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  1. Dear community, as you know, Alpha 26 is nigh. We've all seen the topic for determining its name and the speculations on what happens after this release. Today we want to announce to you that a decision has been made regarding the future of 0 A.D. Due to the lack of letters in the alphabet following this release, we've decided that Alpha 26 will be the last release of 0 A.D. We thank you for your support and wish you all the best! Kind regards, Wildfire Games
    11 points
  2. two 2v2 0AD matches with genuinely weird endings (feat Mystic Jim) ———— two 2v2 games i played, the 1st one featuring 0AD Newbie Rush's Mystic Jim. both of them ended in extremely unforeseeable ways bc of weird & hilarious turns of events ———— Game 1 zxphxr (1271) & MysticJim (1238) vs seeh (1106) & Riddler66 Game 2 Mashina (1278) & Blbe (1061) vs DiogenePotMan (1302) & zxphxr (1271) ———— send me ur replays to make videos of: zephyramethyst1@gmail.com
    2 points
  3. Maybe add fire dmg to the black queen's attack?
    2 points
  4. @Sevda https://en.wikipedia.org/wiki/April_Fools'_Day It's considered even funnier when 'authorities' like project leaders or serious media do it. TIL the first April Fools on TV was by the BBC:
    2 points
  5. You joke, but I see no more letters. It was always a countdown to get to beta and restart back at A.
    2 points
  6. Happy April's fool day!
    2 points
  7. I feel a bit sorry for this uneducated person:
    2 points
  8. Overview This mod adds morale system to 0 A.D. Please read an overview of morale in Wikipedia page here. This mod tries to represent military morale and to some extent also employee morale (for workers). Morale system here is inspired from a mix between Total War and Stronghold style morale. So basically the higher the morale, the better your units at gathering, building, and fighting, and vice versa. Morale is influenced by unit's health, being attacked, being near other units, etc. On a very low morale, units will flee the battlefield. I originally develop this mod for Happiness system in my City Building Mod, however it became more complicated so I decided to release it separately as Morale system. Therefore, this mod is designed to be as bare-boned and customizable as possible, so it will be compatible to many mods, although the mod should be quite playable as it is. Features Every unit has morale icon to represent its current state. Some aspects that can influence unit morale: Presence of other units on viewing distance. Allies increase morale and enemies decrease morale. Being attacked. Arrow shots would decrease morale, even if it missed. Health increase/decrease. Morale would increase/decrease accordingly. Unit death would cause significant morale decrease to nearby allies and vice versa. Low morale can cause a unit to have decreased gathering rate, building rate, and attack rate. Extremely low morale cause unit to flee from enemy and became passive. Units reaching max morale would cheer and start becoming violent. Structures can also have morale. Structures with low morale can have reduced attacks speed and also slower training and research time. Garrison units with high morale inside for increased morale. Some variables that can be customized for further modding (mostly need to edit component variable but later planned to be customizable via template): Significance (the higher unit significance the higher influence it has on nearby units) Range (by default it uses unit vision but can be altered) RegenRate (default morale regenerate rate) etc (please look at Init function of Morale.js) Installation Clone or download the mod from GitHub page to My Games/0ad/mods folder. (I will add mod.io link later) Contribute This mod is very much a work in progress. Everyone is certainly welcome to contribute by testing the mod and tell me what you think! If you found issue or have some ideas you'd like to implement, feel free to discuss here or even create Pull Request to the GitHub repo. I also currently have no access to a better quality computer to create high quality screenshot/video preview, so you can share your screenshots here as well! Credits Thank you very much to: @Freagarach, @wraitii for helping out on problems I encountered with some components (see the discussion behind the scene here) @Grapjasfor letting me adapt his Wounded feature from Grapejuice mod (another interesting mod you should check) @wowgetoffyourcellphone for arrow morale damage suggestion and fear units (implementable by Significance, but not yet).
    1 point
  9. lmao the drama It was a good joke tho xD
    1 point
  10. This is not a thing in many countries. It's equally shocking that you expect the whole world to understand this.
    1 point
  11. I still don't understand. I would not expect the Project Leader Stan to joke about discontinuing alphas, and I do not understand what is special about 1st of April, especially when today is a Friday and not a Tuesday (Tuesday Boy maths paradox).
    1 point
  12. You have to define the stackability. Choices are: “Ignore”, which means a new one is ignored, “Extend”, which means the duration of a new one is added to the already active status effect, “Replace”, which means the currently active status effect is removed and the new one is put in place and “Stack”, which means that the status effect can be added multiple times. (From the Attack.js helper.)
    1 point
  13. This excuse is inadquate, becuase ISO basic Latin alphabet is not the only alphabet in the world; there is no reason to discriminate against other alphabet systems and ignore them. Even the extended Latin alphabet has not been used! Consider adding accents to letters, é ú ó á Ö, Ü, then there is Turkish ç, Ğ, Ş and many to choose from in Vietnamese. Please consider using those, then move onto Greek and Cyrillic, after which you have Persian, Arabic, Hebrew, Korean, Japanese ... Almost every language in the world except Chinese has some form of alphabet system. After you exhaust all of these, you can switch to Chinese characters, which opens up a limitless number of alphas and possible names.
    1 point
  14. The directory is simulation/data/damage_types There will be sample files in public, but the general form of the files is this: I am not entirely sure what order means.
    1 point
  15. valii left the match forcing me to search for his units. Also the bot didn't count me the win, for some mysterious reason. commands.txt metadata.json
    1 point
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  18. I am pretty sure I have seen some of these arguments being used for adding stables. This not only contradicts the thesis of the thread but implies that building footprints and the fact that being scouted are actually side effects. What about house footprints? I am sure at times, that's an inconvenience too. The point isn't to create an autochess. Scouting introduces a new dynamic which is desired because the objective isn't linear gameplay. And I disagree that your opponent finding out that you are massing cav is actually a failure in game design. An equally valid stance is believing that not being able to scout stables gives an unfair advantage to the attacker and overpowers early cav strats. Ask any AoE2 player and they would probably agree with the latter. tl:dr; are these actually problems with stables?
    1 point
  19. It's for one of my mods. Still needs a bunch of anims.
    1 point
  20. we can do a Newton II analysis of the situation: If the 2 white conditions can be satisfied then the witch can fly safely without falling off.
    1 point
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  22. Introduction. May be many of them can be in final release. I want to create a "mod" where players can find contrnido and extra gameplay under the supervision of COM and WFG team, do this group of extras modifications would be something like a small expansion to the game, and as an artistic contribution from me to you guys For now this a little scratchy Mini factions: Mercenaries and Gaia Neutral from Subfactions Marcenary Camp These places are special sites located near Native Mercenaries of each biomes, settlements or along Trade Routes. An Explorer or a Settler can build the Marcenary Camp on one of these pre-placed sites. If built at a Native settlement, it establishes an alliance with the tribe there. If built near a Trade Route it establishes a post where the passing trade unit - a Travois, Stage Coach or Train - delivers goods as it passes. Allying with Natives allows a player to train special Native units, usually warriors, and also grants access to a group of improvements to that tribe. Native units do not cost any population spaces, but can only be built in limited numbers. Building a Marcenary Camp is a good way to supplement resource gathering or the speed at which you may request Shipments from the Home City. An improvement in the Marcenary Camp increases the speed at wich the trade unit delivers goods. The route starts out serviced by a lone Travois. As you improve it, it becomes a Stage Coach and finally a Train. Anyone who builds a Marcenary Camp along a Trade Route is granted line of sight around the trade unit. This means that as the trade unit passes into the Fog of War or completely unexplored areas, you will be able to see what is immediatly beyond the Train. BUt the Mercenary need a List of Warriors I do it One. List units to do. http://www.wildfiregames.com/forum/index.php?showtopic=18360&hl=%2Bmercenary+%2Bcamp How works the Minifaction in a Map? indigenous peoples that live on the maps where battles take place in 0.AD. They start off as neutral players and simply go about the business of building their own civilizations. While not that difficult to wipe out, the true strategy lies in making peace with them and bringing them in to your civilization. These native tribes hold the secrets to the lands they live on, and any player wily enough to make peace and ally with them will receive extremely powerful bonuses. Your entire army can hit for much more damage, or you can research technology twice as fast! These bonuses are permanent as well--as long as the player keeps the native tribe alive. Such an advantage can easily turn the tide against any enemy, and it adds a whole new layer of strategy--past the standard "destroy anything that moves" type of thinking. ########################################################################################################## Now my idea is use these ideas to improved the skirmish, scenarios and may be random map http://www.wildfiregames.com/forum/index.php?showtopic=17430 Subfactions: Pontus: greeks and persian mix Altaernates to real one, Lusitans, Thebans, African, Pontos, Armenian,Jews,Galatians,Numidians. should still be at least relatively associated with the playable civs and have the possibility of having been encountered by at least one of them, while also taking into consideration that some of these "minor civs" could have enough going for them that they could be full playable factions later on. for example, the Japanese (specifically of the Yamato period) fall into 0ad's timeframe, as does Han China and the Mayans (all three of which are among my top proposals for later civs to be included). that's why i suggest civs that are already partly included via units for a given civ (Israelites/Judaeans via the Ptolemies, Mauritanians via the Carthaginians, Babylonians via the Persians, etc.) and then considering other civs we know that the various playable factions encountered historically Phase Pass Selector: Similar to the "minor gods" system in and Age of Empires III uses a "Politician System" to grant bonuses on a successful advancement to another phase. When the player chooses to advance to the next age, who is given the choice of two or more "Politicians" in my mod can be Dynasties like Total War. that provide them with a different bonus on choosing them. The Dynasty is given a generalized title from the period that usually reflects the bonus that it gives. How works in AoM Every time a player advances to the next age, a "minor god" is selected. Minor gods are slightly less significant historically than their major counterparts. Some minor gods include Bast andAphrodite.[10] All gods grant the player unique technologies, myth units, and a unique "god power"A one-time special ability that can either damage an opponent, or benefit the player that uses it. so we can do it. his is similar to the technological phases presented in similar RTS franchises. Before the player can progress to the next phase, a choice between two historical politicians in this case dynaties, are presented, with a different bonus being associated with either one. Abilities Reversible Technologies More Technologies; Adding Largest tech tree. may be 10 level per pair. Increasing Support and Special units Scouts- Fast, but unarmed. Use Counterintelligence to destroy enemy Spies and to remove Informers. -When Explorers arent moving they cant normally be seen by most enemy units. -Can spot hidden enemy units Merchants are unique resource gatherers, which allow you to acquire rare resources such as Wine, Diamonds and Horses. To activate this unique attribute, you need to deploy a merchant next to a rare resource to claim it. Spy- Can Bribe enemy combat units to join your nation.Can plant Informers to gain information on enemy buildings and units.Can use Counterintelligence to destroy enemy Spies and to remove Informers. Revolutions is a feature available in the Age of Empires III: The WarChiefs expansion. It allows player' to revolt from their home country and form a new political entity with additional unit types and specific bonuses, but prevents advancement into the Imperial Age. The feature is only available to European civilizations. Revolting is an alternative to the Imperial Age allowing a choice of one of two revolutionary leaders per civilization, each with different bonuses. Once revolution is researched, the Home City flag will change to the flag of the relevant new country and no previously available Home City shipments can be sent from the current Home City deck. However, a new deck of four separate shipments will become available and can be sent for an indefinite amount. No new Settlers can be produced and all existing Settlers turn into Colonial Militia. how works in AOE. An interesting new feature added is the 'Revolution' option, which is an alternative to aging to the Imperial Age. Once in the Industrial Age, you have the option of aging to the Imperial Age, or paying 1000 food, 1000 wood and 1000 gold to revolt. Only the European civilizations are able to revolt. In a 1v1 game, only one player is allowed to revolt; i.e. if you revolt, your opponent will not be able to, and vice versa. Likewise, in a team game, if a player on one team revolts, any players on the opposing team will not be able to. So what does a Revolution actually do? If you choose to revolt you will be given two different 'Revolutionaries' to choose from (acting like the standard politicians when you age up normally), each with their own bonus. The Revolutionaries are different for each European civilization. When the revolution is complete your home city and deck is replaced with a new home city and deck, with 4 new cards available: shipping more Militia, Gatling Guns, Ironclads and Fort Wagons, each of which can be sent infinite times. All the player's settlers will change into colonial militia, and the player will not be able to train any more; so the players economy will grind to a halt, although Fishing Boats will still be able to fish for food and coin, and the player can still generate resources through Trading Posts, Factories and if Dutch, Banks. It is also worth noting that the Germans can still train Settler Wagons. The upside is that the player who revolts has a military advantage due to weight of numbers, putting the Imperialist player on the back foot. Sorry Im Working in this. I need investigate the real features by developers to introduce to you this experience DLC .
    1 point
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