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Showing content with the highest reputation on 2018-10-31 in all areas

  1. DE will only work properly with skirmish maps. I am no good with random map scripting.
    2 points
  2. I would like to see a weather simulation in 0 A.D. It would be nice to have weather events such as rain, dark clouds, bright sun, snow and desert winds. This would produces an entirely different feeling in maps. However, weather simulations can become annoying if they influence the map or game play to much.
    1 point
  3. The advantage of a cavarly army is mostly the fact that is really faster and manovrable than a infantry one. So you can easily attack the enemy from different points with all your army without spend a lot of time. Also, the damage of cavarly units is higher than infantry one, so they are particulary effective even against a good normal army (obv if we are not talking about max ranged upgrades + pikes) What I generally prefer is to use cavarly units in early game or to use them in late just to annoy the enemy attacking his eco at base or to defend from rams attacks
    1 point
  4. There is no unit counter concept, so no, spear cav does not have a usage. Just like about any other unit. Spam economy, go to a higher phase and spam champions instead if you want to win matches, they have lots of HP and damage. There is no such thing as a buildorder or unit transition in 0 ad.
    1 point
  5. This method should work, just a bit of extra clutter with a skeleton and dae file that has a prop point up in the air.
    1 point
  6. @The Undying Nephalim , I don't know if this might work, but maybe you can make an invisible unit hold the flying melee unit as if it is a weapon. The invisible unit could be standing on the ground , while the flying unit could appear to be hovering by actually being held like a sword by the invisble unit, that way when it attacks then it could dive when the sword attack animation plays, I don't know if that could be a feasible hack?
    1 point
  7. imo all factions should have some kind of "outpost wall" that can be constructed in neutral territory for field fortifications.
    1 point
  8. With the UnitAI code from before rP21630, the catapult does not unpack on sight. The described issue was introduced in that revision.
    1 point
  9. @temple @mimo @bb_ this is frequently reported as a new bug in alpha 23, so I suppose it is related to rP21630, rP21784 or rP21786? Reproduce: Start a singleplayer match with 2 players with siege engine civs (athen, ptol, seleucid, mace...) on a tiny map Type "gift from the gods" cheat Build the building to train the siege engine and train a siege engine Move the siege engine to neutral territory. The siege engine is still unpacked and still in the default standground stance. Type "gift from the gods" cheat (so that packing isn't instant anymore) Press Alt+D and switch perspective to player 2 Type "gift from the gods" cheat Train some attackers, and let them attack the siege engine Switch perspective back to player 1 Observe that the packed siege engine starts unpacking on it's own as it was attacked by an enemy. You want the siege engine to retreat intead of continue to unpack and attack. Therefore you click on "cancel unpacking". Expected behavior: Clicking on "Cancel unpack" stops the unpack process and allows the still packed siege engine to process move orders. Current behavior: Clicking on "Cancel unpack" resets the the unpacking progress bar to zero, but the siege engine starts the unpack progress again on its own. The user has to wait to wait one full unpack cycle and then one full pack cycle to move the siege engine that was packed already. Here my somewhat concise replay: commands.txt Reported at #5328
    1 point
  10. Mimana army (Yamato) Emperor Yuryaku https://forums.civfanatics.com/resources/emperor-yƫryaku-of-wa-yamato-japan.25545/ https://www.britannica.com/place/Japan/Rise-and-expansion-of-Yamato
    1 point
  11. Well decreasing unit speed shouldn't have a big impact on the game's speed.
    1 point
  12. This bug exist because 0ad doesn't take into account the units momentum, light units should have more maneuverability and heavy ones lower. Knowing that, I don't know any RTS that takes army or units momentum to the mechanics of the game, would look cool and also realistic but the implementation would be not straightforward.
    1 point
  13. I would recommend that we could build some lights like making fire on wood for light etc. Weather simulator would be cool I think that camera fixing is needing the map duelling cliff (3v3) because when we zoom in on the middle cliff it's too high and camera location is bad there.
    1 point
  14. Removing micro in the multiplayer so skilled players cannot defeat unskilled players as easily? Skill gap in multiplayer being bad for the game? What!? I do not think you get the point of multiplayer games... Removing a feature because it is used by skilled players to defeat less skilled players so everyone would be the same skill level is... I have no words, I am speechless.
    1 point
  15. First walls, and then this? I may be getting a little paranoid, but if the common act of microing units that has been a staple of good age of empires players for years and years is now causing people to be called out as cheaters? Players who are getting beat by a seasoned pro will call anything cheating nowdays (except the wall exploit, that is kind of broken and unbeatable). If your opponent is dancing his units around then guess what, it means he is not paying attention to the rest of the battlefield, good microing does have a large weakness, in that it forces you to pay attention to one part of the map while you micro. If microing is called cheating then what is the point of skirmisher units? Although I am against "banning" this like was done to walls, I do have to agree that the unit ai should be improved so that the units are not total idiots. Sorry, but just do not want to have to live by 50 unwritten rules that are almost impossible to not accidentally do every time I play multiplayer.
    1 point
  16. The problem is that a mass of ranged units automatically target the nearest enemy unit, while they should be spreading fire across the entire group of enemy units within range. So it can indeed be considered a bug i.m.o. There are many of those micro-bugs though, and all of them are regularly exploited, so it's not like you're the only one doing it. It's even ill-advised not to take these things into account in a competitive game (why wouldn't you dodge a missile if you can?).
    1 point
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