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Showing content with the highest reputation on 2018-06-10 in all areas
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Mod with latest changes and gaul units updated: Celtic_Helmets.7z2 points
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@wowgetoffyourcellphone That reminds me a lot of Carbot's Starcraft short animations. They are really incredibly funny and accurate @Trinketos and @Lion.Kanzen, I don't think the title on the topic was "Los peores memes del Internet en Español"2 points
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I don't know if this is just me, but on the two computers I've tried 0 A.D. on, holding down shift for more than about a second drops my framerate significantly. Does anyone else have this problem, or do my computers just suck?1 point
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I honestly don't think so. They were landlocked... Apart from some fishing or crossing/traveling down a river, I don't think they made use of "boats"... Might be wrong, but it would surprise me a little.1 point
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Indeed is related to the naming of the file "stables" petra don't know what to do with it yet. Petra handle the name files before handling classes, i've realized this with the ships named "drakkar" "snekkja" petra didn't know how to exactly handle them so they build snekka instead of drekkars, but renaming to Trireme, Quinquereme Petra works better using the strongest ship:1 point
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That meme born in Latin site Taringa, like I report you lynx. or reported lynx, what archness.1 point
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Ima repackage the mod in a couple days. It has about 150 additions and changes, most of which no one will notice. But notably, mercenaries are a little more expensive, the actor errors are all fixed, missing textures are fixed, and some textures added. I might fix the Kiushite blacksmith techs and do a couple more other things before repackaging.1 point
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Disabling stables they no longer spawn it. Should i left it disable until Alpha 24?1 point
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There are two conflicting philosophies. One is that people should first chose the map and then the other settings. If they want to change the map, then they have to change all other settings again, because it's the map that can come with defaults. The other philosophy is that maps adapt to the user wish and that they can be changed like every other setting independently. The first thing is done by Scenario maps, the second one by random maps and skirmish maps do a mix of both. The civ selection on skirmish maps in particular may be persisted, but those 2 philosophies clash in several places.1 point
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youtube, public dropbox account and post link here, try different formats some formats have good compression ability @stanislas69 or @fabio might know more.1 point
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For fishing vessels I was thinking something like the coracle, basically a simple/primitive pre-historic usually round(ish) vessel made of branches over spun with animal skin (sometimes waterproofed wicker), once common from Neolithic Britain to the modern day native Americans, including seeing use in Central Asia, including Mongolia. I can't find anything specifically on Xiongnu river transport, but a number of nice rivers full of juicy fish traverse their territory... For transport/trade, they could have a raft. Simple wooden frame supported by inflated animal skins. Coracles and other animal skin-vesels from around the world:1 point
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Although a farm can be ignored for the Xiongnu, I believe not having a Dock would be a real handicap, as if we go to maps like the Cyclades Islands, they can only wait for their ennemy to come. I think they should get a dock, but only in age II or III, for mainly historic purpose.1 point
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Farms and dock for a steppe nomad culture are just not historical and that is one of our primary aims on this project. Enjoy the Choice1 point
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0abc updated again: existing elephant, champion, and mercenary upkeep reverted soldiers and support units steadily consume food: dogs: 0.01 food per second infantry, healers, females, slaves: 0.02 food per second traders: 0.03 food per second camelry: 0.04 food per second cavalry: 0.05 food per second bigae: 0.10 food per second quadrigae: 0.15 food per second elephantry: 0.20 food per second champions, citizen soldiers, and support units food costs are halved: infantry, healers, females, slaves cost 25 food dogs cost 30 food camelry costs 40 food cavalry and traders cost 50 food bigae cost 100 food quadrigae cost 150 food elephantry costs 200 food mercenaries have -50% training time and no longer cost any food, wood, metal, or stone; instead: infantry mercenaries cost 60 silver camelry mercenaries cost 75 silver cavalry mercenaries cost 90 silver biga mercenaries cost 180 silver quadriga mercenaries cost 240 silver elephantry mercenaries cost 300 silver unit resource loot is standardized to 20% of cost (previously 10%) changed phase costs: town phase: 400 food, 400 wood, 200 metal, 200 stone, and 60 seconds city phase: 600 food, 600 wood, 300 metal, 300 stone, and 120 seconds metropolis phase: 800 food, 800 wood, 400 metal, 400 stone, and 180 seconds market is available in village phase to enable collecting silver earlier As usual, have a look at 0abc-readme.pdf for more detailed information.1 point