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Showing content with the highest reputation on 2023-04-10 in all areas

  1. I don't like the idea of removing gathering as an option from citizen soldiers, its one of those mechanics that feels unique to 0 AD and keeps it apart from Age of Empires. Not to mention is a lot more engaging. There is already an eco differential based on movement speed of ranged units, archers are slowest and skirmishers fastest. The speed of the ladies is consistent, and the distinctions are such that they farm better, chop wood at roughly the same rate as the men, and are half as good at mining as the latter. Its entirely intuitive as to who will do what in any given match Seems reasonable enough as it stands, why is it necessary to break and recreate the system?
    4 points
  2. New icon for Maurya poison archers: There should be a sign like this near every tower and fort:
    2 points
  3. Right now the community mod includes all the simulation/components/*.js files, but it doesn't actually change any of them. This makes it incompatible with other mods that might change those .js files. Can those .js files be removed from the community mod? I am writing a mod to estimate instantaneous player income, which has to touch a few of those files. My mod needs to touch those files to collect data to show on the GUI, but it doesn't cause any desyncs with vanilla 0ad and is compatible with vanilla 0ad, so it would also be compatible with the community mod if the community mod didn't include those .js files.
    2 points
  4. Epic start to a nomad game from spartan_299
    2 points
  5. I have been thinking of concepts like this for ruins and abandoned houses. with a roof of loose wooden sticks/ planks, beams
    1 point
  6. Hmm yeah that also sounds good. I guess what I said earlier was more to introduce the "laborer" to all civs, and then one could differentiate on the cost, availability and properties of them for different civs. for example, sparta could train neodamodes spearmen instead of laborers for the same price after researching the unique reform upgrade. (maybe carthage could get some cheaper laborers for a metal cost from markets) perhaps I could cook up a couple ideas in the community mod sometime. @wowgetoffyourcellphone would I be able to use your male villagers from the two gendered citizens mod?
    1 point
  7. I would like to ask the developers to weaken the elite units, as they are almost invulnerable and make building attacks useless.
    1 point
  8. Should just be y, not (y-window height) In any case, you shouldn't even need to reconsider the actual targetIsInParabolicRange function. I am not suggesting this either. the only things to change are the tooltips and more importantly the range overlay. I'd say the range overlay doesn't have to be the actual range, which appears to be costly, but maybe just basic range+ average bonus range. This will be right most of the time instead of being wrong 100% of the time. If using average bonus range is also unfavorable, then one could even just use the parabolic range evaluated for perfectly flat conditions (13). Then for the tooltip: range+13 bonus range -13, this does hold true for all average ranges.
    1 point
  9. @BreakfastBurrito_007 Is there a thread about this discussion?
    1 point
  10. Yesterday's Sunday Pro Game
    1 point
  11. I agree that in the future the community mod should do as you suggest. As for immediately doing what you suggest, there are adoption hurdles associated with a changing mods, and I think there is a general desire to not do too many updates unless we have to (because of adoption fatigue issues). Doing as you request would require all players to download a new version of the community mod, which may or may not happen, and would cause confusion within the playing base as to what is new in the new version of the mod. A lot of people have a lot of ideas they want to launch in the next iteration of the community mod. Given timing, however, it's probably easier to just wait until "coming soon" comes.
    1 point
  12. I don't use BuildingAI.js in my mod. Why not just remove any files from the community mod that the mod doesn't touch? The community mod includes all 4610 files under the simulation directory but only touches about 260 of them.
    1 point
  13. Well, one of my ideas for future community mod development will involve BuildingAI.js, which is in components. That being said, either 1. the unused components files could be removed from the community mod. 2. You could try to add this to the community mod for a27 Are you making the mod for a26 or a27? At this point I would recommend making it a27 compatible, since the release is "coming soon", and since there is unlikely to be another community mod update until after a27.
    1 point
  14. Well, if u have a population of women and men (50:50) it would make sense that among the men, the "laborers" are of lower status than those trained to fight as soldiers. U don't have to call the unit a slave, which could be too specific for some civs anyway.
    1 point
  15. This is sooo wrong I had to share.
    1 point
  16. it would be better to remove them from the first phase. and that they appear in the second.
    0 points
  17. So let them be offended. crystal generation. The offended always come from the same countries. Most do not represent the population of the world.
    0 points
  18. 0 points
  19. Don't know if this is accurate.
    0 points
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