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Showing content with the highest reputation on 2014-07-05 in all areas
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3 points
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I am certain, You all saw this coming. PoniesAscendant_alpha_01.zip As far as progress, there will be at least 3 factions in the finished mod; earth ponies, pegasi, and unicorns. Earth pony faction is nearing completion, Pegasus faction progress is a little further behind. They are in need of balancing, but I'll get on that. As a bit of a disclaimer, I'd like to say that this mod plays a bit differently than 0 AD, the buildings are more resilient, expensive, and take longer to build.Towers have much more health, and an reduction to the amount of damage they can dish out. This makes them more defensive rather than the offensive buildings we're used to in 0 ADFortresses are your "final phase" so to speak. Difficult to destroy, and a training platform for a faction's elite units and advanced siege.Units have more health, and train at different ranks depending on the building they're trained from.There are four unit types, skirmisher units, soldiers, armor, and anti armor (not including siege, support, and ships)Ranged units cannot hold their own anymore, spread and splash make them useful for softening up formations and small skirmishes, though they counter anti armor. They are also friendly fire capable, so be wary of that.Armor is extremely expensive and slow, but very effective against soldiers and skirmishers.Antiarmor doubles as anti-building but their vulnerability to pierce damage may urge a player to employ siege engines insteadPegasus faction may be a bit overpowered at the moment, even if they do have less units at the moment.0 AD's AI pathfinder restrictions regarding lag and naval maps still applyTemples have a massive slow heal radiusSlingers, archers, and buildings have a much higher rangeSomething I forgotSomething else I probably forgotI forgetThis was just a fun project for me to get to know how to employ different art assets a little better, Hope you like it so far! cheers1 point
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The OS X bundle has finally been released. The bundle should work on Mountain Lion (10.8) or later. Users of an earlier version of OS X are advised to upgrade. Note that there is no 32-bit bundle anymore.1 point
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darn! I am in. So excited! Good thing i have holidays this period! OH one question, Since this idea comes from the counsel of modding... is modding allowed? Or maybe only certain types of modding, like eyecandy, graphic enchantments or triggers....1 point
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I generally play with all the standard options (basic starting resources, 300 pop) on very hard. One AI opponent, random civs, and usually a random two or three player map. I can generally beat the very hard difficultly if the map favors defensive play (i.e. narrow channels, walls, etc.) or if the map has sparser resources because the AI doesn't know how to manage low resources well. On open maps with lots of resources the AI is very tough indeed and I pretty much always lose. I would prefer to keep the top difficulty as difficult as possible though. What I would like to see regarding difficulty is better battle tactics and strategy. The AI's resource gathering ability is already fantastic although it does struggle when there few resources. As far as levels, I would prefer to keep the five levels. I guess the main thing I would like to keep is a really hard level that doesn't cheat. I think the hardest level could allow cheating, but wouldn't want to have to play a cheating AI just to have access to better tactics. A death match mode where the AI mostly forgets about resource gathering would be fun and allow fine tuning the battle tactics / strategies.1 point
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I played a couple of times with Petra Bot in very hard mode but with a pop limit of 150 (to prevent perf problems). I find this mode very challenging (but not impossible), far more than with Aegis (of course). The problem is that I can't finish the game as it begins to lag way too much when I start attacking the AI (each turn it freezes for ~10sec and let me play for about 1sec), but this is another problem... So mode "very hard" can stay like this IMHO.1 point
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Sad. As it seems, Mythos_Ruler has decided becoming a 0AD mythos. He's listed as Former Staff. With that I now fear Ykkrosh will also leave soon and not get employed by us. If it weren't for the trigger commit today I'd be pretty pessimistic for 0AD. 0AD is an outstanding project where so many people from all around our blue planet pursue a set of joint goals, making things happen, recreating worlds of the past and teach history as a side effect. It's outstanding where this is leading, though to recover from yet another two titans leaving the team (after jason + 0AD founding consorts) will be pretty hard. I will try to help by continuing to help with all mods as much as my time permits. Thanks for this awesome community full of talents, artists, programmers and historians and those interested in history and civilizations. THANK YOU MYTHOS_RULER FOR MORE THAN 10 YEARS CONTRIBUTING.1 point
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Well, it's certainly sad when someone leaves, and especially someone who has been as important to the project as Michael. However, I wouldn't say today is the day to call dark. It's not as if he's gone from 100% active to leave, but rather a long process. I'll leave it to him to explain his personal motives if he wants to, but the more general picture is this: after the fundraiser failed to get us enough money to hire him (+ a programmer) he's had to focus more on his job. Leaving less and less time for 0 A.D. It's indeed sad as Michael really was/is the person who had the best idea of what the game should play like, and the historical knowledge to complement it. However, the main thing is that we who are active will do our best to work on the game, not to focus on those who are not active at the moment. I would also not worry too much on a more general note, people have left the project before and it's still kept going (Michael has left several times for that matter). Sometimes progress has been slower, sometimes it's been faster. But so far the project has kept going And I don't see us slowing down now, I'd rather say the opposite: we're getting really close to Beta now imho (There's still a lot of work left before the game is finished of course, but there actually aren't that many missing features now.) About Philip /Ykkrosh) I don't think there's any reason to worry either, he's been more active lately than in years. He wasn't going to work on the project for money though, so that's not something that has/will change either for that matter. If he's motivated to work on the project now or in the future - then he will work on it1 point
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