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New random map created by me and @Jammyjamjamman, adapted from the Corinthian Isthmus 2v2 skirmish map. Available in v0.25.7 of CM2. Bases start with 1000 stone and 1000 metal next to their CC instead of 5000/5000. Mines are placed randomly but so far, they seem to be available very close to the territory borders. I'll make changes if necessary.5 points
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I'd qualify as a "new player" for our purposes here. I've played 3 rated games (and several unrated ones) and lost all of them. I don't find the rating system itself alienating. It doesn't really bother me much how I'm rated. If I have a problem with it, it's the other part of what you said - that it's not very accurate. I've played at least a couple of games against people who were rated lower than me or not rated at all, but were clearly as skilled as people rated about 1300-1500. It'd be nice to have something in the game lobby that genuinely sorted things out for newer players to find people closer to their skill level. I don't mind playing some games against people more advanced. I learn something from the games. But I don't really want all my games to be that type.3 points
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To get the size correctly you import an existing dae file and make sure to tick the import unit options.2 points
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Meh. I paid for those units and their fighting power (through upgrades). If I can overwhelm a player with 100 units, it's their fault that they don't have 100 units to repel my attack.2 points
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Is there a ticket or diff for this? Seems like a basic multiplayer lobby feature that is sorely missing.2 points
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I think just keep track of "overall games played" and "overall games won" which would include all games. This would actually give people a reasonably good idea on a player's rank. I'd split it into buckets based on total population since 200 pop games are totally different than 300 pop games. As long as you know how many total games someone has played you can estimate skill. Most people have similar learning curves and after playing XYZ games generally are well proficient. You can even hash login IP's and then make a players name more red indicating current IP hash matches a previous hash therefore possibility of a smurf, so be weary of rank.2 points
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Hi @Grapjas. I tested you mod for a few games now and i must say it's a very interesting mod. It took a game or two to get the nuances of ranged combat (with the new ammo system), but nothing too difficult. So far, what i was able to noticed was: Javelins have aren't viable for long term skirmishes (although they have high damage, their 3 ammo limitation turns them into a worse spearman very quickly, unless they are under a fortress) The two weapon system is very helpful against siege engines (since ranged units will use their melee weapons instead of ranged ones) The persian champion chariot is bugged (has no cost besides population, produces very fast, but doesn't attack or do damage) Great clashes seem to be laggier than the base game (which isn't unexpected considering that it has to deal with charge and ammo now) Loved the changes to the priest and the addition of the healing camp. I find it weird, though, that it can't be built on owned territory). It seems that you removed certain techs from the game (the archery tech in the arsenal that reduces spread, hoplite tradition and woots/toledo steel) =========== That's it for now. If i find anything else, i'll let you know. Overall, nice mod!2 points
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That's fair enough. It's about what I'd expect as a response. If there were an adjustment, I'd think it would have to be a very mild one that still left 100 units much more powerful than 20 units. Maybe just not five times more powerful.1 point
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Icon Shape = Representation Temples = Wonders Diamonds = Civic Centers/Military Colonies Yellow Nuggets = Metal Mines Gray Blocks = Stone Mines X Marks = Relics Squares = Mercenary Camps (Delenda Est)1 point
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Found this on Reddit. Two days after launch it's already 13th played title on Steam. Like it or not, is anyway destined to be the next "big thing" for a while. At least is having a good momentum in the competitive arena. I see this as an opportunity more than a menace to 0ad. It means that there's hunger for good old rts games out there, and I think it's a solid alternative to commercial titles with boisterous marketing teams but a bit of less soul in it1 point
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I don't want to sound too snobby, but considering how the water looks on the lowest settings that may be an improvement jokes aside yes that is a problem but none I can solve.1 point
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@user1 My name: clavz host name: Basiliskos Host closed the match when losing. commands.txt metadata.json1 point
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You'll just have to put up two markets; max distance for max profit. You can also use ports as trading posts, which also allows you to put them up outside your own territory, thus maxing the distance. You might want to make sure you can protect your business. On Gualdalquivir River for example I do it frequently when the fords are secured.1 point
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I don't know if I understood your question correctly, but in edit mode we can click the "A" key and everything in that object will be selected. See the .blender of the models, note that initially they are in a pink color because it will not find the texture in the indicated location, just indicate the correct location on your pc. Temporary texture, I'm using it as a base for modeling, in the future we can improve it without the need to change the 3d models a lot. arabe_b_milleniumAD.blend1 point
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Yeah, it was a positive remark. I knew about it, but it comes so late that i kind of forgot about it. Thank you, i'll test it out.1 point
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Happy Sunday people And regarding live streams - apologies, haven't had chance to comment yet @MikeZski- but sounds like an interesting concept.1 point
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Campaigns really would do a lot for single player appeal. If we're brainstorming ideas for how to improve multiplayer games - and not necessarily thinking about the work that would go into it (I don't know the first thing about coding or about how difficult it is to do specific things with code) - I'd put forward something like this: make individual units less effective at fighting when they're part of large armies. When individual troops are part of a group of troops larger than a certain number of units, let's say 20 for example, each individual unit loses attack points. Again, don't know if it's practical, but it would at least reduce the effectiveness of the "spam out units and then send 100 skirmishers to overwhelm the opposition" strategy.1 point
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Okay update: I figured out how to mess into the documents and files of the game and I managed to create a customized civ!! Yuhuu!! I know it sounds risible, but for me it was quite a milestone to understand the system Now comes the fun part: all the meshes / textures / props needed to populate such civ ahaha! Let's go!1 point
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Basic roast of units from the Barracks. - The style of clothes comes from images of traditional rural life from classic russian painters like Apollinary Vasnetsov - This is just a blueprint, so feel free to add comments on weapons, army composition and type of units that could fit the scenario and timeframe around 1000 a.d.1 point
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What I think could increase the playability for 0ad single players is to add campaigns, which can also give some nice stories about history. Like the rise of Seleucid the first would make a good story.1 point
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I discovered 0AD in 2015. I started playing multiplayer in 2017. I'm still here, not getting bored of it :)) (0AD is the only game I play)1 point
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Hotkeys are a deal breaker for me. I will not buy as long as I can't set them how I want. And even then, I will need to actually have the time to play the game.0 points
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multiple offence against me(nothing22595) continued... part 2 offenders - Megalodon - exits without surrender 4 times in a row commands.txt commands.txt commands.txt commands.txt0 points