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Showing content with the highest reputation on 2021-08-11 in all areas
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And I'm back for the obligatory 'lets play' variation of the show with the new Alpha, where I demonstrate just how awful I am at 0AD! Prem is tomorrow morning, but thought I'd post here in advance as I'll be at work.4 points
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Hi Bings thanks for the nice feedback. You can add gui.scale = 1.1 in your user.cfg3 points
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In A25, sometimes we can't find any fish, even if they are right under our boats. Please can we have a different model to indicate the locations of fish, so that fishing becomes a more viable economic option? A massive thank you to the artists who are willing to help me The minimap says there are 3 schools of fish in this region of water, but I am afraid I cannot see anything apart from the water... @Stan`2 points
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I've played 0 A.D. for quite some years, and though I congratulate the team on its historical focus, I do at times crave the thrills of ahistoric and even supernatural elements which I originally experienced in games such as Age of Mythology. Recent glimpses of 0 A.D.'s new campaign system have reinvigorated my imagination in that regard, with thoughts of Robert E. Howard's "Hyborian Age" coming quickly to mind. Let me state at the outset that I am no programmer. I may be able to cobble together and modify bits of code, given enough examples, but a mod that transforms 0 A.D. into the Hyborian Age is quite beyond my capability. The same goes for art assets (a bit of SketchUp is all I'm good for), and even the knowledgeable pairing of Hyborian source material with its historical analogues might be biting off more than I can chew. My goal in starting this thread is simply to get a feel for what's involved in creating a mod of that caliber, solicit the opinions of those familiar with both Howard's work and the innards of the game, and hopefully gain some level of comprehension as to whether I would even have a place in any such project, should it someday be attempted. Off the top of my head, here are a few thoughts.... The peoples of the Hyborian Age bear the hallmarks of various real-world civilizations, often stereotypes meant to quickly paint a certain picture in the minds of the early 20th century pulp magazine audience. This means that some modifications might be as simple as altering the names of existing 0 A.D. elements, or patching together different units and buildings to synthesize something "new". An Hyborian Age mod would likely be best as a world map and/or a series of regional maps, all with story features, landscapes, and cities immutably placed. There would no point in mixing it with actual historical factions, except for sheer novelty. This means that the mod might be a "full conversion" rather than an add-on. How that factors into keeping it up to date, I do not yet know. Ideally, the mod would be based on Howard's work alone. There might be room for cross-overs with the works of his contemporaries, and perhaps even the posthumous edits and pastiches that came decades later, but the core project should focus on a purely-Howardian experience.1 point
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Please introduce slaves in 0ad for the purpose of historical accuracy. 1/5 of the roman population were slaves.1 point
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this seems reasonable so rest of us can more clearly see our level on the leaderboard. started this thread because like half the people above me dont play anymore or dont play rated anymore. maybe there should be a quota of X amount of games per month that a player must play rated or otherwise remove "y" amount of rank.1 point
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Pretty self-explanatory. Please specify the correct civ within your structure templates. Either provide the missing template, or provide a suitable alternative under SkirmishReplacements in simulation/data/civs/bact.json.1 point
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@Stan` Not yet - at a cursory glance, it looks like https://code.wildfiregames.com/D3613 might resolve it. (I'm a little busy with work right now, so if anyone wishes to commandeer and take it further do feel free.)1 point
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Ok, I will make it compatible with A25 tomorrow and also add some features I implemented for @mysticjim's custom mod (NROC). @ffm2 your mod was the one I experimented with first when I started making mods for 0AD. Thanks.1 point
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In reality it's hard to spot fish. So job well done. Maybe a hotkey to select all gaia in a selection rectangle, like observers can is all that's needed. Wouldn't be limited to fish either. There are other things hard to spot which is a given if it has to be realistic and look beautiful. Anyway, any of the make ugly but functional visual changes for competitive play belong into mods.1 point
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More fish jumping - and their splashes make the selection ring visible! btw now it doesn't say 'Tuna' for every fish, but usually 'Fish'; maybe there's a nicer solution...1 point
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We should make them aggressive instead of violent, I guess. We should increase their vision range a tad. We could make them defensive instead of aggressive. If you want, can you please tweak some of the template values (vision and UnitAI default stance) and provide us (ideally with a patch on Phabricator) with what you think is a better situation?1 point
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/me dreaded this day.1 point
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I never said that but I don't judge science or scientific theories according to political opinions and I try to put emotions aside.1 point
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Macedonia 41 - Nearchus' Journey: The Hingol River (325 BC) After the Brahmin rebels were defeated, Alexander decided to return to Babylonia. In June, general Craterus had already left for Carmania with a third of the soldiers. In August, Alexander and three quarters of what remained of the army set out for a long and difficult march through the Gedrosian desert. Nearchus was to ship the remaining quarter of the soldiers, 17,000 - 20,000 men, to Carmania and Babylonia. The voyage down the Indus lasted from November 326 to July 325. It was not an easy cruise: several times, the Macedonians had to fight their way past resisting native towns. Finally, the reached Patala (Old Indian for "camp for ships"), modern Bahmanabad, 75 kilometers north-east of Hyderabad. While sailing westward along the Persian coast, Nearchus often had to go up rivers to seek supplies as the coastline was barren. At the Hingol river, he made one such expedition in order to procure supplies and forage for the food needed for the remainder of the journey. As you sail up the river, you find that hostile native tribes, the Oreitans, occupy both banks. Our scouts report that up the river lies a fork, where two smaller rivers join, and that at that fork, there is a native settlement, whose inhabitants recently killed one of our messengers. There are also friendly traders in this region, but beware of river raiders who are used to being unchallenged in the water. Objective: establish or capture a base and pacify the area -- destroy all Oreitans. AI Settings: Players 2 and 3 should be set to Petra with a difficulty of your choice (Medium for casual play); all others should be Sandbox.1 point
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Or reset rating on each alpha1 point
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I never tried it. I was referring a little more to the mod DE by @wowgetoffyourcellphone.1 point
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I honestly like the Delenda Est mod approach with citizen units and slave units both with male and female variation. With slave units being better at hard work.1 point
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