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Showing content with the highest reputation on 2022-12-03 in all areas

  1. Please vote for us for the indie of the year award hosted by IndieDB and sponsored by Mod.io! Head over to https://www.indiedb.com/games/0-ad and cast your vote!
    6 points
  2. @ValihrAnt you are wisest of all, no one else even comes close and you have taught us all many things, most important things, great things and we all thank you for this. (any1 who agrees, please upvote)
    4 points
  3. Armenians Athenians** Britons** Carthaginians** Dacians Dominate Romans Epirotes** Etruscans Galatians Garamantes Gauls** Gothic Germans* Greco-Bactrians Han Chinese** Huns* Iberians** Illyrians Imperial Romans** Kushites** Lusitanians Macedonians** Maurya Indians** Mayas Nabataeans Noba* Numidians Palmyrenes Parthians Pergamenes Persians** Pontians Ptolemaic Egyptians** Republican Romans** Samnites Sasanians Scythians** Seleucids** Spartans** Suebian Germans** Syracusans** Thebans** Thracians Xiongnu** Yamatai Japanese** Zapotecs** I intend to include all of these civs at some point, even if it takes 10 years. I will of course need lots of help; no man is an island, Jack. * = Civ already in the mod, but mostly incomplete (unplayable or unselectable). ** = Civ already in the mod and mostly complete and playable. No star = Intend to include, but no assets in the mod yet (mercenaries don't count).
    3 points
  4. May I make a suggestion @wowgetoffyourcellphone? I propose to add the Kingdom of Pontus to this list. They were able to field huge armies the size of the armies of major Hellenistic Kingdoms, and they could challenge the Romans multiple times. Their unit roster may represent the diverse ethnic background of the region to include: Chalkaspides (pikemen from Greek settlers) Bosphoran archers (later kings of the Greco-Scythian Bosphoran Kingdom were from Pontic royal line and were allies) Cappadocian cavalry (Kingdom of Pontus included Cappadocia) Corduene slingers (Anatolian people skilled with slings, may be ancestors of Kurds) Colchian javelineers (Ancestors of Georgians) Armenian cataphracts (Kingdom of Armenia was an ally, this would be a chance to include more cataphract units which you wanted to differentiate from regular spear cavalry) Scythed chariots (known to be used by Pontics, another chance to include a unit which you wanted to differentiate from other units) Bastarnae mercenaries (known to be hired by Pontics) Getae mercenaries (known to be hired by Pontics) Possible heroes: Mithridates I: founder of the kingdom, built many cities Mithridates VI: 3 times challenged Rome Pharnaces II: also challenged Rome I think all of them can be covered by existing artwork with the addition of some shields/emblems. As for the buildings, a mix of Seleucid, Hellenic, and Persian art may be used.
    2 points
  5. Main menu backgrounds look amateur (of course, but still, it's the first impression and that impression is pretty mid). In-game UI (the HUD) is super old and outdated. Menus look too simple, small, and outdated. Game setup looks old and outdated. A lot of random maps still use old assets. We keep old assets around because getting rid of them might break someone's mod = not a great impression. A lot of bad random maps mixed in with the good ones. Time to get rid of the bad or ugly random maps and useless scenario maps. Time to fully support @maroder's efforts to improve things. Also, perhaps we can reimplement the 'default map' UI interface under the hood, where we can select the best maps (random, skirmish, scenario) that the game setup defaults to (instead of strictly the first map on the list alphabetically). Maybe we can refine this to only occur the first few times the game is played in each of this category. After that, it defaults to top alphabetical.
    2 points
  6. Finally it's our hobby and interest that brings us here. We have other open source projects for these fighting effects. No need to duplicate work already done. And Hyrule has quite some great effects, too. But I understand your point, you wish new generation. IMO 50 year old also is fine. Roman Senate was rather elderly too. Aragorn Arathorn's son also haha. And Elves ... oh dear hundreds of years old. Who cares about age
    2 points
  7. I guess if they're into fighting effects like this a new map won't cut it.
    2 points
  8. 0ad mods now have github actions thanks to @andy5995 to generate pyromods on the fly
    1 point
  9. yes, I planned to do that (just didn't have the motivation yet)
    1 point
  10. Leaving out the Pontians and Armenians is an egregious error. Thank you for mentioning Pontus.
    1 point
  11. No one would use Windows then. Sure functionality wise the UI isn't a master piece but I wouldn't call it broken. PS: A designer told me that the first 8 seconds are the most important. Leaving the start page in that time is close to impossible on first visit. Personally I also go for functionality, that why I stick to config files.
    1 point
  12. Yes it worked and thanks so much!
    1 point
  13. not yet (but I can make one if there is much interest)
    1 point
  14. Only because you are older than them, still are a youngster yourself as we all are. There is no such thing as old. President of united states is 80. A friend of mine is 95 and still paints his house every year (hence gets more done than half of the population; at least I don't repaint it every year haha). Who cares about Indie. They only earn money by us being on their site. Money has won - again. As Apple's 60 billion quarterly profit shows.
    1 point
  15. Good idea Yes but in reality it's not like that. A small path or tracks / footsteps surely form. But real useful streets have to be built. (I am a nasty farmer, have sunken into muddy earth a trillion times, but never formed a street or rigid road by itself magically ;)) Oh yes hehe finally I fulfilled our wish. Super happy about it Likable Finally we can check quite some points from this list
    1 point
  16. The stone platform is under the terrain grid.
    1 point
  17. I intend to include all of these civs at some point, even if it takes 10 years. I will of course need lots of help; no man is an island, Jack. * = Civ already in the mod, but mostly incomplete (unplayable or unselectable). ** = Civ already in the mod and mostly complete and playable. No star = Intend to include, but no assets in the mod yet (mercenaries don't count).
    1 point
  18. I think the roman army camp would be better at phase 2. however, rams should not be buildable at this phase. No other Civ can make siege in P2. I think most people don't use the camp because the build time takes too long. Reducing the build time to 200 seconds (20% reduction) would make it more viable. To make it more affordable, I think it it should be 400 wood (100 wood reduction) with 100 stone and 100 metal but the overall stats should be changed. I would suggest slight health reduction to 1750 health to balance the faster build time. I think the arrows should still stay the same. Thoughts?
    1 point
  19. check the merge request: melee CS: 160 (unchanged) melee champ: 260 ranged CS: 80 ranged champ: 180
    1 point
  20. Last two 0 A.D. presentations (In french)
    1 point
  21. Some idea of bonus 1) When AGIS 3 is in garnison, all champions are train instant in this building. 2)AGIS 3 is cavalery now and he give bonus speed aura in medium range at cavalery ally by 3 points. 3)Agis 3 stop the production of ennemy building in a large area around him. 4)Agis 3 can put a flag on map ( max 1 flag in map.) he build it instant, this flag give 5 hp to all unit of the player in medium area. 5)Agis 3 stop all the healing in the area around him. Agis 3 is melee so it not op op, ennemy should put off combat Agis 3 if he want use healer. interesting combat mechanic, you have to adjust the range of the penalty aura.
    1 point
  22. Shrinking them up would help with pathing, definitely. Right now the current Quinqueremes are awkward AF because of how ridiculously large they are.
    1 point
  23. A. Current Biremes (light warships) B. Current Triremes (medium warships) C. Current Quinqueremes (heavy warships) D. Dudes collecting seashells by the sea shore (for scale, with the dock) So, I'd say the light/bireme class would remain the same size as they are now, which is A. Then the medium/trireme class (B) would be shrunk down to the size of A, but would be bulkier and have a foresail. Quinqueremes (C) would be shrunk down to the size of B. They'd retain all their detail and come with a catapult aboard.
    1 point
  24. it takes time to add a civ/faction. The current Mayans, for example, are in an alpha version. They have fun mechanics, like hunters with blowguns, flaming proyectiles, no cavalry. Still they should work almost consistently. The same the Xiongnu they lack more mechanics that were not originally designed.
    1 point
  25. Naturally sized as the width of the Red Sea and height of tallest walls! Measurements really mean nothing in the game and everything just looks however is most pleasing to the eye.
    1 point
  26. She's literally called "Eye candy woman"
    1 point
  27. Hi, I'm new to the group, but I already play a game and I have some ideas ... It would be interesting a system of streets or even a brush with the texture of the street so that your city seems more real. Another idea would be the wall system similar to the game Stronghold crusader 2 where you have a great freedom to build and give a unique face to your city. Finally it would be interesting if it had a mod that would decrease people more so that the structures seem bigger and more real. Sorry if I posted this message in the wrong topic, but it was the place I found most convenient to post, I hope to return thanks = D.
    1 point
  28. nice and lucky for me i decided to come back so ill try to work on some of the stuff I'm added to
    1 point
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