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Showing content with the highest reputation on 2016-11-11 in all areas
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Map: Survival Of The Fittest Players: Hannibal_Barca, nigel87, Uran238cz, imrobbyg, pissedru, Merov, wang_wei, elexis Summary: Last Man Standing, Regicide, Explored Map, Very High Resources, 2x GameSpeed, Entertaining Thanks @sanderd17 and @bb for improving this map - it is much more entertaining with siege engines every round and invincible treasure women (one can even attack the enemy women while it attempts to pickup the treasure). 2016-11-11_survival_LMS_explored.zip1 point
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For ease of use, why don't we standardize a format for games uploaded here? e.g. Map: Players: (also describe teams if applicable) Summary: (Anything you feel would give a good sense on what happened or what's extraordinary if applicable)1 point
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Necesitas cambiar alguna opciĆ³n cualquiera, para que se cree el archivo de opciones, luego cambias el idioma y listo.1 point
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Hi guy. I have release the Alpha 21 Delenda Est here: http://www.moddb.com/mods/0-ad-delenda-est/downloads/delenda-est-alpha-21-release It is compatible with Alpha 21 Ulysses. The mod, like the game, is not 100% complete. It is a snapshot, like alpha 21, of the progress. I did not include the isometric config file because I decide to upload that separately for its own discussion. I know there are bugs, but let's see what bugs you guys find. Since this release will probably have lots of bug I decide not to make a huge article about it. Consider it a sneak peek for the "real" official first release for Alpha 22.1 point
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Two 4v4s showing the naked fanatic rush can kill 64 men and women in about 30 seconds. In the ambush 4v4, fatherbushido financed his gallic teammate, who thus was able to wreck my economy with 10 naked fanatics when I had 2. The other naked fanatic 4v4 match on harbor was other than enjoyable as well for our team. The regicide game demonstrates how important it is to use this hero right from the beginning at the game and that hero healers on regicide are really bad luck for mauryan players. naked_fanatic_rush_4v4.zip 2016-11-08_this_is_regicide.zip1 point
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Well, we don't want to give too much away about the game, so that's why CheeZy replied in his ambiguous way. Let's just say yes, walls will be cool. Walls will be more important than in AOM. Walls will even be cooler than AOK's walls. With the game design the way it is, don't look for players to wall off half the darn map, like in AOM. However, as a hobbyist developer we aren't able to make walls as cool as we all want them, BUT they will be much more realistic than AOM or AOK. Make of that what you will.1 point
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Here's another con: Blocks Ships. In fact, I'm gonna start working on a "bridge wall" strat. But basically, I have an evil, nasty, idea of how to use bridges to make an impregnable defense. (Wooden bridges and regrowing trees!) Theoretically, you could then build a "bridge" around your island on an island map and use it to block off ships from all but one area (the area between where the bridge starts and where it ends), couldn't you?1 point
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The option to use heightmaps is already in our editor and we plan to keep it through to release.1 point
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Lord Zorinthrox, Sent your suggestion along to the people who would know whether this might be something implemenable into our game. It does not matter that your post didn't flow with the conversation. This forum is here specificfally so that people can make suggestions that may have relevance to the game's development regardless of what is currently being spoken of. Thank you.1 point
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I can almost GUARANTEE you, BaKayaro, that you'll WANT to be using formations in 0ad. But they won't be as facile, speciously superficial, as those you've known in other RTS that have given you no real incentive for using them or in spending the time required to put them together when time is of the essence in an RTS. Yeah, no 'fireship' either... though one could make one in the ScnEd. And, Paul, my favorite historian, did you know that there was one native American civ that had metal weapons? *Paul is shocked to hear of this revelation* Yup, they were known as the Purepecha named Tarascanos (Tarascans) by the Spaniards, and they held sway over the region in what is nowadays the Mexican state of Michoacan with thier capitol in the vicinity of Lake Patzcuaro. This is to the west-northwest of what was then Tenochtitlan (Mexico City), and included parts of the modern neighboring states of Jalisco and Colima. They had achieved a rudimentary level of metal working technology that was good enough to be used to make jewelry for the noblesse oblige, utilitarian vessels and utinsels of various kinds... and WEAPONS. However, these things were held close to the 'kingdom' and not in the hands of ordinary people--a shame really because then tool implements would have been fashioned and the smelting progressed beyond that of a cottage industry--closely guarded and except for times of emergency kept sort of 'under lock and key', as was held the knowledge of the technology itself. It is noteworthy and probably the principal reason that the Azteca, who wanted to conquer everyone in sight gave up on trying to conquer the Purepecha having attacked them and lost badly on several occasions. Disclaimer--this paragraph has NOTHING to do with 0ad. *Everyone now exits the room proclaiming, hey I heard it from the horse's moiuth that a native American tribe is going to be in 0ad!*1 point
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We're in fact having a Part II which will have civilizations from Europe and Asia spanning the period of 1 AD to 500 AD. On the list for sure are the Imperial Romans, Dacians, Huns, and Goths. No civs from the Americas I'm afraid, but its for their own good because against metal weapons they wouldn't stand a chance But Americas mods are serious possibilities1 point
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Well, 0 A.D. is not a medieval time-period game. And yeah, I don't think that an adobe hut will be burning.... unless it had a thatched roof. I kinda like that idea of archers being in towers though.1 point
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That could be yet another play mode. Each player could start with a certain such building under his or her control, and when they lose control of it for a set amount of time, they lose the game. Or make capturable buildings for normal gameplay.1 point
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I agree A good idea could be the capture of principals buildings, as in Rise of Nations...1 point
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In the first part we release (500bc to 1ad) I highly doubt it, possibly in the second part (1ad to 500ad) we may include it because we will be adding more features, content and otehr things that we couldnt do in the first. But still its a lot of work to write our own physics engine and I dont know of any (good) free ones that we could use.1 point
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Dont you worry, we are including a top quality scenario editor called the Atlas Editor. You should see how much documentation on it there is, I still havent finished reading it all.1 point
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Then there also needs to be an in-game scenario editor that allow for good custom maps and multiplayer scenarios. (Tower defense, anyone?) I'll make some packaged scenarios if someone sets up the editor. (I have some experience with StarCraft's Scenario Editor, and WCIII's as well).1 point
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I can agree to semi-exhaustible resources...but, honestly, farms and mines can be active for hundreds of years without having to be refreshed. Italy has made wine from vineyards that stem back to midieval times. Perhaps trees should be exhaustible. It's hard, given that an RTS has limitations on how many trees can be shown.1 point
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What's wrong with exhaustible resources? I find inexhaustible resources annoying: your games last way too long, and it's not realistic, is it?1 point
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I think u shouldn`t make the units too stong, because fighting whit big armies is beautiful and realistic, as long as it is controlable ( grouping soldiers really helps ) There should be at least one way to gain a resource without runnig out of it (for example trading in Age of Empires/Kings/Mythologie) because it really sucks to run out of resources. Unexhaustable farms can be good thing, because it is really annoying if you are at war and your reset farm qeue (AOK) is empty .1 point
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Regrowing trees sounds like a good idea. Considering the time frame, training units would probably have taken a few years at least Trees take about 30 years to grow. So the regrow time would be about 30 times of an average unit's training time1 point
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Of course! That way you'd have more control over What's available on the map. In addition, settlement sites from AOM were a bad idea, as that severely limited where one could establish towns. And upkeep penalties from WCIII are definitely a good idea.1 point
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Hi, I don't want to much micro-management in this game. I just want something like "defensive", "agressive", "passive" and "hold ground". And to not worry about ressource, I think fields and resource locations couldn't die (like in Rise of Nations) so we won' have to search another ressource location and we will focus on military and combat1 point
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Actually, if we made that kind of approach to the game where you would counter something by clicking a button, the game doesn't become a test of skill and strategy but rather a test of "see who can click buttons the fastest", thus whoever clicks things the fastest wins. We don't want that to be the deciding factor in gameplay.1 point
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It is possible to rotate buildings in-game in AOM by shift+mouse wheel by adding a single line of code to one of the files (I forget which one). I found the little mod works perfectly, plus it is fullyonline compatible. FYI, look around the AOMH forums for further info.1 point
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Hello, i love this project so far, good work btw. Personally, what i would like to see for civilisations: when placing foundations for buildings, you can use a key (maybe mouse scroll?) to rotate the building. You could do this in AoM's map editor, but i dont think it was possible in-game. Perhaps you could improve on that? This would be useful for more 'civilised' civilisations like the romans, where it is most likely you would need to have a lot of buildings in a small area. Each building would have a unique pathing map, so it would be like...TETRIS!1 point
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Won't the ability to have highly experienced units (three levels of citizen-soldiers, for instance) balance that out? So that both types of players (elite force v. raging horde) will be able to play their style?1 point
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LOL, some people here seem to overestimate the progress we made on the game in the last months - we haven't even had any time to *think* about implementing such things as dripping water, as we do not even have all game-basics in place Probably we can talk about that again in late 2005 or early 2006... though it may probably never come, due to being technically possible but very complicated to implement. Please do not forget that we need basic game elements to be done before we can get started on anything "new" or "nice-to-have".1 point
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I think it would be cool if torches or something would really give light, so that when it's dark the places around the torch light up.1 point
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is it possible to make Random Map Scripting as easy as Aok is? it really hope RMS for this game isnt as complicated as Aom.1 point
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Since 0 A.D. is a historically based real time strategy game, I guess you won't be seing anything like magicians in it - since there is no proven evidence of any magician, wizard or witch and their abilities. We try to keep quite near to real history, as long as gameplay doesn't require otherwise. For fantasy stuff, you'll likely have to wait for TLA1 point
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@cluelessguy_2: Yeah, I agree; AoE and AoK got a little repetitive after a while, since all civs had the same units and buildings for the most part. AoK improved a little, with unique culture art and unique units, but it's still nothing like a game with *completely* unique civs. AoM had completely unique civs, but it seems like a lot of people complain about balancing issues1 point
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absolutely fantastic!!! that's something i have not seen in ANY game as of yet. That was one of the reasons why i lost my interest in AoE... the fact that they recycled madly... i hope this also includes different types of siege weoponry, but, i can see how much more time consuming that can be (since many factions just copied the others), and altogether inconceivable.1 point
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I am pretty sure they are already implementing a hero system but I like the ideas.1 point
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I'm new here, but i find this game very interesting. A couple of ideas i could offer are mercenaries. will you be able to hire mercenaries? they were a huge part of history during the roman times. Another idea is heroes, or perhaps a specific type of unit with a title. An example would be in the Sassanian army, they had countless titles for their military. One of them being a paygan-salar. this in the game, could give that unit more hitpoints, perhaps an aura that increases it's surrounding infantry an increased hitpoint, attack, whatever. Another idea is something very similar to AoE, and that would be unique units, only this time you could have more than one for each faction. I can see this game going very far. anyway, I hope that helps.1 point
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Don't know if it has been said, but a type of Buddy List system for multiplayer would be nice. That could be organized into groups (like MSN).1 point
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I do have to say, the prospect of tributing units and territories is intriguing.1 point
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Diplomacy should be more then just "Ally, Neutral, or Enemy." Maybe involve trading units as well as resources and maybe even territories, etc (like what I read about EE2, it has about everything as a possible trade).1 point