfx joined the community
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
Can be applied to a lot of things, like lacking catapults, or champion spears for dealing with champion cavalry, or x with insert appropriate missing unit that any one civ lacks. I do not think your siege tower idea is that strong because siege towers function like regular towers in terms of shooting, and I can simply swarm them with any combination of X melee troops and knock them out with cold steel, aside from the obvious usage of catapults and rams. Every civ gets rams and the majority have catapults. Oh and elephants if available, even champion cavalry if one is wealthy. Ultimately every civ has a counter to this in some shape or form -
(Too) Efficient formation setting?
real_tabasco_sauce replied to Atrik's topic in Gameplay Discussion
so basically there's less unit pushing when they are technically in a formation, so they spend less time bumping into each other when gathering. -
It's a bit more APM overall, you have to make sure formation is toggled only when desired. Which is what I don't really like, you want to get the efficiency gain from it, but you also have to go with the frustrations of having units in formations at random times .
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I just recently discovered that option too. It's probably the easiest of the strong tricks to use. Maybe the option should only be available through a separate mod that people will install if they prefer a less APM-intensive gameplay.
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Hey @Perzival12 The game automatically detects the skeleton of a DAE, using the files in art/skeleton. If there isn't any matching the structure from your new mesh, it will fail. I have a python script to generate the skeleton from a given DAE file. https://github.com/StanleySweet/0AD-Skeleton-Generator
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Possibly a flooded meadow
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Dakara replied to wraitii's topic in Gameplay Discussion
Play macedonians (bonus training cost), do 4 siege tower, somes men inside (10 by tower, more for ungarnison garnison spam), you win the battle if enemy plays not the counter army have you thought of a way to counter this siege trick? civilians who don't have catapults? -
Case 400.000.000 Bro quits without resign, name of the player "zapatista" @user1 metadata.jsoncommands.txt
- Yesterday
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@Stan` @wowgetoffyourcellphone
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New Civ for Alpha 28+?
Classic-Burger replied to wowgetoffyourcellphone's topic in General Discussion
It occurs to me to combine a farm with a corral, instead of harvesting, you extract milk from the animals and they eat grass. The harvesting mechanics are similar to those of a farm. But you can bring goats inside to generate food. You'd need workers like a farm. The 0AD ones could be bigger, it could be used to give bonuses to the horses (cavalry).Extra population capacity much more than a house if you house horses. -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Atrik replied to wraitii's topic in Gameplay Discussion
The reason Petra doesn't use them is that it consider they have 0 attack therefore it's at the very end of it's priorities. So it would stay true even if you buffed them 100x as long as you don't add default attack. -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
Why not? there is adequate historical precedent to shove a bolter on a siege tower, it would be epic and maybe encourage their use a little more -
(Insert Pepperidge Farm meme) I was already here to remember a different version of the tracks that were later remastered. And then when some of the now "old" songs were brand new. It's hard to believe there are this many of them. And I wonder how many times I might have listened to all of them. I remember playing them outside of the game too, but I was already doing so like 15 years ago. At this point I got quite desensitized to them and it's harder to focus on the music (which makes them even greater background music). Btw, @OmriLahav was here recently, so I guess he'll like to hear our appreciation here too. He really gave the game a major part of its soul. All seriousness aside, imagine if The Player Of Many Names downloads the songs and after a while he'll be like "Oh wow, that's a nice beat, is that something new?". And then he'll check the song name and it says "You_are_Victorious!.ogg".
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Thanks for your help. I've included the error message I was getting below for completeness, but I realise what I had done wrong. The template I used as the base was from the current live repo, which has edits that aren't in version 0.27.1 ("health_females_01" being renamed to "health_civilians_01"). <!DOCTYPE html> <meta charset="utf-8"> <title>Pyrogenesis Log</title> <style>body { background: #eee; color: black; font-family: sans-serif; } p { background: white; margin: 3px 0 3px 0; } .error { color: red; } .warning { color: blue; }</style> <h2>0 A.D. (0.27.1) Main log (warnings and errors only)</h2> <p class="error">ERROR: File 'simulation/data/technologies/health_civilians_01.json' does not exist</p> <p class="error">ERROR: JavaScript error: gui/reference/common/TemplateLoader.js line 114 data is undefined loadTechnologyTemplate@gui/reference/common/TemplateLoader.js:114:8 isPairTech@gui/reference/common/TemplateLoader.js:310:17 deriveProduction@gui/reference/common/TemplateLoader.js:173:14 deriveTemplateListsFromTemplate@gui/reference/common/TemplateLister.js:126:45 compileTemplateLists@gui/reference/common/TemplateLister.js:40:21 setActiveCiv@gui/reference/common/ReferencePage.js:26:51 selectTemplate@gui/reference/viewer/ViewerPage.js:38:9 init@gui/reference/viewer/viewer.js:18:9 showTemplateDetails@gui/session/selection_panels.js:1272:15 showTemplateFunc@gui/session/selection_panels.js:194:53</p> <p class="error">ERROR: GUI page 'page_viewer.xml': Failed to call init() function</p> Regarding the zip file, you're correct that the zip extract created an additional folder layer. But my point its that's the way most zip applications work, so the user workflow fails by default. As the mod.io zip files contain an mod.json plus a zip file, and then the zip file contains the same mod.json, I just think it's a bit confusing for someone first dipping their toes into modding.
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