Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2015-03-25 in all areas

  1. 4 points
  2. Added to SVN in r16466. Possibly the preview could be improved a bit (the background isn't black and the image not large enough), and I'm not sure if the warriors should be mentioned in the map description.
    2 points
  3. The thing is that since the game is in a period of constant balance changes, a new table would have to be generated every alpha release...
    2 points
  4. Hi Alvaroo, Welcome to the forum ! About exporer, the good point of 0AD now is that in the first minutes of a game, you need to choose between scouting or hunting with your initial cav, or spend 100food 40wood to get another cav and be able to do both. It's more strategic than having all civ with a cav for hunting and an explorer for scouting I think.
    1 point
  5. But that's a hard counter – the developers said that they are in favour for soft counters. Btw. it shouldn't be that much work. Add two parameters and include them in the damage formula. If the developers like the idea, we can start talking about the how. (If not, we can stop discussion here.)
    1 point
  6. Reimplement counter system. Boom. I do like idea of attack energy and stuff like this, thinking outside the box, but what's the probklem with just giving the "skirmisher" in your example a debuff vs. "swordsman"? It is all math anyway.
    1 point
  7. Treasure guardians like AOE III and AOEO can be a nice solution to avoid a treasure race.
    1 point
  8. Which is kinda sad IMO really. I really find some aspects of the gameplay and visuals very archaic like AOE2 seemingly due to engine limitations: like no 'line of sight rule', siege units having no crew, and soldiers that destroy farms by stabbing them with spears. I guess this is really down to lack of funding/resources then :/
    1 point
  9. 0Ad utilza C++ y não C. Puede tentar http://www.learncpp.com/ pero está em inglês. Desculpem o meu Portuñol
    1 point
  10. It doesn't all need to happen at once though, there is probably enough work for Atlas to last a year, but it should make it to SVN too One idea is to preview the heightmap textures before applying them. Not to preview the actual terrain, only the texture, to know which one is being selected if the names aren't clear.
    1 point
×
×
  • Create New...