Leaderboard
Popular Content
Showing content with the highest reputation on 2016-10-27 in Posts
-
@fcxSanya Sorry for being inactive for so long... I recently started my first full-time job, which leaves me with less free time and energy for private projects in this free time (actually more the latter ) That said, I regularly track progress of 0 A.D. development, but I am not sure when and how much I will engage again. It certainly helps if I see that people are interested in my work2 points
-
After playing caledonian maedow matches that have like 10-15 gaia units between enemies including few champions, I came to the same conclusion, that we need a "survival of the fittest" gamemode that works on every map. IMO it were sufficient if every map places something like trigger points on land and sea to spawn gaia units. The map scripts would have to ensure that the placement is not unfair.2 points
-
1 point
-
I don't believe I've ever read this idea as I've put it below: How about we introduced the concept of "Barbarians" or rogue units in 0 A.D. ? If there are parts of the map that are not in any player's territory and under FOW, they can span small bands of gaia units hell-bent and going to your farms and raiding you. Nothing impossible to deal with, but would keep you on your toes. Possibly as a new game mode?1 point
-
You cannot register two(3?) accounts within a specific amount of time (I think it was 2 or 3 hours)1 point
-
1 point
-
If you're speaking of the ptolemies pike hero bonus, that only applies to citizen pikemen, I'm pretty sure1 point
-
;-) Imo, it's not the same as the pikemen can hold a long time (armour + health) and so give the same amount of damage.1 point
-
1 point
-
@Palaxin don't worry about being low-active, this happens with most team members/contributors eventually. And thanks for your contributions so far, as you can see they are not forgotten and in-demand1 point
-
@SeleucidKing: It's given by damage dealt (the proportion of the loot you get is the proportion of health you take). (Else indeed there would be a problem due to differents attack repeat time).1 point
-
1 point
-
@Lion.Kanzen @niektb if you are going to proceed, please consider continuing work on the same map, rather than starting a new one. This way, even if you won't finish the map, there still will be a progress in the same direction. I've updated the latest version published here: [1] using a18_to_a19.py and replaced missing celt_* entities on @Yodaspirine's part with the correspondingly-looking gaul_ and brit_ ones. Here are the resulting map files: community_map_a20.zip The only issue on @Yodaspirine's part I see is the rotary mill which has a different model and obstruction size now. Roman camp on @idanwin's part looks the same, gaul buildings are changed (houses can be replaced with brit ones to look like the original ones; I left them as is, since they were initially added as gaul ones, rather than generic celt). Also cage actors are missing in both Alpha 12 and Alpha 20, I guess they are the models from this topic: [2] Images:1 point
-
1 point
-
I'd say for now focus on finishing the building. Props, in this case the worker, can be added later.1 point
-
1 point
-
Not if they are regimental symbols though the civ symbol might show ownership and therefore differentiate it from defender's structures. Enjoy the Choice1 point
-
1 point
-
1 point
-
(I just noticed that I forgot to add Wardogs to the raider spots with treasures in Caledonian Meadws - they would have fit quite well )1 point
-
1 point
-
1 point
