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  1. This is a guide to help new players to choose which civilisation to play with, before each match. Pro players can ignore this. 1. Some general comments Civilisations in A26 are quite well balanced, especially with community mod, so there is no absolute best civ. The best civ for you is the one that suits your strategy / playstyle. Try to explore different strategies with each civ so that you get a good overview of what's available to you in each situation. If you haven't beaten the AI yet, try to practice with one civ until you have mastered it, then switch to others. 2. What makes a good civ: Being flexible in strategies: wide variety of unit types available. Can succeed in different terrains, biomes as well as naval battles. Strong economy: additional farming upgrades, gathering bonuses, etc. 3. Considering specific cases: Houses: Some civs have houses which increase your population capacity by 5, while other have that by 10. 5-house civs are generally more flexible in early games and gives your a slight advantage in wood if you want to research techs very early on. However, in late game, 10-house civs require much less attention to housebuilders and housing would unlikely be a obstacle to your population development. In addition, the building of 10-houses are more efficient as units have to walk less. Ranged units: in 0ad, the longer the unit's range, the less damage it does and the slower it moves. So javelins do the most damage per second while archers do the least. However, in some obscure landscapes such as gorges or densely built cities, the extra range of archers allows them to snipe the enemy without moving into the treacherous areas. This can minimise your losses and give you an advantage over your enemy if they only have javlin units. In addition, archers' additional range makes them perfect hit and run units; they can deal extra damage to any retreating enemy. However, in a prolonged confrontation on flat, open ground, archer's low damage will result in certain loss against javlins or slingers. Archers - longest range (60m-66m), walks slowly - not great for early economy but great for mountainous maps and urban fights in city lanes. Slingers - have extra crush damage, effective against buildings as well as humans. (45m) Can be used as replacements for siege weapons. Crossbows - Shoots a very high damage projectile every 3 seconds (45m-60m) Javlineers - high damage but low range (35m) - allows for fast economical development and wins you any close-range firefight behind the melees. Melee units: each type has a different use and no civ offers all of them, so choose wisely depending on your need. Melees are most often used as meatshields by pro players, to protect their ranged units who output the most damage. These values can be looked up in the structure tree. Swordsman - deal the highest damage per second but cost metal. The main damage type is hack, making them perfect against enemy siege weapons. Spearman - great againts due to their 3x bonus. However, they are less effective than swordsman at infantry and siege, although still decent. Pikeman - slow-moving but tanky units with double the armour of spearman and swordsman. Perfect meatshields but do little damage. Halberdier - Chinese variation of pikeman, stated between a normal pikeman and a spearman. Clubman / Maceman - deal huge crush damage; they can destroy buildings and siege weapons very quickly but are ineffective against other units. Champions, siege and heroes: if you are looking for a particular hero's bonus or a particular type of champions, e.g. elephants, then obviously choose a civ which has them. 4. Some personal recommendations If you are very new and have no idea what you want or what's ahead of you, Romans and Spartans are 2 good starting points in this alpha. These 2 have quite a simple structure tree so it's easy to get used to; they both have strong melee units and javelineers, allowing you to win any close-range confrontations against an AI. In addition, both have some strong champions for late game. Romans have an extra powerful model of catapult and entrenched camps which will help you in siege attacks, while Spartans have supercharged infantry units, namely the Skiritai Commandos and their heroes Brasidas and Leonidas. Their lack of archers is compensated by having bolt shooters. Stay away from Han and Ptolemies. Han is bugged in original A26 and has a very unique but complicated structure tree; their lack of javelineers and slingers will make defending against early attacks a bit more difficult. However, they do offer some very overpowered techs, heroes and the additional 10% maximum population in late game. Ptolemies' buildings are constructed very slowly, on top of that, being a 5-house civ, it's very easy for your development to be slowed down by the lack of houses. Also, their heavy reliance on mining also makes the civ difficult to play with. However, their buildings to cost much less than other civilisations, so you can save up wood for earlier techs and early infantry. Gauls are Britons can also offer very strong armies and rapid rates of economic development. However, they are more effective at killing enemy units than destroying their buildings. If your enemy decides to surround themselves with walls, towers and fortresses with swordsman inside, then it would be a challenge for Britons and Gauls to siege them. They are 5-house civs, which may or may not appeal to you over the 10-house Romans and Spartans.
    4 points
  2. This shiny menu mod presents a clean menu that is friendly to both new players and hardcore lobby players: I made a few modifications and would like to recommend the devs to implement this as the default menu for 0ad. Of course, the art team can place some beautiful wallpapers instead of the pure black background, this is just an idea. The advantages of this over the default menu are: Very obvious which button to press. The important ones are large and easy to see; there is no waste of space. If someone has a scaling problem it would be a lot easier to adjust on this than the default menu we currently have. All features are laid out nicely so everything is a lot easier to access, especially enabling / disabling mods. It would be even better if we can enable community mod with just one click. I changed a few labels and made the lobby accessible in one click. We don't have to obscure out a large section of the wallpaper with the stone tile. @Stan` any comments?
    3 points
  3. Hello everyone, We are a bit late to the party but it's time for you to vote for the next name of the Alpha. As you all know we reached the end of the Latin alphabet. We decided that for this alpha we would instead choose a name matching the biggest feature(s). Our biggest feature for A27 is Vulkan support so naturally we are gonna name it after that. An obvious choice would be Alpha 27 : Vulcan the roman god of the smiths. But we thought we could pimp it a little by making a reference to it using another similar deity.
    2 points
  4. Actually I am in favor of having American civs. Those civilizations are so cool. I simply mean they are not interacting with any current civs. In fact, even if we had Maya people, Zapotecs and Chavin people, it would be three civs that didn't really have interaction during our period. While the Xiongnu and the Scythians are an easy solution to connect the Han with the others.
    2 points
  5. I've been using the Shiny Mod for a while now and find it much more enjoyable than the aesthetics of the vanilla version. Although it is true that many improvements or alternatives can still be incorporated, would it not be better to unify efforts and work on the same mod?
    2 points
  6. If/when we see the nomads in the game, I hope Petra is updated to play them decently.
    2 points
  7. I am making a mod called AbstractGUI, which is a complete overhaul of the appearance of 0ad. Currently I have completely changed Mainland temperate and Arctic, more is to come.
    2 points
  8. I'm impressed by the game performance with Vulkan.
    2 points
  9. Come on... I want this ... ----- Freagarach my friend... (pd:Do not notice that I am trying imitating some user).
    2 points
  10. I'm publishing on mod.db the first launch of the mod with the Incas, this mod will be with no gameplay changes, in the future the pre colonial will be launched in which the Incas will be included with the gameplay changes proposed by @Trinketos https://www.moddb.com/mods/incas-0ad
    2 points
  11. Why ? What is there to say: I like to look at something different once in a while. Installation note: No guarantee that it will be compatible to any other mod, but if you want to try it, it's probably best to enable this one last (after) everything else. Current version: 0.27.3 (testing/ A27 / SVN) | 0.26.3 (A26) Where to find it: For A27/ SVN: newest testing version https://api.mod.io/v1/games/5/mods/1965214/files/3658747/download (needs manual installation) For A26: It is available through the in-game mod downloader or manually from: https://mod.io/g/0ad/m/shiny Some features: In case you don't like the new backgrounds: There is now the option to enable or disable it and switch between the new and the old backgrounds. Just go to the options and click on "Disable new background" _________________________________________________________ Credits to: @Langbart who gave me the idea and with whom I discussed much about the initial design/ who generally helped, @wowgetoffyourcellphone @Stan` @Radiotraining for tips on the design and a general thanks to everybody who gave their opinions and suggestions in this thread.
    1 point
  12. Hello again! Indian palace still looks like bus station. I hope devs will do something with that, because it's horrible and it originally was the part of wall. I also ask you to check walls of chinese fortress. Their texture is ridiculously thin and from the side it looks as if they are made of paper. I hope you will do something with these things before the new alpha.
    1 point
  13. Good point. The only issue is, I copied their program file into my other mod's file and it's all messed up, but sure, I can upload a clean version of the changes.
    1 point
  14. Exactly, it is essentially Shiny menu with some changes added to it. I changed the colour scheme and removed the wallpaper, also made some buttons more easy to access.
    1 point
  15. Agreed, we have nothing from the continent at the moment.
    1 point
  16. I for one would welcome some American civs Zapotecs would be the best first choice since they're the most completed compared to the others (with my desires for the Olmecs slowly fading away...), but a South American civ like the Chavin would be excellent. Maya are a favourite civ mod of mine and would love to see them in, but not sure what the standard is for integration into EA is.
    1 point
  17. For the record, I didn't know we could choose more than one option, so I probably would have vote for Agni as well.
    1 point
  18. 0 A.D., except for the mods, is based on the period between 500 BC and 1 AD. So the civ should have existed at least during this period. There are non-Indo-European civs, the Carthaginians, the Kushites and the Han. Technically, the Iberians too but they are poorly designed in this regard. Gangga Negara is a legendary kingdom and its start around the 2nd century AD according to the Malay annals. So it cannot be included. Furthermore, they would have been Hindu (as a religion). So even if their language is not IE, they would have been related to the IE. The best non-IE candidates I think would be the Garamantians, the Numidians, the Kingdom of Saba, the Nabateans, the Xiongnu, the Yayoi people.
    1 point
  19. For reference, this idea has been implemented in vanilla in https://trac.wildfiregames.com/changeset/27244 and https://trac.wildfiregames.com/changeset/27487.
    1 point
  20. Catafalque issue fixed in https://trac.wildfiregames.com/changeset/27534.
    1 point
  21. Isn't the opening poster the same guy as @Stitch from the related thread? If so, a critique of the image attachments: The first two images are actually part of the Great Chaitya (Buddhist sanctuary or hall) inside Karla Caves, Maharashtra, which doesn't appear palace-like at all. Third is a generic chaitya and vihāra (Buddhist monastery) based on one from an unknown location. For the fourth, seeing a handful of temples alongside the Great Stupa, but where's the so-called "palace"? Good luck finding any good art or images for Pataliputra...
    1 point
  22. No it was decided it will be self hosted on https://git.wildfiregames.com CI will be handled by Jenkins.
    1 point
  23. I would go for Agni, because that's how we always did it. And I like the name Hephaestus. Gofannon is cool too. So maybe "Agni Gofannon Hephaestus"?
    1 point
  24. Maybe Obsidian would sounds better? Pretty nice name for Vulcan-based game version. Also it could be much better if you add mesoamerican tribes with.
    1 point
  25. # Custom Rating This mod allows you to modify default rating number with any text of your choice. Simply go to Options -> customrating menu. # How it looks Kampot #select in presets !No rating Kampot (sexy) #in options put text 'sexy' Kampot (>1600) #in options put text '>1600' Kampot (5555) #in option put text '5555' Kampot (∞) #special characters needs ^1 for ∞, ^2 ♡, ^3 ™, ^4 ★, ^5 ↑ ## Mod compatibility(s) The mod should be compatible with: - Autociv - boonGUI - feldmap - Should work with all mods that don't have heavy code changes. time flies | le temps passe | čas letí | el tiempo vuela | o tempo voa | час летить | Zeit vergeht customrating mod is now available for 0ad 0.26 - and removes all restrictions from the past. current version is available on https://github.com/Kampot-0ad/customrating (I still need to figure out how to use releases so patience with me) There were requests to put it on github, and it took me significant amount of time to understant how it works. Anyone willing to provide fixes/updates and patches has now source code available on this platform. customrating uses some part of code from autociv mod, which contributed to existence of this mod in current form.
    1 point
  26. Alright, some progress was made. This is the version I'm considering for the next release. It is adaptive and compatible to small 1024 screens. The bottom menu is a bit crowded and I would like to maybe remove some of the stuff, but that is more a consideration of the base game.
    1 point
  27. I saw that towers have a line of: <GarrisonArrowClasses>Infantry</GarrisonArrowClasses> Initially I was thinking about something like a <GarrisonRegenClasses> The topic deserves some continuation and if the ideal solution can not be obtained, then the solution of @wowgetoffyourcellphone is good enough. (another solution would be to give cattle an aura that sets the GarrisonRegenRate to 0, as the GarrisonRegenRate of the corral also improves upon phasing up)
    1 point
  28. Then I think it is acceptable to go for code that isn't clean code. But maybe there will be someone that bothers enough to create the tools to do it with some clean code. Btw: The reason that people need to be able to marry cattle is such that you can train minotaurs and such.
    1 point
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