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Usain Bolt is pretty fast. So fast that he’d beat you in a foot race if he was wearing heavy body armor while you streaked down the track with nothing but the wind and the finish line between you and him. Also, it’s a game. Have fun
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I think the economic tasks performed by soldiers in 0 A.D. can represent the kinds of economic activities soldiers carried out during military campaigns. Foraging, collecting grain from nearby villages, gathering wood for fires, building fortifications, and so on. I think the citizen soldier concept in 0 A.D. actually reflects something that historically happened, something that other historical RTS games do not represent at all because they completely separate military units from civilian units. They were probably not fully equipped when carrying out these kinds of tasks. I have read a bit about this here. I read about this here. https://roman-empire.net/army/roman-military-logistics-supply-chain-history?utm_source=chatgpt.com My source is probably very questionable, haha. I'm not a historian and I know nothing about all this. But discussing these topics is fun and you learn something along the way. =) edit: also i think that actually the champions are the kind of unit that represents a "higher more noble class" of soldier, and that's why they can't do economic tasks. different from citizen soldier that were probably more "common" folks. And also, there were other men that didn't went into fight and those are the civilians
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we have a separate thread with the git and everything.
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I WAS TRYING TO CREATE BAIT TO MARKET IT FOR YOU!! WHY DIDN'T YOU JUST POST A LINK THERE SMH
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yes, agreed but if citizen soldiers represent a higher more noble class, why would they even bother with the labor? And if you are wearing armor, holding a shield and a weapon, dont you think that would slow you down compare to another man who works the fields all days and wears nothing? Its not like the laborer is obese.... thats definitely an american and 20th century problem. You aren't a historian are you?
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I’m a lawyer. I sit around at a desk all day reading and writing. I became a lawyer because I’m pretty good at reading and writing. I’d even say that I can do lawyer work better than your typical marine. But guess what? If you put a pack and boots on me I bet I’d be a lot slower on a trek than those same marines. All men aren’t the same and can’t do all jobs equally.
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The new version has mainland balanced fixed. It is also on the mod downloader now: feldmap.zip This is version 3.0.1
- Today
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So i actually like what 0ad is trying to do, I just think it needs to be tweaked, at least to make more sense in my had. I like the complexity. We had already played around witth the idea of a male eco unit in preveous alphas, create "serfs". But now we have taken it one step furthing I think, although it needs some testing. women gather rates 1.0 .75 3.0 .5 .25 .25 (Now only cost 40 food, 40 health) Gender rather rates 1.0 .5 3.0 .8 .43 .43 (50 food 50 health) CS gather rates .75 .25 3.0 .75 .4 .4 and then Serfs.... I think the game misrepresents the role of slingers in Classical Antiquity. Talking to some of the historians who have helped on the game, a lot of the civs didnt have slingers per say.... they were more like low class citizens who were the laborers, but sometimes would need to skrimish throwing rocks or other small objects at the invaders. So the civs that have women only all have a serf unit. For slingers its 50% less dmg, 25% less range but only cost 40F 10S and 10W their gather rates are: .75 .25 3.45 .86 .46 .46 (Berries, farms, meat, wood, stone, metal)
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shubhanjali joined the community
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derderoverbid joined the community
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Ensemble Studios knew something when they were making AoE1. Yes, ancient societies were dominated by men. The original game developers of 0 A. D. didn't give an explanation why they chose to represent women as a separate unit. Citizen-Soldier concept surely played a part in it, but they could have done this without representing women as farmers. I've played almost all of the original first 10 releases, and even created a mod for one of them. The economy then wasn't so focused on wood, so you could distribute your income more efficiently. The game always had a pure eco unit that costs only food, but this unit isn't efficient at its job. It's also unfortunate that unit was literally a woman. Now that this unit has both male and female variants, the developers could try creating a real, effective economic unit by R30, for example. Hope this makes sense.
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Neither did most of us, but Gitea isn't too hard to figure out especially if you use something like VS code or codium
- Yesterday
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I have a pretty "clean" updated version now (link above). If anyone is interested in testing out with me that would be greatly appreciated! If you test on your own via single player and notice anything off, please either pm me or post here! Thanks
- 1 reply
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indeed this is somewhat a strategy in mid/late games. unfortunetly is not very seen these days
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Interesting. Seems if you want to use Corrals for passive income the most efficient strategy is build one Corral, slowly fill it up with Goats as they recuperate their investment the fastest, then build another Corral until you have 6-7. If you only produce from 1 Corral you are never more than -100 Food and are in the positives after 5 minutes. If you also produce from full Corrals and the newly build one you also never more than -100 Food but in the positive after 6 minutes. If you want even more passive food income you start to replace Goats with Cows. x If you use Corrals for active Food collection it is annoying that the auto-queue is stopped after hitting 50 cattle. Otherwise you could set your Corrals to 2 batch of Cows and have 2 cavalry constantly gather them without any need for micro. You are in the positives after about 140 seconds. In the late game it seems to be really worth it as for every Corral and 2 cavalry you can delete 12 farmers have about the same food production. x Now that I think about it maybe you can transition from berries to Corrals. Build a Corral, have it auto-queue Goats or Sheeps. In batches if you have the resources for it. Reduce the batch sizes of Civilians for it. You will have less Civilians overall but as 2 hunters gather as fast as 5 farmers (or 4 with the first upgrade) you still have the stronger eco. 0AD_Fields_vs_Corrals.ods
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Yeah, if I have some time, I could update it or anyone with the script and a LLM. Just describe the stats in full detail. But to me this seem to be too obvious to put in that effort of typing the stats and debug it. First comes the berrys, then hunt/fish, then transition to fields. Corrals with slaughtering seems not to be the meta atm.. In earlier alphas I liked to have corrals, a temple nearby, wounded cav could work and heal by aura. But it was never a question of either farm + upgrades or corrals. Farms are a must. ... (well one exception was survival of the fittest were there were once no farms, but corrals)
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That was a thread about a mod, not a discussion thread. I hope a mod moves all the garbage posts from there to here.
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Deactivation of unencrypted lobby connections
AlexHerbert replied to Dunedan's topic in Announcements / News
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Have already done that... Thats what Classical Warfare AEA is, but using the same engine etc as 0ad. Just supposed to replace a lot of the historical inaccuracies.
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use pyrogenesis to make an new entire game "AHA" i.e. as historical as possible, that should fix all these disputes
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hehe true, yes some things can never be truly indicative of what life really was like, and who did what and how, where and when
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As I said in the first place. It's a way to represent the family and community activity in agricultural tasks. You will find contradictions if you want, this is a game. Men didnt carry big perfect square iron block into fight and magically makes them disappear when engaging into battle. Yeah. And it will be good to have specific voices in the future for answers and spaw of these units bc right now it creates confusion.
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Im fine with thee idea of gendered civilians, in fact I kinda of like it if its more historically accurate which I agree to some degree it is. I guess we will just have to change the gathering rates a little in Classical Warfare AEA
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Is obvious! they are so used to carry heavy equipment that become stronger. ( joking xD ) I can't anwer that, i'm sorry here's the audio/fullwomen mod. there two options you can chose:
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But "you" aren't being consistent in game IMO. Why is a citizen soldier who is carrying armor and weapons FASTER at gather than a male civilian who's task it is to gather? That throws me off more than adding gendered civillians. Like why can some men fight and gather resources faster than other men? "In an effort to improve historical consistency, we have replaced the visual appearance of civilian units. Previously described as a "female citizen", the basic economic unit is now called the "civilian" and has male and female models."\ While they are more economical to train... they still aren't really eco units in my mind when "cs soldiers" gather 3 out of the 4 resrouces faster.... its why you see very few pros if any using all "civilians" or "women" to gather stone, metal.
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OK but if "women/civilians" are eco units, why are they slower at eco? can you link me to the other thread?
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Hi, @Emacz The reason is historical consistency. You can check the release annauncement for more information, there is an specific title explaining this here: https://play0ad.itch.io/0ad/devlog/1399284/new-release-0-ad-release-28-boiorix AFAIK, agriculture was a family and community activity, in which men, women, and children participated, although with a division of tasks. And this change aims to represent that. To be more specific, someone with historical expertise could provide a better explanation.That said, the lack of distinct male audio feedback separate from the citizen-soldiers is a regression in the UX that will need to be addressed in the future. Also, there's a already a mod if you want to go back with this.
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