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Showing content with the highest reputation on 2023-02-11 in Posts
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Hey everyone, A27 is getting ready, so I am planning to update this mod to have it available at the release. So now would be a good time for some feedback / feature requests/ any bug reports. ______________________ Besides the request for bug reports - I do like some visual novelty once in a while (and I have looked the the temple of vesta for quite some time now). So I have some drafts for new background images that could be included in the next (A27) version if you (i.e the users of the mod) find any of them nice enough. (Note: they are not 100% finished, but should give a good impression of how they will look like) If you like any of these options and want to see them in the mod let me know - and if you don't like any of them and none should be included let me know as well. Option 1: David / the victor Option 2: Athena & ruins Option 3: Road to victory5 points
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Not to make this a community mod discussion, but I don't think the community mod should be a balanced version of the game for competitive games. This would solidify the existing division it has created in the community. I think the mod is better off as a testing ground for balance changes and some content additions (ie centurions). In an alternative plan to @Yekaterina's, new civs could be added to a release (hopefully in a fairly well balanced state, Han was an example although their balance is still questioned by some). After release, community mod efforts could include live balance patches for the new civs. In a26, there were no balance patches to Han, only a bugfix, however one was attempted for crossbows.3 points
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Of course instead of cavalry we could have a couple types of "fast dudes" costing something more like 80 food 50 wood rather than 100 and 50, with adjusted stats of speed, hp, armor and perhaps interesting weapon choices.2 points
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I would say there is certainly enough historical knowledge, it just has to be researched. We don't need to know exactly how many troops were at X battle at Y time, just that fighting occurred. Weaponry is well understood. I am not sure about the particular civs we are talking about, but it is often the case that real historical events are recorded in folklore Cavalry can be trained with a limit from captured stables. It is a straightforward and logical mechanic. Economy can be fairly simple but strong with less emphasis on metal (on that note, perhaps a civ bonus could be less metal cost for blacksmith techs, but increased research time. Another option would be replace metal costs here with stone). To say they used no metal is wrong, there seems to be plenty of metal usage, just not casting iron swords and the like as seen in Eurasian and African civs.2 points
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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
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I bet if we include any faction from sub Sahara Africa you guys will complain.1 point
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Xiongnu would import iron farming tools from the Han Dynasty to cultivate, and some archeology in the Mongolian steppe has confirmed this.1 point
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RE: Horses in the Americas pre Spanish Goggle "Ojibwe spirit horse" Enjoy the Choice1 point
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@maroder All of them are very impressive, and I like them. Thank you very much!1 point
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I have an even better idea: insert the template of siege towers into wild gaia horses, so that you can capture them and ride them early on. This may be useful for potential American civs who don't currently have cavalry units.1 point
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Hello. Most non-casual games are healthy in this definition. However, respectfully, I would not say RTS has a lot common with real planning abilities, nor it is beneficial for playing skills, and vice versa. It might keep memory from some kind of degradation, though as games rely on visual-sound perception only, it barely can improve. In term of socializing, it is true, as the game is being an identity agenda and so, is a basis for building a social group (community) around it. The fact of common responsibility within the group, as well as in any other, might help in real-life situations. In my take, the RTS is not a strategy simulation in literal meaning, and there are not any. As for me, I would value the game by it's historicity or a well written lore, because it is a kind of art and retains its qualities.1 point
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they still need polishing that meta-gameplay. And we need the fort-carts.They have nomadic defenses. Wagon based.1 point
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it is already solved for A27.1 point
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amount of Otakus(That's what we call fans of anime and Japanese culture in Latin America) are going to join.1 point
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I'll take note and record the gameplay if I get that game.1 point
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It should have more cut damage than the spearman.1 point
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It's okay if a new civ causes imbalance in vanilla, the community mod will push for a solution then the balanced version will be implemented in A291 point
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The progress of American civilization, such as city construction, may be reflected in some construction and operation games, but it is not suitable for RTS such as 0AD, because in the final analysis, this game is about fighting, and the problem of American civilization at this time is There are no domesticated horses, no metal weapons, no wheels, so there are no cavalry, chariots, and battering rams, which makes it difficult for them to compete with the existing civilizations of the game. In addition, AoE3 appears in the 15th century and later Native Americans , and if we try to join American civilization now, its level of civilization is still far from the most mature state in 1,500 years. I am more optimistic about the pre-colonial American mods that only have American civilization, because the combat modes of all factions are similar, without iron, cavalry and chariots.1 point
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ehhhh, I think it's a legit criticism or concern if your game has a specific theme. But 0 A.D. has evolved a lot over the past 20 years and I wouldn't personally see a problem with it. Perhaps do the nomads first, then branch to the Zapos and Mayas. The current Lusitanian mod is not up to snuff, but it could be made up to snuff. We need more 3D modelers.1 point
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You're missing my point. It's a game, not a simulation. And, your statement that you want American civs cannot exist if you believe the above.1 point
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That's my point--excluding American civs for "historical" reasons is silly These two statements can't coexist. Until you start adding American civ then no new American civ will ever have any real historical connections during 0ad's timeframe. Besides, it's a game. It's not a historical simulation. Sparta and Athens both existed at the same time and did interact with each other. We don't need the game to perfectly replay every one of their interactions. If the outcome was already determined then it wouldn't be a game.1 point
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I prefer Maroder's version tbh.1 point
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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
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According to my observations there are 3 types of host crashes: 1. DDOS as questioned. The evidence is that the game never crashes, but my entire home network is disabled. My parents have no net access neither because something is downloading very large files while taking up the entire bandwidth (200Mb/s)! 2. STUN error. I often experience this. Sometimes turning on TLS encryption helps, other times turning it off helps. It's especially strange when I couldn't connect to a host because of STUN error, then after a few seconds or after a restart of the game, I could connect. Sometimes I get kicked out of a game by STUN; I knew that it was not a network issue because I was downloading something slowly in the background. 3. Host is in a bad environment: they might be running 0ad on windows where they can only use 4GB of ram -> crashes if there is a large fight. Or, they might have unstable network connection themselves or lives very far away from all other players. Bad connectivity / processing power will lead to missing turns, hence OOS. number 2 is affecting me the most right now. I'm not sure how STUN works but I often get disconnected due to STUN error.1 point
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there's something you may find useful in default.cfg under gui.session.notification you can change phase = completed to phase = all . You get notification immediately your ally starts advancing to another phase so you can keep in touch. Normally you get notified when your ally has advanced. But changing phase = all will notify you once ally starts advancing to different phase, and after. Been using for a while now so i know when to advance to another stage so i don't stay behind . Its not advisable to edit the default.cfg directly , you can make a local settings files (local.cfg) instead. Hope it's helpful1 point
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my main suggestion for buffing walls is to lower heavily the stone cost of walls towers, which are in themselves pretty useless, but contribute significantly to the overall cost of walls.1 point
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Yes, I'd like to see more distinctive play from the Defensive/Balanced/Aggressive AI levels, for sure. Secondarily, it'd be cool to have the AI player names have an associated behavior. So, the Miltiades AI having a greater chance of being Aggressive than the Hippias AI, for example. I agree. Some work needs to be done to make walls fun and viable.1 point
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IMO a defensive AI should realy build walls if the terrain allows it. If no top player's do build walls, walls should be made stronger (or siege and ellephants weaker). Walls are a part of the game.1 point
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Maybe that could be computed by using the report of the players, e.g if you get half the reports the other guy loses honor points?1 point
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Been working on a Corinthian Isthmus skirmish map update: First for Delenda Est, then I'll despecialize it (take out the Mercenary Camps, primarily) for Empires Ascendant. You'll have to contend with Pirate Ships, Brigands, and angry Farmers who will try to stop you from taking their rich farmlands.1 point
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ok i find the problem! it was the scale and layout option of windows, the 100% scale works fine at 1080p but in a bigger scale the game shows in a lower resolution. i had it at 150%, so probably the game translate that scale as a half of the actual res, in my case 720p. thank you so much for helping me anyway! hope this case may help some people in the future hahahaha1 point
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Position handling sounds micro, complicated. Not fan of units adding arrows. Prefer your O2 More realistic. Allows more friction. (cannons may be different, but here is about arrows?) In future won't be useless. But yes: Units are generally useless if not close enough for effective damage Max range in reality is not the decisive factor! Agree. Player or his officers You remember when the women sunk the ship while men fled battle? Unfortunately was their own ship Officers make mistake - or you yourself and your generals save you Balances pitched battles automatically. Overall strategy becomes more important: Prelude (location, supplies, army composition, ...) Decisions (how to engage, pre-arranged tactics, dynamic reaction to events, ... => More overarching but you can also micro if want to: As you mentioned e.g. directly order to target boat structure instead of crew. In Ancient times this will mean ramming. Cannons in newer? This req new attack types. Or reuse: attack (for closing in and ramming + boarding if crew not defensive stance?) vs. attack move (keep distance i.e. keep moving, only range attack) Yes. Prefer weight. Armor, horse or ram heavier than infantry or civilian. Maybe better influence accel instead of speed: Empty boat => no acceleration Min crew => No spare for fighting => Either accelerate or fight If velocity > 0 then ship can still steer (can be handled by 1 crew member even if the others fight e.g. the ore guys). 1 pop for steering by captain? Works with wind, but no directed acceleration boats will go like baloon where the gods take them1 point
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I see this thread now . I link this idea I had during these days Basically this would add tags to the games to identify the language register (e.g. safe-language/unsafe-language-VM18). This would help giving the players more information about the game and choose games with the preferred language register. The same concept could be used for other things: like playing style, playing level etc. and filtering functions can be added based on tags (show/order/hide games based on specific tags)1 point
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it seems that only delenda est will seek to implement. a pity1 point
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I think we all have read or heard the good ideas to make ship combat better. But to get started, I think the warships just need stripped down to the bare minimum and made usable again. Shrink up their size as I previously suggested, then make them behave and fight in simple logical ways. Make them useful and fun again. Then start adding the other features if they're warranted. I feel ramming would be easiest to implement since we want charging and secondary attack features for land units already. Even capturing could possibly be a secondary attack. So, until we even have those features for land units committed to the game, warships should be brought back to basics as I outlined above and elsewhere. Once those features are added for land units, then it will be easier to figure out how they can apply to ships.1 point