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Showing content with the highest reputation on 2021-04-11 in all areas
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1. Better Scouting https://github.com/JustusAvramenko/scout-mod Concept, Discussion, Design Development Phase Testing Phase Freeze/Release Candidate Bundle; Test Bundle Release https://0ad.mod.io/better-scouting-mod 2. Theban Greeks https://github.com/JustusAvramenko/theban_greeks Concept, Discussion, Design Development Phase Testing Phase Freeze/Release Candidate Bundle; Test Bundle Release <- https://0ad.mod.io/theban-greeks 3. Two-Gender Citizens https://github.com/JustusAvramenko/0-A.D.-Alpha-24---Two-Gendered-Citizens Concept, Discussion, Design Development Phase Testing Phase Freeze/Release Candidate Bundle; Test Bundle Release https://0ad.mod.io/two-gendered-citizens 4. Classic Mode https://github.com/JustusAvramenko/0-A.D.-Classic-Mode Concept, Discussion, Design Development Phase Testing Phase Freeze/Release Candidate <- https://wildfiregames.com/forum/applications/core/interface/file/attachment.php?id=52920 Bundle; Test Bundle Release 5. Delenda Est (Alpha 25) https://github.com/JustusAvramenko/delenda_est Concept, Discussion, Design Development Phase Testing Phase Freeze/Release Candidate Bundle; Test Bundle Release https://0ad.mod.io/delenda-est 6. Alpha 26 Terrains Overhaul https://github.com/JustusAvramenko/0ad_terrains_overhaul Concept, Discussion, Design <- Development Phase <- Testing Phase Freeze/Release Candidate Bundle; Test Bundle Release 7. 300 https://github.com/JustusAvramenko/300 Concept, Discussion, Design Development Phase <- Testing Phase Freeze/Release Candidate Bundle; Test Bundle Release two-gendered_citizens_a24_1.pyromod better_scouting_mod_a24_2.pyromod7 points
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And for the 42nd consecutive Sunday, another game for you! And how on Earth did I not know that palisade walls could be build in neutral territory in A24??????6 points
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3 points
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Ah, ok, thanks for your clarification. I will hopefully be able to help identifying the trigger. I will test this on Monday/ Tuesday. Have a good start into the new week.2 points
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2 points
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It looks all a little too cartoonish for me. I don't have a good feeling about the game, but maybe it turns out to be a great game. My guess is that it will not surpass AoE2 as a game.2 points
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I think that the gather rates are fine. The cav is specialized in hunting, so it's much faster, but it can't do anything else. This makes it also possible to replace in the late game the farming by corralling, which rewards skillful play! It's no problem neither that chicken are close to the CC. Conclusion: Just don't change anything2 points
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Scout Cavalry mod repository is UP. https://github.com/JustusAvramenko/scout-mod This standalone mod adds Scouts to Empires Ascendant. Based on discussion here and elsewhere: Features: Starting Cavalry now replaced with Scout Cavalry for all civs (a couple civs get Scout Camelry for variation). Scout Cavalry cannot hunt, but they can build Outposts and, well, SCOUT. Outposts removed from Infantry and Female Citizens and given to Scouts exclusively to emphasize their scouting nature.1 point
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Download to test: https://github.com/JustusAvramenko/theban_greeks Ready for testing! Works with Alpha 24. Adds the Theban civilization to the game as a playable faction. They include 3 new heroes, 2 champions, custom actors, a fix for the plumed Boeotian helmet, 2 special technologies, a team bonus, and more! Will release on Mod.io in 2 weeks or sooner if all the bugs are ironed out!1 point
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One the posts above has some ideas Not sure how to portray it gameplay wise; but Arminius could have a tech relating to how he ambushed the Romans. Ariovistus could have something related to cavalry; due to the skilled Belgae and Germanic horsemen he employed. Maroboduus led his people to Bohemia and estabilished a kingdom there; so maybe he gets a bonus/tech about it (Something like faster building or cheaper CC?) Since heroes in others factions sometimes affect the roster; maybe heroes could unlock some of the mercenary units from UB to be trained as normal units in fortress. IE: Arminius unlocks Chatti Veterans and Cheruscian pikemen; Ariovistus unlocks Gallic allied warriors and Rhine cavalry (special horse-stabber unit? or celtified cavalry with mail armor).1 point
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On linux mint(a.k.a. lightweight ubunto ripoff) everything seems just fine.1 point
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Me neither, maybe a mod would scrap them. Those huge swords for tiny hands remind me of warcraft design.1 point
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So given the fact that some people like the current gather rates of cavalry, instead perhaps the other gather rates of citizen-soldiers and women could be adjusted to be almost or just as fast. In that way there would not be a massive opportunity cost in using the initial cavalry unit to scout.1 point
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Lol, I forgot I had the Theban Greeks civ mod laying around too. https://github.com/JustusAvramenko/theban_greeks Currently bugs out with A24. But I'll fix those and eventually make it available on Mod.io.1 point
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Niceeee se ve todo mas chico, pero genial! Solucionado mcuhas gracias!1 point
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Yes, you can create a mod. Create a folder and add a mod.json file in there. Or you could just download it from an existing mod and make small changes to it. e.g. from the "City Builder" mod on GitHub. Your mod.json file should look like this, a more detailed explanation can be found here: wiki/Modding_Guide { "name": "dutch_fix", "version": "1.0", "label": "Dutch typo mod", "description": "Fixing typos in the dutch language", "dependencies": ["0ad=0.0.24"] } Next you will need the .po files, which contain the text that will be displayed in the game. Download the files from here: trac.wildfiregames.com/browser Create a folder called "l10n" and add all the files in it, that you have made changes to. It should look like this, you don't need all the Dutch files, just the ones you made changes to. Add this folder to your 0AD mods folder (see wiki/GameDataPaths) and enable the mod via the 0 A.D. "Mod Selection" page. Now the game will call the contents of your mod before it calls the contents of the game. If you did everything correctly, you should see your changes in the game.1 point
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1. Yes it's cool, and in theory could be done, problems would arise when attacking other animals. 2. What time? Depleted could be done just like health damage. Maybe something for @Freagarach 3. Mines need an upgrade, I just need more artists 4. ^ 5. Not sure what to do there 6. Could be modded using variants (e.g. something like cmpVisual.SetVariant("Ripe"))1 point
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1 point
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My opinion: Few nations, few differences between the units, too bright colors in the Middle Ages ... that's not for me ... beautiful landscapes and some good, new ideas ... who knows how the ensemble studios would have done it? But nice that it happens......1 point
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Works especially well with elephants or giraffes in 0ad. As for the cartoonish looks I really don't like them. But then I don't like the modern American 3D animation film style either.1 point
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Thumbs up for asking in a public forum! Gather rates and carry capacity of cavalry determine if and what distance hunting makes sense. Besides hunting wild, corralling needs to be considered as well. My take is a slight decrease in gather rate and a slight increase in carry capacity would be acceptable, thou the current values are pretty fine already. Comparing hunting vs foraging doesn't make much sense to me, having different sources produce at different speed is fine and even desirable. What should be questioned is the relative speed of hunting of cavalry vs citizen soldier and woman. I don't see a compelling reason why there should be a substantial difference for very short distances (~20m). Having other units having the same gathering rate for hunting still leaves the cavalry as the optimal unit for hunting chickens by a bit due to faster walk speed and higher carry capacity but at least you'd have the choice of using the "scout" for scouting.1 point
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Good to know that T90 farms crossed universes even into AoE4. I am definitely buying this game. No question about it.1 point
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That can be very possible. I might do that as well. I will try to make these mods compatible with each other: Better Scouting, Two-Gendered Citizens, and a possible Slavery mod.1 point
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I'll give this one 1-2 weeks for testing, then I'll bundle it and post it up on Mod.io. It's a small mod, so if you guys test it out for me and give me feedback I can quickly make changes and finalize everything. For those who know how, feel free to submit pull requests for changes and fixes. Otherwise, feel free to ask for changes here in this thread or to report bugs.1 point
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Good textures I will use some: D, I have already adapted some things from the millenium mod. The garamantes must have a mixture of Libias units (lighter clothes and light skin but tanned) and Bebuinas units (with light or dark skin and turbanes).1 point
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1. That Scout cav bringing back the entire deer carcass is pretty darn cool. 2. I like the dead/depleted berry bush. 3. I love the gold "veins" on the mines. 4. Cliffs and mountain tops are pretty awesome. 5. The grass actors are very nice. 6. The farm fields changing colors is something I've wanted for 0 A.D.1 point
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No textures aren't kept. One texture per dae only. You need to create xml files to match textures and dae1 point
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Thanks for sharing. What is the current status of your project? I read about ForkAD shortly after I joined the forum, and haven't heard anything about it since. From reading the "Wildfire Games Meetings" (9/Jun/19), I understand that there was at least an intention to cooperate: What's going on?1 point
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