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Showing content with the highest reputation on 2023-05-14 in all areas
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Also, garrisoned wall turrets do not shoot arrows and do not have any LOS. Permitting siege walls to be garrisoned, and then relying on that to prevent territory decay, sucks for several reasons. Once they convert to Gaia or the enemy, you can't recapture them. You have to continuously occupy them or lose ownership over them forever. That's just... weird. New players won't be aware that they need to immediately garrison their siege walls after building them, so their first reaction is still going to be confusion that their new building is now the enemy's. Under current settings, the garrison can't shoot or see. That's not very nice. Better not to have any garrison than to have one that's locked in the coal cellar. It makes siege walls harder to make use of, as it costs you some soldiers. Who actually uses siege walls anyway? Siege walls need a buff to make them worth using. Better to instead continue to not permit garrison, and just disable territory decay entirely for Roman siege walls.3 points
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There is a rule about against having more than one forum account in the draft forum code of conduct. Don't do it without authorization. 2022-10-19 code of conduct revision 2.pdf2 points
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you can do this to in autociv, set max corpses to 0 and you won't have any corpses. but we can start a new topic to discuss this2 points
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Did I understand correctly, that Sevda and Helicity were sock puppets of @Yekaterina? I'd be very disappointed of you, Yekaterina. Behaviour like this separates communities.2 points
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Hi @G.O.A.T, all of Sevda's content has been merged into me. So if you have something to say to Sevda then you can say it to me. I think our chat record is still preserved on my side. Stan deleted all of my other accounts on the forum and merged them all into one Giant Yekaterina - well played by him2 points
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what is annoying me most before starting 0ad-game ( no claim to completeness ): - i need change my mods every two games for joining a game (nearly) - if i change mod, all my default map configs are not there anymore and it always starts with Acropolis bay again ( hope this could fixed easily )1 point
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Hello May i know what happened to this forum user @sevda ? We had some private chat and now I can't see this user.. Someone is trying to break my privacy or can I get some explanation? G.O.A.T1 point
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New update: to reduce polygon count, I turned trees and starting berries into cubes. This reduces the number of rendering polygons from dozens to just 6 per tree. OP. Trees are just a first step. Everything's polygon count must be reduced to minimise lag. It's a balance between being able to identify things and the lowest polygon count possible. Currently working on: reduced mine polygon and unit polygon. Units are harder because I want them to be distinguishable without having too many polygons. Difficult... Having this shaved tree mod already raised my FPS from 60-70 of vanilla graphics to 92. This is because in many biomes, the trees are over complicated and consume huge amounts of processing as there are so many of them in the view range. If I lower unit polygons further, there will be a bigger performance improvement, which is ideal for people with low end PCs and those who complain about lag in 4v4. shaved_trees.zip1 point
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maybe 2v2 (and not 4v4) because eventually not very easy to find a team that could play always at same time during the tournament.1 point
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In theory, if there is one, I have 2 more. They have been inactive for years.1 point
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What had been successful was I learnt how to make simple models in Blender. Please look forward to a low graphics mod reduce lag in 4v4 games!1 point
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How would being able to lock or unlock a gate (without being able to see it) be OP? Siege walls are an age 3 building so you can expect players will have rams by then. The main use I can think of for building siege walls in enemy territory would be to build little squares to protect catapults and bolt shooters against melee cavalry raids. If you're thinking of "nuisance walls" that prevent the enemy from walking around his base, you kind of have to already defeat his army before you could build those. More of a troll strategy than a serious one, since if you've defeated his army you could instead just ram his cc.1 point
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It is better to change PEGI to 18 and continue to make a normal game, and not listen to a schizophrenic organization that enriches itself in wars and plunders humanitarian aid.1 point
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Agree. Didn't realize that either. But seems to be an easy, logical thing to fix1 point
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game/map reset is annoying as f.1 point
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I'd contend there is one good idea in this thread, which is to consider changing the default victory condition away from conquest. Conquest has two problems as a victory condition: The point at which victory becomes impossible for a defeated player occurs well before the victory condition will force their capitulation. Therefore you are essentially relying on the good will of the defeated opponent not to drag out the game and waste everyone's time. That choice feeds trolling and toxicity in the community. (Admittedly 0AD is much better in this respect than most of the Age of Empires games because it has the territory mechanic, which encourages major military defeats to cascade into a complete civilizational collapse more rapidly. But it is still a problem.) Conquest discourages multimodal gameplay. The only thing that matters at the end of the day is who is better at killing enemy units and buildings. That means some aspects of the game that some players might find enjoyable, such as building a diverse, attractive, and defensible city or constructing effective resource extraction and trading operations, don't actually improve their chances of victory unless there is a parity in basic military competence between the contestants. A completely pacifist player will never win a default match of 0AD, even if they have 10X the economy and territory of their opponent. If I were trying to devise an alternative, I'd probably go with a victory-point contest based on territory controlled. Players get victory points for the total amount of territory they own, plus major bonuses for having civilizational monuments like temples and wonders. Eliminate players when they have less than 1/3 the victory points of the next highest ranked player. This game mode would appeal to a variety of playstyles. Boom oriented players could race to carve up the whole map as fast as possible. Eco turtles could plow resources into monuments to keep parity, and perhaps ultimately drive to victory as a miniature cultural powerhouse. Militarists would steal territory. Balance would hang on the territory radius of buildings, and the VP bounty vs price of monuments.1 point
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Norse has demonstrated to me the power of web access log. Thanks. Defcon also said that devs had knew all of my smurfs since the very beginning but just wanted to play me so they pretended that they didn't know. Defcon also claims to be fishing a puppet master who is fooling everyone. There is no rule saying that you are not allowed to make more than 1 forum accounts, so I made a bunch. You can also make more if you want, Obelix1, Obelix2, Obelix3... Sad, yesterday I dreamt making a mod which displays some contents of mainlog as an overlay in the main window, and a Discord bot which allows Marc to interface 0KD with the lobby. Sadly when I woke up, non of them became real. channel.id error error: failed to load maps.0 points