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Showing content with the highest reputation on 2023-05-02 in all areas
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I just played a game where Indian fruit trees were growing thru the roof of a CC. In order for my troops to attack it I found a small corner that recognized as CC. The rest of the structure identified as a berry tree.3 points
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The Iberians start with a ring of walls around their cc and it is possible for trees to generate inside of those walls.1 point
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This is obvious, players should not waste time making choices after entering the game, but should choose before entering the game. Generally speaking, we create different factions to allow players to choose different faction advantages to play the game. The differentiation between factions is originally for this purpose, and many old games are very typical in this respect. For example, in the first two works of the C&C: RA series, there are only two main camps, but 5~8 countries are separated. The differences between different countries in a camp are very small, just to reflect certain advantages. We can learn from this design idea, because 0 AD has designed many similar civilizations, such as Britons, Gaul, and Iberia, all of which have Celtic elements, while Sparta, Athens, and later Syracuse belonged to the Greek communal state, and Seleucid, Ptolemy, and Macedonia all belonged to the kingdom of Alexander's successor. These factions can all be regarded as a concrete manifestation of a certain aspect of a pan-civilization.1 point
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I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.1 point
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use this to prioritize killing enemy ranged units. This is known as sniping, and I think it uses left click instead of right. Due to the way melee and ranged units are balanced, this is the best micro to do during a fight.1 point
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Hi all, Is Delenda Est a multiplayer oriented mod only? I find the Petra AI on very hard behaving like it is easy or very easy. Not bragging here. The AI does not develop it's structures almost at all - barracks, stables and some houses, minimal army and minimal civilian population only. In my 1 vs 3 (Very Hard AI) game, they only respond to my attacks in groups of 2-5 infantry ... And I was the first to attack ?!? I like to turtle btw. In the vanilla game (also 1 vs 3 VH AI) I played just before this one, AI mopped the floor with my behind in the second coordinated attack (zillions of infantry, javelins, cavalry followed up by battering rams, and some more infantry for good measure). Is Petra AI unable to utilize the altered mechanics of Delenda Est properly? Or is there some special setting/mod I should consider adding on top? Otherwise, the mod is very intuitive and looks fantastic. Cheers1 point
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I like the customization aspect of the AOE3 card shipment system, but I like the EE system even better. Select some available bonuses and techs in a meta screen and then those selections affect the civ in-game. Less of the "5 cannons popping out of the town center" thing but still allows for customizing.1 point
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My opinion is based on that I hope the game is free and open source. Whereas "free" should be as in freedom. Since (I hope) it is free (as in freedom), there is a high boundary to consider something cheating. Obviously, a mod that reveals the entire map is cheating and crosses that boundary. 0ad should develop as a game and people should be able to develop anything they want without any self-censorship. Whether it will be popular among the masses or not, should not impact freedom of the users. The (other) users should find a way to enjoy the game for themselves. It is not a matter of whether such a mod should be allowed to be made, it is about deciding if you want to play with other people that use such a mod. The host of a lobby determines the rules within the lobby. Joining the lobby is in my view equal to accepting that (you don't have to join the lobby). if the host decides that (s)he won't allow these mods, then respect that or leave the lobby. For me, I currently don't see the problem of others using such a mod .Though I don't refrain from the freedom to change my opinion. In the end, I hope we can provide freedom (and good manners). It is thus not about what the community thinks, but of what your own individual opinion is.1 point
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Get your first look at gameplay from the newly announced console versions of Gord, the upcoming dark fantasy strategy game that's inspired by Slavic folklore, and created by some former members of CD Projekt Red. Gord will be released this summer for PC, PS5, and Xbox Series X|S.1 point
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You are right, this is a good reminder for upgrading army. In games with ceasefire, you get an alert with "you can attack now". Maybe we can create similar alerts. To create an alert with the mod, you would need a field "alert name" e.g.,"p2alert", a field "time" e.g., 9:00, a field "message" e.g.,"phase 2, phase 2, phase 2". Another possibility is also to create an alert based on your resource vs ally resource. I think this can be based on proGUI. Rather than auto-tribute, you would get an alert (like blinking on the resource amount display) to indicate that you have a lot of the resource and an ally is critically low on it or the inverse.1 point
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I started to use this mod and it's great. The features that I like are - display of idle important building in GUI - army composition in GUI - composition of idle units in GUI, and ability to select each group I think the devs should consider adding these to the game. The features that I don't use are auto-research, quick-start, and auto-tribute. @Atrik Rather than having auto-research, I was thinking to create a simple reminder mod. The problem with getting old is that you forget things. Sometimes I forget to do any army upgrade, or to farm upgrade, or even to move to p2. So the idea is to set a simple alarm according to the game time, then I can use it to create any reminder I want. Unfortunately, I don't have the skills to write this mod.1 point
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Sometimes the ProGUI causes corruptions in replays, for example random OOS error for the spectator. Bugs aside, it's a nice idea that allows you to divert your attention into fighting instead of eco, which can be helpful if you are rushing or fighting. However, it is certainly not a cheat. You cannot generate resources for free using this mod (gift from the gods). You cannot instantly train or build (unlike Han super CC bug). You cannot see anything that you shouldn't be seeing (no revealed enemy chat; no revealing enemy base/stats) Therefore it is just a helpful automation. Regarding AbstractGUI, Mainland and its animals look more alien than Star Wars, but sometimes I have to turn it on if the host decides to use some non-standard map with rampant vegetation or blindingly white snow terrain.1 point
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I think DE's Isthmus of Corinth skirmish map would make a good basis for a random map script.1 point
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Yes, it's already committed for the next release (for alpha 27), because it's a bugfix. See here for the proof. Notice that it says "Closed by commit rP27599: Use a lower default MTU for ENet hosts, and make it configurable. (authored by Itms)".1 point
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I set the maximum batch size to 3.27 and it works perfectly. I think it would be perfect if you can make the slider only accept discrete integers.1 point
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Some say, perhaps too op? Devs are discussing how to nerf me, but they cant figure it out.1 point
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As 0AD is supposed to be based on historicity and those "inexplicable events" are poorly documented, I am very skeptical about introducing divine interventions to the vanilla game. As a mod: whatever you like.1 point
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Ever since I streamed on Leopard's channel with AbstractGUI mod enabled, many people have asked me where to download it. At the courtesy of @Yekaterina, I am allowed to share it with everyone. Please find the download link here: abstractGUI.zip1 point
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