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  2. Astrid

    Overpowered norse farmstead bug

    It makes sense that the norse get an advantage with sheep because where I live in Norway I have sheep not too far from my house. I can walk down the road and see sheep everywhere grazing by the fjord. I think it's great they have that skill over other cultures on OAD because lamb is big here,and we eat a lot of it {very healthy}. I don't think it should be nerfed or force us to pay with resources because it will ruin the uniqueness of the culture. Other cultures get what we would like to have so every culture should be different,and have it's weakness and strengths. Making us pay with resources would ruin the idea of it. I know many sheep do cause lag but there can be a different solution than ruin the fun.
  3. Today
  4. Amount of buildings women cant order/build in the game - about 60% Amount of buildings men cant order/build - 0% This configuration only exists in the game as an oversight. It wouldn't pass public review - its casual sexism basically.
  5. Did you read this article? Good job, authors of the game 0 A.D!
  6. Yesterday
  7. Dunskied

    Leaver

    @user1 or @Hannibal_Barca Oscarhc89 - he was unranked, left a couple minutes after the match started. commands.txt
  8. woodpecker

    possible rulebreaker

    @user1 @Hannibal_Barca Proof Auditurus: commands.txt
  9. woodpecker

    possible rulebreaker

    Another insistance today with another player: PezDorado I destroyed him and then he just exit without resigning. @user1 and @Hannibal_Barca commands.txt
  10. superflytom

    0 A.D. on YouTube

    New commentary analysis. Feedback welcome, cheers
  11. I'd call it an additional option, because we have some custom things. Brew can be an alternative option in case we remove these custom things.
  12. (-_-)

    Overpowered norse farmstead bug

    Thats understandable. Looks like CoM is handling a Lot of mods, so maintenance would have to be considered too. Plus, it changes a mechanic present in Vanilla thats just a bit more highlighted with this particular civ bonus.
  13. Servo

    New mod comming

    I hope you can include some Civs from other mods like Byzantine, Pricipitate Rome, Anglo-Saxons, Carolinians, Norse and Zapotecs as well even if they don’t belong to the time frame. These new Civs with nice new units and buildings brings new excitement to SP games. DE gameplay is very nice and Mil AD has really challenging AI enemies (they are really brutal in hardest). Some mechanics I would like to have in a mod (personal opinion): 1. Units need to be in proper position to execute their fighting abilities. For example a range unit can’t fire projectiles only if they established their ground (minimum range) to execute task. Same as melee, they can’t inflict damage if the enemy is on his back or around more than180 Degree’s away from his execution stance. 2. Capture mechanics. DE is allowing it on women and hope it could expand to fighters. 3. Siege weapons need to be powerful, hard to destroy, manned(operators need to be killed only to immobilize), capturable and very expensive to acquire). 4. Any mechanics that could reduce the spam ability of units (for MP) should be done to make military aspects more tactical and strategic. 5. Relics is really nice gameplay but they should be transportable and can be garrisoned. For arts I think we need more structures and variations for houses, markets, temples and others. More eye candy on these structures to make them not looking dull. Best wonders so far is the Byzantine and I guess the Persian with more eye candy. Carolingans have nice temple and wonder but no eye candy like shrubs and trees. Same as Anglo-Saxons, nice wonder but no eye candy. Walls on other Civs imo should be improved that could equal or close to the beauty of the Romans. Can’t walls have random shrub eye candy too? Just Dreaming...
  14. stanislas69

    Overpowered norse farmstead bug

    I tend to avoid putting gameplay mods in CoM mods because I want them to be close to Vanilla for compatibility and because the code maintenance is not really simple. Would be nice also to be able to ovveride only parts of functions instead of having to carry files around. I guess we could have one with a suffix with only the affected functions but I'm afraid the loading order is not fixed.
  15. I believe @wraitii is using brew though. Maybe there could be an alternative option.
  16. vladislavbelov

    Saving Crashes

    Could you disable all effects and try again?
  17. andy5995

    rating not working?

    @illmatic I played 3 games today. Won 2, lost 1. Each one recorded properly. According to this post, there was some problem with the ratings; I don't know if it's related. But it seems to be working properly now.
  18. Haggar

    Saving Crashes

    Just opened game and tried to save, see image for error received
  19. Angen

    New mod comming

    Phasing is cost free and automatic. Phase requirements Town phase 5x House 1x Market 1x Farmstead 25x Citizen City phase 15x House 1x Blacksmith 1x Market 1x Temple 40x Citizen General You need 1 Farmstead for every 4 Fields to build. Fields has to be build at minimum distance 80 from Civ centre. Soldiers can not gather and can build only military/defense buildings. Cavalry can still hunt. New support unit Male. Can build special and military/defense buildings, also storehouse and corral. Only Female can build House, Farmstead, Field, Temple, Market. Melee infantry is trained in barracks, ranged infantry in range barracks, cavalry in stables. Technologies Every soldier is locked by technology (or more) // exception are slingers, because they use just rocks For example: Spears -> Spearman Spears -> Pikes -> Pikeman Spears -> Hoplite (tech - as they have special formation) -> Hoplite (unit) Swords -> Swordman Javelin -> Javelin throwers Archery -> Archers Cavalry + Swords -> Sword riders (tech) -> Cavalry Swordsman Champions + Swords -> Champion swordsman (tech) -> Champion Swordsman ( unit) Cavalry + Champions -> Champion Cavalry + Swords -> Champion Cavalry Swordsman (unit) Every unit starts with no armour and no shields (some civilisations have shields from start). There are 2 available unit upgrades in the row ( every unit class has its own upgrades ). Each one adds some equipment to the unit, but they needs to be unlocked. For example: Swords + Shields -> Swordsman upgrade (tech - giving shields to swordsmen) Champions are trained fully equipped, but that equipment has to researched. Melee weapons, infantry melee units upgrades and melee infantry champions are researched in barracks. Ranged weapons, infantry ranged units upgrades and ranged infantry champions are researched in range barracks. All kinds of cavalry, their upgrades and champions are researched in stables. Cavalry and champion cavalry itself are researched in corrals. Champions are researched in civic centre. Siege weapons are researched and build in siege workshop. Damage types and armour: Pierce -> Spear, Pike Hack -> Sword Crush -> Slinger, Club, Mace Missile -> Archer, Javelin Range units have minimal range when they can use their weapons, if they cannot they use weak melee attack. Range unit according to spread: Slinger, -> Javelin -> Archer Melee units have MissChance, which is the most 0.5. It means that unit has 50% chance to miss target with attack. Spread and MissChance gets lower as unit levels through experiences. Shields and armour Protection is divided between armour itself and shield (based on shield type and armour type unit is wearing). Bigger shield means higher protection than smaller one ( also shield from metal/iron means better protection than shield from wood - roman shields are exception ) Also Chain armour gives more protection than some basic kind of armour. Wearing helmets means extra protection. Attacking unit from back (melee or missile) removes protection given by shield. Rams are 100% missile proof, but weak against all kinds of melee attacks, also their attack rate is reduced. Capturing happens by garrisoning units into enemy building ( aka they brake doors and go in ). To deal with them defender has to garrison troops with better capture rate as enemy does. If attacker and defender are equals in capturing strength and defender owns more than 0.5 of the building or defender is stronger and owns whole building, troops of attacker slowly loose health. Exception are walls ( and maybe later another buildings ), where garrisoned units are visible and they fight against each other. Attacker has to use siege towers to ungarrison units on the wall. Rams and Siege towers requires minimum number of units to be garrisoned to be able to move. Rams requires minimum number of units to be garrisoned to be able to attack, When Gate is under 50% of health it is force opened even if was locked before and remains broken ( unable to close ) until its health is above 80%. Friendly fire is enabled. So you really want units upgrades to not miss their targets. -------- ( Still working on changes )
  20. (-_-)

    Saving Crashes

    Could be a file permission error. Or might be an out of memory error too. Looking at your system_info.txt file, 2 GB might very well not be enough depending on number of units and map size.
  21. In case patch for 252 which is WIP will progress slow, maybe ( at least I hope ) D1595 will be pushed before that as it is just range check.
  22. I wasn't suggesting it was invalid. Sounds like there's not much point to me continuing with this then. Thank you for the explanation, @vladislavbelov
  23. If you try to build the game with a different build system, you'd need to know which dependencies are needed. Because it seems, that you didn't install SpiderMonkey. Old != invalid. Also we can't use brew yet, because brew supports well only 10.11+, 10.5–10.10 are supported on a best-effort basis (https://docs.brew.sh/Installation), but we support 10.9+ (for bundles 10.7+). I don't think that the brew can fully replace the script, because we need to use custom compilation options and to patch some libraries anyway.
  24. Haggar

    Saving Crashes

    Game frozen Below is only error shown
  25. I thought I'd see if I could get it built using brew to install the dependencies. The official build instructions seem kind of old; they don't mention brew or recent version of xcode. I figured some instructions for building using brew would be easier to maintain than the build-osx-libs.sh script, and easier for developers new to the project. Or did I miss something? Is there a reason that brew isn't being suggested?
  26. Thorfinn the Shallow Minded

    Please reduce speed of battering ram

    Just my two cents on the pierce discussion. While spears do obviously have the same attack function as arrows, melee combat has enough nuances that I don't think that it qualifies for them to have the same type of attack. For that matter, the predominant way for a legionnaire to attack was by stabbing, but they don't get pierce attack. The basis for how easily units can defend against projectiles should mainly rest on the shield they use followed by their armour. If I were to calculate the ranged and melee armour of units, I would have a shield and armour value for them based on the type of shield and armour used. For melee attacks, the shield value would be halved and with melee attacks, the shield value would be the total amount for ranged attacks. Any attacks that get past the shield then make their way to the armour, which again detracts from the attack. If concepts like flanking are introduced on a unit to unit level, it could become even more nuanced. Also, I think that the wall use in that way demonstrates that there should be a change in how they function. I would recommend making the turret aspect an upgrade to wall connectors. Prior to that point, ranged units would have to man them like walls for any effect.
  27. Didn't know this is being worked on. Cool! So would it apply to melee archers as well (drawing a dagger)?
  28. (-_-)

    Guide to make Aztecs ( Mesoamerican mod)

    Errors?
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