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Showing content with the highest reputation on 11/04/22 in all areas

  1. 3 points
  2. I was 1 year old when this topic was written. Guys this is the biggest necropost i've seen. It's like writing your name over cave art.
    3 points
  3. The forums are dedicated to 0 A.D. but they could use your support too Check them out at: Tonto Clan (nice chats with the tonto_clan members) Phoenix Clan (Our c--lead designer Ken Wood has posted many details about the game not availible anywhere else right now but here) 0 A.D. Empire (a whole forum for 0 A.D. made by our good friend John) Thanks for stopping by their forums!
    2 points
  4. This mod is in maintenance mode But will be updated for the following cases: Bug fixes Compatibility with new 0 A.D. versions Any reasonable pull request somebody might want to make Thanks to all the 0 A.D. players who found it useful. Nani
    2 points
  5. Hi Feldfeld my dear friend, i'm humbly the best player of 0 A.D. so je vais continuer en français mais j'aimerais bien participer à l'édition 2 ! Bien cordialement signé chocapoccaaaaAAAaaAaAaAaaa
    2 points
  6. range is fine now I think. it needs to be no less than that of archers, for adequate protection. I would reduce the max number of arrows from CCs: now it's 23, which makes the CC super strong even in p3. that's too many arrows for a civilian building, there's fortresses and towers to provide that kind of fire.
    2 points
  7. Hand drawn icons are miles ahead of renders in terms of aesthetics.
    2 points
  8. yeah, use google instead, much better.
    2 points
  9. I was 25! Hadn't even hit my peak yet! (28 is when I really started partying and 35 is when I started to calm down).
    1 point
  10. Bien reçu mon cher There is no missing player but there is no limit to the number of players, so i'll happily register you
    1 point
  11. Hi i can play if there is players missing
    1 point
  12. but not its increase with phasing, right? that's very significant.
    1 point
  13. 1 point
  14. I was thinking if we can replace the current UI design of tree selection from To (wireframe) Some reason we should do it. The in-frame pic shows which tree have you select currently. Wood icon instead of build icon tells that this tree is not for building but for wood collection. Extend use case - If we ever implement the idea of planting forest, then this will be good for diffrentiating platable trees and non-plantables. @wowgetoffyourcellphonewhat do you think?
    1 point
  15. Indeed, I don't actually agree that the little aliased picture of a tree is more aesthetically pleasing than that nicely done wood icon.
    1 point
  16. our Romans are based on the middle republic.They don't use Germans and Gauls until much later.What they can have are Balearic slingers, Cretan archers, and Numidian cavalry.
    1 point
  17. Will running be consistent ? Probably through formations : skirmishing formations would be a good fit for runners.
    1 point
  18. Colors are obtained from the player name by applying a specific function. The function is described here. The function's documentation also refers to this page on StackOverflow.
    1 point
  19. what's 0/10? the number of workers? in that case the wood icon would be misleading I believe.
    1 point
  20. @Lion.Kanzen Thx man. Still confused by that number like "5.0 pierce" , one along percentage value.
    1 point
  21. Thats why we have wood icon instead of hammer (build) icon for the tree. If tress only purpose is to give wood and we should show only wood icon then for hunts as well we shouldn;t show animal and only meat icon with food value. But showing the exact animal provide better experience to user and also user can relate to it. if fields only purpose is to add food tick and their no need to differentiate beetween rice field and normal 0ad fields, apple trees and other type of food source. This new design point is to show what tree he has selected and gives identity to the selected entity with right info. Now for wireframe I just took atlas image to show the same. It can be designed better way.
    1 point
  22. But I think this will make the game more interesting, otherwise we don't need to make a variety of fruit trees, just berry bushes are enough, it is also fun to experience biodiversity and recognize some botanical knowledge from the maps of different geographical environments.
    1 point
  23. ERROR: Failed to find matching prop point called "garrisoned" in model "art/meshes/structural/maya_protoclassic/wonder.dae" for actor "structures/maya_protoclassic/wonder.xml255"
    1 point
  24. be patient that the second attack will come without the need for such a primitive implementation.
    1 point
  25. This summer I was part of a discussion near to your topic. In the linked post, there is a reference to another post more near to it:
    1 point
  26. Oh, yes I am referring to the army camp not the barracks
    1 point
  27. Well, a tree is generally a tree. And the only use of a tree in the game is for its wood, so it is more important that it is made clear that it is a wood source than what type of tree it is or what actor it uses.
    1 point
  28. Do you mean the army camp? The castrum is the barrack. I would be in favor of the former but not the later.
    1 point
  29. I will use your example. B C if C has the same hitpoints C is more weaker. I like to make things more visual. Next time I'll add icons. The higher the resistance, the lower the damage.
    1 point
  30. I created a simple explanation, I had to see how AoM worked (it's the same formula). I take the explanation from FAQ. And my calculator.
    1 point
  31. The only way to get 64-bit support fast is to replace the 32-bit version, even that is probably more than a day of work, but more or less straight forward. What I did is cross compile 0ad which is somewhat troublesome, my changes are from replacing buildsystem, fixing deps or even replace them, fixing cross compile bugs and more. Reviewing means accept the changes and committing them. The developer on which shoulder this would likely fall is busy adding Vulkan support and still has font rendering on his plate which are in my opinion much more important. Also I prefer to wait for the git migration which is in the works. The takeaway from my work is that there is little in the way of a straight replacement, all else is somewhat cumbersome.
    1 point
  32. there are bees as particles in the hyrule conquest mod, you might want to use those if you get the permission
    1 point
  33. I will also add that, for now I don't really see a point in doing a (significant enough) cavalry nerf. At the end of the day, infantry is still hugely useful in 1v1 and in team games as well, a transition to cavalry if not well timed can just lead to being overrun by infantry. For the current state I only see a small damage nerf to skirm cav to be interesting. I'd consider the gameplay of mostly ranged infantry CS to be worse. There is not even an attempt in transitioning away from a unit we make from the beginning of the game. Instead of fine tuning stuff like this, I'd be more interested in some more radical changes, such as for example straight up halving the attack rate of all ranged units (so reducing their DPS by that much), accompanied by a melee cav nerf. That could rehabilate melee infantry and maybe champions as well. Experiment, bring new units to the light, try to reach a new balance.
    1 point
  34. Hi, first video in 2022 ... By watching it you'll noticed many errors at models, but i'll solve them ...
    1 point
  35. I think we have enough votes to conclude that the ram change and the ptolemy, Iphicrates nerfs do not have enough support. @wraitii does a November 1 release of the next version sound feasible/ideal? Seems like the second round of the tournament will happen soon, so it would be nice to release in time.
    1 point
  36. Congratulations to for winning the first edition of the Friendly Tournament Series! You can find the brackets, with all results and standings here: https://challonge.com/l9vi81d9 I will announce in the next post the second edition. Let's try to have this a regular event in the 0 A.D. multiplayer community!
    1 point
  37. Yayoi Mod (Yayoi village) @Lopess @wackyserious @AIEND @Ultimate Aurelian @Langbart @wowgetoffyourcellphone @Genava55 @bad player @no name yet @DIYARAKUZA @Radiotraining @Lion.Kanzen @Carltonus @Wesley @LordGood -Disculpen las molestias*
    1 point
  38. Milenium A.D Mod; (umayad) (Rus de kiev) (Carolingios) (Norse) (Byzantin) @Lopess @Stan` @Lion.Kanzen @wowgetoffyourcellphone @wackyserious @Darkcity @asterix @Carltonus @rossenburg @Palaiologos @Old Roman @Trinketos @Gurken Khan Disculpen las molestias*
    1 point
  39. This needs to be printed on calendars and deep pictures on instagram
    1 point
  40. If the decay would be prevented then they wouldn't go to Gaia. I don't see the point of building walls in neutral or enemy territory when they quickly go out of your control.
    1 point
  41. 1 point
  42. I think it is nice to see units running for their lives. It is gimmicky but it is not super harmful either. I think we can leave it as it is. I was thinking on creating something similar to the patrol command. You order your troops to battle-charge to a particular area and they do it using their run speed. There are things like status effects, so giving them reduced gather capacity seems to be also a possible status effect. Maybe I eventually get to try to mod it, as just chatting gets us nowhere. I would like the idea that once you give the command, the units are now out of control and attack viciously. That is fairly historically accurate, since sometimes if a command was given it could not be recalled. Also it creates a risk in ordering a battle charge. Furthermore it would be nice if it was a timed effect where it is unlikely to be able to use it twice. So you could decide to open with a battle charge and reach the opponent quickly. The second option would be to first engage in melee combat and once it starts, to use the charge to get the rear units into the action. The third option would be to see if you can win the battle without and use the charge to destroy the opponent when they try to retreat. A battle charge could be a way to overrun the opponent, but on the same time it could mean that your own units run to their death. It would make timing of the charge decisive. Also ranged units could be decisive if they can seduce the opposing player to order an ill-chosen charge. Anyway, the idea remains an idea until it is turned into a mod.
    1 point
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