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Showing content with the highest reputation on 2024-07-16 in all areas

  1. Ok, now it's done. He had already read the legal waiver before uploading the model but completely forgot to apply the license. Cheers.
    1 point
  2. A small but helpfull improvement could be to display hotkeys in the building menues, like it is done in aoe 2 for example. I am aware that building placement hotkeys are currently done by a mod, autociv which hopefully can be integrated in the game, but this could already be implemented for unit production.
    1 point
  3. I disagree with this to some extent. People often exaggerate about rushes in these games. I feel like rushes should have a chance to succeed. In most other games a rush is a risky business. It is usually successful towards low elo player however if the player knows how to defend then the rush leaves the attacker with a huge economic disadvantage. In fact as you climb up the elo rushes become less frequent and people tend to raid instead with small amount of units. The problem is that 0ad tcs are definitely OP and ruin a big aspect of the game, both rushes are not viable because of the sheer disadvantage of the attacker, nor raids with smaller forces if the player keeps the units close to their TC One is that they shoot without any garrisoned unit, they have massive range and they deal a ton of damage. In AoE2 for example if you want to kill the enemy explorer you have to carefully micro your vills inside the tc losing some resource gathering time, and even then it is not a guaranteed kill. In 0AD if your explorer stumbles upon an enemy TC is dead 99% of the times with no action required by the defending player. This also hinders scouting which is very important to plan a counter to your enemy strategy (altough 0AD counters or, more accurately, lack of them deserve a whole other discussion) I think a good starting change would be to change to make the TC do not shoot any arrow if no units are garrisoned inside, and generally nerf their range. Another thing that makes raiding unprofitable in 0AD is the cheap costs of units and the speed in which units are produced. In 0AD a village kill is most of the time not a big deal, another one will be spawning soon, and if the player has the tech that lets the houses spawn new villagers this is even less meaningful. This should also be tweaked if TCs are to be nerfed, both villagers and military units should take more time to train and cost more resources. That way an unsuccessful rush can be a fatal mistake because of the amount of resources invested in it.
    1 point
  4. No matter what i think how much of an emperor i am, there is always still an 0 AD player who is @Emperior :'(.
    1 point
  5. One night, after you became rich due to a Youtube channel focusing on 0AD you told your manager to book Britney Spears for your birthday. When the day came three unshaved, wild looking men with no shirts on showed up. "Who the hell are you ? ", you exclaimed. In broken english they replied: " We are briton ey, Spears ! ", and held their weapons under your nose.
    1 point
  6. Old but timeless... According to that I quickly climbed down the ladder in my life. However, today I consider such thinking an expression of hybris more than anything...
    1 point
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