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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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    • no. i rember, it was often direct behind i changed my user.cfg (regardless if i use two or only only 0ad) . but only once. not permanent. there a simply conig in the GUI and resart was ok. so if i know now that i simple need cloase all 0ad reconfig and start. its ok. working workaround
    • I'm a big fan of EE fields spawning around farms. However, they mostly make sense if fields are only allowed one worker or very few anyway. If you only need one farm in your whole city, that is not going to look more natural or realistic.
    • Definitely out-of-space because of the "continue campaign" button. Not sure what to do here. We could  make the notice smaller, I suppose?
    • I didn´t mean to do it literally that way, but I would rather say it was in the same spirit. We could for example say that fields generated by a granary are a different type of crops, which is gathered 10% faster and where only 2 citizens can gather per field. In that case it would seriously impact city layout as you cannot place 40 citizens around your CC with this method. If you combine it with giving CCs positive auras for buildings, you would give players reasons to do things differently. Ideas for that would be markets near CCs get 5% barter price and blacksmiths near CCs give citizen soldiers produced from the CC a small bonus. That way every player probably wants to build the market and blacksmith near the CC and scarify some farming space. I think we need an entire arsenal of tools to supply a change of city layout if we want to do it an a soft way, since placing farms around CCs makes a lot of gameplay sense. Recap: I am in favor of adding a second way so players get to chose whether they want to use the granaries or the original fields.
    • I made a mod (my first attempt to mod) that gives some civs additional cataphract types, in the hope of increasing the types of strategies available. Maceman cataphracts offer high crush damage and extreme anti-cavalry abilities, but at the cost of dealing  almost no damage to infantry and relatively weak armour. This is to reflect the anti-cataphract tactic of using a club to bash enemy cataphracts' helmets used by the Parthians and Sassanids. Their crush damage means they can also be used as a siege weapon. Due to the short length of clubs and agility of infantry units, they do very little damage; 1 maceman champion cannot take out 1 spearman. Persians and Seleucids can train these champion units from their stables after researching unlock champion tech. Having access to this unit helps them to assert dominance in the cavalry department and effective ban cavalry from other civs.  However, their exact stats are yet to be determined; by default I gave them some pretty extreme values to emphasise my point. Therefore I would like to request the balancing advisors @Lion.Kanzen @Player of 0AD @maroder etc to help me determine their stats.   Meanwhile, to strengthen Rome, I gave them an archer cataphract. These units are extremely agile, well-armoured and have a long range, but do little damage (9.5 pierce per second) and are quite inaccurate. Rome learnt this technique from the Parthians after the defeat at Carrhae. They have very short loading time, so they can fire as soon as you order, unlike normal archers who take 700ms to prepare. This unit is designed to be a skirmish force + anti-elephant unit instead of meatshield, although they can survive for quite long under fire. You can troll enemy infantry by drawing circles around them with these and sniping any weak targets. They take quite long to kill an unit but I managed to take out 30 Roman sword champs with 10 of these without any loss.  Here is the mod:    cataphract mod.zip
    • Has there been an update to KDE?
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