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Showing content with the highest reputation on 2024-02-16 in all areas
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So, progress has sadly been going a bit slow lately. I haven't done the UI design of the page itself. But I have restructured the entire page. Now it has every text we've ever written that I'm aware of. This includes all templates, mixins, animals, trees, and more. Here is a short showcase, clicking through what I have done so far: 1300745683_0A.D.2024-02-1618-46-25.mp4 There are seven categories chosen by the buttons on the right, every category has its own overview text, displayed where later the article will be shown. We never wrote such texts which is why I use placeholders right now ("Here is..." at the top). The categories also have subcategories that are chosen by the buttons appearing on the right. My idea was to have the overview text and then something like "Learn more about ..." below it. After selecting a subcategory, there is the list of articles in the specific subcategory, and here one can open the individual articles. In addition to all that, the civilisations tab also has a dropdown for choosing civ. The civs' overview texts are of course the ones in the game. The categories 'historical background' 'maps' and 'gameplay' are currently empty. If you're curious, here is the file with the folder structure in it that I use for my external setup script: folders.json I also added a related articles section on the right. The related articles need to be manually added to the files (which is why in the showcase only one article actually has related articles showing up). And there are back buttons to more easily navigate all the menus. I am aware that that some name choices aren't very good or fitting, I am definelty open for any sugggestions, especially regarding adding, removing, or renaming categories. What do you think of the 'category-subcategory-selection' system in general? Does anyone have ideas on how to arrange all the buttons in the middle panel? P.S.: I will upload a mod with the current version soon for people to try out. I have to clean up my messy code first.4 points
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So far the game is more fun from my perspective. It is refreshing after a few years. About buildings: yes, they are quite strong now. Is it possible to retain the "fire at closest unit" but increase the spread of the arrows a little bit? Something like an area effect fire rather than focus fire? I get the frustration if turtling becomes too strong, yet we've been playing the game for years in a situation where the first time you build anything more than a couple towers and a fort you get accused of turtling and being afk. Fortifications should be formidable. Not impossible to overcome, but strong enough to make the enemy actually consider other routes of attack. Personally am happy to see that cav aren't the end all be all. Was getting a little bit old seeing how many players would focus almost entirely on jav cav. I want to see more of each civ's roster at play, leaning towards mostly infantry. And if ranked up infantry are considered too strong and Iphicrates finally moves from his "in formation only bonus" to a reduced bonus, but an aura like virtually every other hero in the game, good.4 points
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I think that is just how the game is supposed to be like ? If the pike/spear unit doesnt kill the jav cav players just spam cav jav and u are gg and have no option how to react ? Every intresting rts that shall not be just about spamming a signle unit, that has strategic depth and allows putting some thought into army composition to have any impact should have at least soft counter system ! If the pikes bother u just make units such as spear inf, sword inf, inf jav, archer cav that should all do decent vs pikes ! So i think there really isnt any problem.2 points
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Sorry, all I had to do was hold down the option key during manipulations (move/rotate) so as not to lose the Actor select by option-click. Thanks for your answers!1 point
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For me 3.2 works well unlike 3.0 so I'd always recommend the former. From your synaptic screenshot it looks like you also installed 3.2 in parallel, so reinstall/update of some might have fixed the "alternatives" setup.1 point
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https://github.com/JustusAvramenko/delenda_est/blob/master/Contributors and License.txt1 point
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Another reason why I want, for example, this gameplay in the game. It is to give that feeling of depth and of a living world rich in tradition and culture of 0AD. For example, in AoE 4 does not dare to raise religious issues( like a monastery a single cross or moon) so as not to offend someone. It's not that I purposely want to offend anyone but I like the playful pedagogical part, where you learn a little history by playing and having fun and artistically very beautiful too. Give that feeling of capturing a place like Caesar's mission in Britain. Also the idea of finding secrets on the maps is something that I really liked that the first game, That feeling of being a kind of archaeologist in a time machine.1 point
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Please, don't change the range of towers or CCs or u mess up the balance with CAV archers/camels again. Another idea is to make pierce damage of CCs or towers dependent from the phase. So they will not be too strong in P1 but also not too weak in P3.1 point
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Might have to do cmd option(alt) or ctrl option on macos iirc1 point
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Now for something different: Tartarus... My imagination starts to roll about maybe having a secret mythologically-based campaign after you complete all of the historical campaigns (Punic Wars, Persian Wars, Alexander's Anabasis, et al.)1 point
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The summary in DE is indeed bugged and I do not know how to fix it. I'd need someone to make a pull request on DE's Github repo to fix it.1 point