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Showing content with the highest reputation on 2021-06-10 in all areas
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4 points
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Import Mercenary camps from DE. Make mercenary camp optional skirmish map. ( Similar you did with treasures) A Map to capture relic and make scripted like Wololo Soccer. Implement new ways to get resources ( mines). Capture Gaia feature. Capture animal in sight. Some conversion implementations Scenarios with Historic Challenges. More AI features. Let it still play to be more interactive. And in teams of den the betrayals. More basic technologies like the ones in delenda est. (Hunting dogs). River war boats, although they are generic.3 points
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Totally agree, I would like to see a match based on pure skill! Micro every unit /ban pathfinding3 points
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Iberian is much more difficult and much less known, but we find a workaround.2 points
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Tbh i mentioned these as a joke really, there is no way to make them different enough from those already in game to justify them.2 points
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I think 2 metal mines at the start is a rather boring solution. I've made a diff fore more/better mine layout, please test on Mainland: D41482 points
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We should win a match by using our pure skills and strategy, not relying on some AI program to help as micromanage. That would take the fun out of 0AD and we might as well let AIs fight each other. So /ban autotrain2 points
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You misunderstood what I meant (Maybe I didn't explain well enough what I meant). I didn't say I want it equalized, I said clicking the same button over and over again is repetitive and kind of boring, therefore an automation here is different than an automation of the build order. I'm not against to have an advantage doing in manually (batch training), I am against that this alone should decide if someone wins.2 points
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It is a good thing that auto-training is quite slower than manual, at least for eco growth. We have batch training to thank for that.2 points
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maybe she could train marines capable of swimming? so it would not affect a huge number of units. if they swim, what stroke should they do as an animation? Butterfly backstroke breastroke freestyle People may be joking, but I think it could be a fun feature Unit could be like naked fanatic. Little armor but strong bod from swimming.2 points
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Creo que es la falta de "props" como espadas y escudos. Se pueden utilizar los existentes de los ibéricos.2 points
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I will try to fix, but it will not be implemented for A25 though. Can you tell me more about Lusitanians, I can't read Spanish. How close is Lusitania to finish?1 point
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1 point
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2. Implement elements from Bellum Mod, including the balancing changes as well as P2 champions. But we can adjust that based on the feedback of players from A25. 3. Smarter AI please. At least no idle time or random suicide rushes. Also no women mining nor men farming please.1 point
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put more trigger maps that the AI (gaia) can create units in the captured buildings, that the buildings captured by the gaia are always full of troops. that the siege towers are used to put siege machines inside or to capture walls, towers and castles ... balance of champions and specific stats as in AOE or Total War. wonderful to have another upgrade option (defensive/offensive/economical) apart from the population bonus and that the upgrades have to do with the civ "or the catafract of the civ". add more civ: chinese and lusitanian my favorites, i need crossbows Frisian field for iberians and lusitanians walls should work like in total war or make it impossible to see behind the walls, to force the enemy to knock it down and avoid catapult sniping.1 point
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1. New civs: Very ready civs: Han, Thebans, Epirotes, Xiongnu (All artwork and templates complete, no bugs, may need some final balancing) Almost ready civs: Judeans, Thracians, Zapotec (No bugs left, some artworks need polishing and balancing is debatable, need intensive testing) Not ready but started: Illyrians, Dacians, Ponies. (Still a lot of bugs to be fixed) Planned: Aksum, Balkans as a whole, Greek subfactions.1 point
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a short introduction to the encyclopedia Británica or Wiki even Total War forum have some good introductions.1 point
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-Muchas gracias , con suerte y con vuestra ayuda conseguiremos que sea una realidad . Disculpen las molestias*1 point
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1 point
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Buenas ; -Aquí el primer boceto del edificio especial lusitano , le faltan elementos decorativos , pero la estructura será algo así; Factoría Púnica; (Es un único edificio , desde diferentes ángulos) -Estas texturas son propias del juego (concretamente de la facción Cartaginesa ) y en principio ya no habría que cambiar las texturas(igual que estoy haciendo con el otro edificio especial lusitano "Castro Vetón"). Referencias; (casi todas son factorías fenicias ubicadas en la Península ibérica) -Y esta última es muy reveladora; Disculpen las molestias*1 point
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1 point
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Nah man, giving almost everyone skirms and spears is a bad move i think.1 point
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1 point
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Macedonia 38 - The Mallian Campaign (326 BC) The Mallian campaign was conducted by Alexander the Great from November 326 to February 325 BC, against the Malli of the Punjab. Once the mutiny situation was resolved, Alexander decided to head south, following the river Hydaspes, after the omens ostensibly declared it unfavorable to march further east. Initially, the fleet and army just sailed down the river, occasionally marching short distances inland. Only slight opposition was experienced. However, the Malli and the Oxydraci combined to refuse passage through their territory. Alexander sought to prevent their forces meeting, and made a swift campaign against them. Our forces have just reached the point where the Hydaspes merges into the Acesinea river. Craterus has already established a based on the western bank. We need to find a suitable place to make camp as soon as possible as our enemies have received word of our arrival and will be preparing accordingly. Further to the west, lies the tribe of Sibea and their capital city. South, across the Acesinea, lies a desert with the town of Kot Kamalia, another enemy base that needs to be destroyed. Past the desert, is the river of Hydraotis, with two enemy towns nearby, Multan and Tulambo. Our also scouts report that a band of Persian mercenaries are in the service of the Mallians. We must locate their base and destroy their fortress to eliminate their ability to support the Mallians. There may also be neutral traders in the area that we can use to secure additional supplies for the war effort. Your advisors also suggest that disrupting our enemies' trade may be crucial to winning the campaign. Finally, we can directly supply Cratarus' advance with fresh troops by moving them to the little walled off area to the north-east of his camp. Good luck! AI Settings: Players 7 and 8 should be set to Sandbox. All others should go with Petra with a difficulty and personality of your choice (tested with Medium and Balanced personality for a fairly easy win).1 point
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It would be theoretically possible. The point would be considering which nations could have distinctive identities; merely because there were cultural similarities from one civilisation to another does not mean that introducing them to the game would be impossible. Personally I would find more pseudo-greek cultures to help round out the map to be reasonable additions. Areas such as Illyria and Thrace come to mind. Pergamum would perhaps be a favourite of mine since it was a prominent regional power by its own right. There are other, more extreme approaches that could be done however... https://wildfiregames.com/forum/topic/27864-april-update/1 point
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they look good but I must see them with a magnifying glass.1 point
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I would like the AI to interact with the new Flare feature. Send scouts then troops to the zone.1 point
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You're correct with your statement but your conclusion does not fit to the autoquqeue for me. When you automate the build order you loose strategic decisions, which takes away the fun. When you automate training you loose the need to reclick the same button over and over again every few seconds, which increases the fun for me. Citing from here: https://trac.wildfiregames.com/wiki/0AD_The_Vision#Snares The ability to be able to click a button fast should not decide who wins, the strategic thought process behind it should.1 point
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Just because it is possible to automate something doesn't mean that is should be automated. For example, someone could write a script that does a perfect eco build. If that script was available to everyone then it wouldn't be a problem by your criteria. However, such a script would fundamentally change the game (for the worse) by eliminating all eco considerations. Players should benefit for doing the effort themselves.1 point
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something else is missing Alguna variación con torre o con empalisada.1 point
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on paper only , right now they are made of glass and aren't particulary squishy.1 point
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Here is the testing bundle of A25. Keep in mind, this is not a 'Release Candidate' yet, and so some bugs are to be expected. We provide this in the hope of finding and squashing them efficiently. If you choose to test, please keep that in mind. Downloads - Current bundles are for SVN revision 25760 Linux data and build MacOS Windows Things to note: Translations are not complete & may be buggy -> Play in English for now. Mind your mods -> they might introduce issues or Out Of Sync. Save your A24 config file somewhere, ideally. Notable changes since the last bundle: Balance changes: army camp, elephant archers An issue with minimap buttons was fixed RM biomes have been further refined An issue where units would overlap was fixed The formation speed glitch was fixed The 'infinite hero' bug from autoqueue was fixed. Currently known issues: The replay filter in the replay menu appears to have some issues Big screenshots are broken in the game. There are a few others that shouldn't affect play much, see the Milestone for details. What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes Update your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.1 point
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1 point
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balanced map mod should really be in the game. I am not a fan of enforced symmetry, but that kind of balancing just makes the game smoother.1 point
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It would not be the metal problem of a25. It is in my view the metal problem of the map.1 point
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Hello everyone, We're happy to release the first testing bundle of 0 A.D. Alpha 25 (name to come). Keep in mind, this is not a 'Release Candidate' yet, and so some bugs are to be expected. We provide this in the hope of finding and squashing them efficiently. If you choose to test, please keep that in mind. Downloads - Current bundles are for SVN revision 25741 (See below for updated bundles) Linux data and build MacOS Windows Things to note: Translations are not complete & may be buggy -> Play in English for now. Mind your mods -> they might introduce issues or Out Of Sync. Save your A24 config file somewhere, ideally. Currently known issues: As reported by Valihrant and experience by wow, there is a weird issue where units in formation get 'stuck' in running speed. This will be fixed, but it's not yet in this version. Groups of 2 units can overlap. This will also be fixed, and doesn't happen with more than 2 units, it's a simple configuration issue. The replay filter in the replay menu appears to have some issues There are a few others that shouldn't affect play much, see the Milestone for details. Big screenshots are broken in the game. What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes Update your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.1 point
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Proposal - Zapotec rulers of the Preclassic Period, early classic. ( AI player names) The current names are PosClasico (1300-1520), In this proposal there are only attested names from preclassic to classic (200 BC - 550 AD) It's not perfect but it's much closer. - 200 B.C. (5 Alligator) /// Chantino ///Gaayu’ Chilla - 400 A.D.- 550 A.D. (8 earthquake)///Monte Albán ///Xhono Xoo (11 Rain)///Monte Albán ///Chii ne tobi Lape (4 Alligator )///Monte Albán ///Tapa Chilla (13 Soap plant )///Monte Albán ///Chii ne chonna Piya (5 jaguar)///Monte Albán ///Gaayu’ Beedxe (13 earthquake)///Monte Albán ///Chii ne chonna Guela Fonts: http://www.famsi.org/zapotecwriting/zapotec_figures.pdf *There are a few more names, I will consult my pdfs and leave this post. *The translations for Zapoteco are mine, from online content, I believe the numbers are very "up to date" if someone has more contact with the language even more with Proto-Zapoteco would be of great help.1 point
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If wikipedia is correct, 3-4 m would be more accurate.1 point
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1 point
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I can patch that. The Xyston is quite big, so I guess that affects the agility of the Xystophoros. Therefore we can make the following changes: 1. Use the counters mentioned in the bellum mod 2. Give lancers more health 3. Lancers have slower speed and slower turning time. 4. Lancers get a little bit of crush attack (maybe 0.5 or 0.7) because the long wooden stick flying past at 10m/s definitely can crush bones.1 point
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I could accept if the regular spear cavalry would be just a raiding unit, but the description of the Seleucid one calls them companions, the Macedonian is referred to as a lancer and the kushite one is called heavy cavalry. Anyway, I think spear cavalry is underpowered compared to sword cavalry and spear cavalry could use +1 pierce attack. Sword cavalry +1 pierce armor, 8.35 hack damage per second. Good vs. siege. Spear cavalry +1 hack armor, 4 hack and 3 pierce damage per second. Good vs. cavalry1 point
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1 point
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It's true that "civ" or "civilization" (Greeks) is a broader term than faction (Athenians). But we tend to use them interchangeably here.1 point
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1 point
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I agree that the lack of true custom Tarantine Cavalry actors in the game is an oversight. In Delenda Est, Tarantine Cavalry look like this, depicted in a Greco-Italic style: Their shields could definitely be improved. A mix of small "aspis" style and round "spina" style shields would be good, as they are depicted on coinage with both types. @Alexandermb @wackyserious1 point