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I share here some of the building updates I made to complete up the Umayyad civ. I'm learning a bit along the way, so they may have to be checked a bit before eventually bringing them to the game. Anyway guys, feel free to use these assets! - A couple of house variations - Farmstead - Storehouse - Blacksmith I also changed a bit the texture, to make more space for the yellow-ish concrete part, which is the main component. Not sure if I'm doing it right. Of course, in case it has to be optimized with normal and AOC maps eventually in the end Umayyad_basic_building_set_06.blend Umayyads_Blacksmith.blend4 points
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With the help of nwtour, I have now converted the first 6 missions to a25. It went a bit slow initially as I was figuring out what has changed, hopefully it will go faster from now on.2 points
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Increasing females gathering rates would be mostly the same, just that unit spam is probably to common in 0ad, so I'd try out adjusting CS (including cav) to have 80% of current gathering rates of females for any resource (including hunt so the scout is more likely used for scouting instead of butchering chickens) instead. This needs quite some testing tho as it has quite far reaching impact on the current meta. Females being always better at eco will force a trade-off for CS, which is what you desire and I can imagine to be good for gameplay, as for lore one can argue the arms always carried around dragging the CS down.2 points
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This could work too, Valihrant suggestion: " Should female citizen gather rates be increased ?" might be a good solution too. I would be curious to know why in previous alpha, it was decided that reducing women wood gathering relative to CS and giving an aura bonus to women to incentive their production would be a good approach too (if anyone remember...?). The gap between women and CS wood gathering rate has been reduced For point 1, I agree with the excess complexity argument. I would guess that more unit types are suited for environment with relatively low amount of units or slow game speed. Having too many unit types to manage separately in a 200 population game is very likely to become not enjoyable if each of them require different micro. For 0ad, if anything, I would guess that the early/mid game might be better suited. You raise interesting questions, I think I would prefer seeing a few of them used for civilization differentiation rather than to solve some problems with the game mechanic that can be addressed differently. Dogs or worker elephants bring more to the game than what could do a woodcutter.2 points
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Ya, these. I noticed it was working during normal gameplay but was offset at start of game or during/after pausing Also, would be nice to get into spec mode after resigning.2 points
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Version 2.0.1 The stats overlay has been updated by @ISlan to improve overall readability. In addition, a second overlay has been included that provides much more information to analyze a match. Thank you for all the hard work you have done so far. Thanks to @The Undying Nephalim for allowing me to use his hero selector in this mod. Thanks to @nani for his feedback and advice on improving the mod. Feedback Anyone can follow the development, contribute to discussions, report bugs, suggest features or even make pull requests at github.com/LangLangBart/boonGUI.2 points
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As the producer for an other FOSS project Vegastrike it's a space shooter/trading game I very familiar with the scale thing as we model solar systems and our capital ships are kilometres in length we do model real physics and a certain Arcade style simplification and there is a need for our units to maintain their specifications to very specific units otherwise the differential equations just don't work. All that is just the background though the game must still be playable/fun we play fast and loose with time to make that possible but the issue with 0AD is that the game scale is not consistent it's a composite compromise with several different scales to make displaying the game elements possible/understandable and easier to code the underlying simulation so the actual units are just abstractions not connected to the real world BTW I've been coding since the sixties and with Vegastrike since 2005. Enjoy the Choice1 point
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We should indeed really find the real life pierce damage value of an Javelin! Our current value seems not good for gameplay IMHO.1 point
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1. My favorite solution is to make the Iberian champ attack + fire damage equal Briton chariot attack. 2. So the cataphract, which is supposed to be an anti-cavalry unit, does worse against the chariot than than the consular bodyguard? This is not good my friends. Sword cav may need to have 1 less pierce armor or something.1 point
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Talvez eu não tenha entendido totalmente a questão, lembre que o MAP AO é sempre o segundo map AO. O tutorial de map AO até o Blender 2.79. Outra coisa e sempre dar um Crtl + A para todos os parametros. Se ficou alguma duvida posso fazer um pequeno video de como eu faço e mando pelo privado.1 point
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Ideally you would provide a link to the original models. Also because they are Share Alike, all derivative work from them e.g adding a bunch of new objects to the models must be under the same license. Right. That's a weird way to put it but yeah. Assuming it uses 0 piece of code from the main game the mod could be closed source but one could still look at the files. Usually the problem is the attitude toward it. I don't mind my assets being reused as long as one follows the license and doesn't claim he made them.1 point
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you have to vary the texture a bit. put some "paint and decorations"1 point
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Nice, keep it up man. Just one thing, they need to extend below the ground, otherwise you'll run into trouble on uneven terrain1 point
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agree, also I'd add that I never understood why women and inf have such a bad rate of gathering meat compared to cav. ok cav moves faster, but does it also have to butcher faster? 5/10 times so? why?1 point
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Chariots were already obsolete tech at 0AD, they belong to a time when horses were too small to carry an armoured man and they had not invented stirrups1 point
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yuhuuuu!! nice!! Thanks man!! ^^ I was really curious to hear from you since I've learnt a lot from your previous models!!1 point
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Nice advances with 3d models, I believe it's a correct choice for you on texture. I believe they are at a level compatible with Millenium AD.1 point
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@user1 Player left game without resign, when I was taking control over his buildings. Ranked game. Lobby : Volvire Offender : WINDS_OF_WINGS (1160) commands.txt1 point
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No idea what might have caused it. I opened the post to edit it and just saved it (without actually doing some edit) and now it seems to work. Weird. Might have been some upgrade to the forum that changed things1 point
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I am a subscriber of channels of 0 A.D. You have good covers anyway And the game looks good on your pc.1 point
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It's because of the walled ring.(I guess) We could try to make it look less perfect but more organic. Make it look like it was created on a landform( Crater) plus rubble.1 point
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I can confirm, it's working weird. I assigned 2 herds, he killed 1/3 he omitted the first 2 dams, in the next cavalry rider he got worse since he avoided killing he only followed the waypoints he went for the second herd.1 point
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Check the Autociv option - Graphics: corpses max. --> see this post: Make certain colours transparent "on-the-fly"? (18/Aug/21)1 point
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Sometimes I feel like calling it free to play seems to imply there is something to pay anyway :P, maybe the lag is the price.1 point
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