Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2025-03-13 in all areas

  1. Ah, I don't even think we disagree. I, too, believe that 0ad should not be a clicker game. I tried to make a point through exaggeration. But I do believe there should be some mechanical challenge, as that is also the nature of a real-time strategy game. If one wants to play a game without any mechanical challenge, one should maybe rather look at turn-based games.
    3 points
  2. I appreciate your enthusiasm. However, any mod that automates anything beyond the tools already explicitly provided in the game is a cheat mod. Every single game studio in the world would agree with me here. I'm not sure why Wildfire Games alone is expected to be different and allow cheat mods.
    2 points
  3. do you want to try DE suebians, or what is being prepared on gitea? If you want to do the latter, it might be easier to just clone this mod: https://gitlab.com/real_tabasco_sauce/cimbri-refinement move to your mods folder then do: git clone https://gitlab.com/real_tabasco_sauce/cimbri-refinement.git not sure how you could get just the suebians out of DE.
    1 point
  4. This is what happens when somebody attempts to change simulation, by injecting commands: Some mods try to train units automatically so that economy is done automatically and the player can focus on the frontline. This is no longer a GUI level activity. It's not a GUI mod. Somebody is making some kind of questionable autoqueue mod... but the cheater made a nub mistake when formulating their command and blew their cover.
    1 point
  5. Sounds like it would be easy to forget about and wouldn’t drive gameplay. I would go bigger (eg, do it for metal and wood too but maybe that is too similar to Mace)
    1 point
  6. Just throwing one idea out there: free and instant stone mining tech upon phase up. The civ is quite stone heavy, so this could be nice. Also it could help justify going for late game compositions and not being forced to make mercs to feel competitive.
    1 point
  7. Hello, Frustrating aspect: The feeling of being forced to play cavalry or mercenaries to stay competitive. Gameplay experience: When playing randomly, getting Carthage can sometimes be frustrating, even though I recognize the civilization’s potential. For example, playing with archers is not very effective. Current situation: Carthaginian House: Maritime and land trade bonus (not very useful in many games) Reduced mercenary training time: This bonus can already be very interesting, as 6 civilizations have access to mercenaries. Naval town center Interesting heroes and competitive bonuses Improvement proposals: New team bonus: Skirmisher cavalry +1 speed Personal bonus: Traders: +50% HP Decreasing temple costs: 300 → 250 → 200 stone Removal of rare resource bonus (low impact) Replacing the market with a "Phoenician Trading Post" (200 wood, 100 stone, 1 building limit): This build have feature, pick one Option 1: Passively generates gold. Option 2: Applies a tax on all market trades by team players. Need determine the amount of balance good Option 3: Generates 1 metal per active merchant in the team every 60 seconds. Skirmisher cavalry differentiation: Nerf attack speed: 2 sec Increased damage: 24 -4 -meter range → Boost hit-and-run tactics New unit: Liby-Phoenician Lancer +10% gathering speed but -20% HP Various ideas: Similar to Immortals, champion units could transform into monks (monks champions), either mounted or unmounted./Temple champion unit transformation into monks/Mounted champions reduce damage taken by 5% in a small area around them (simulating a morale system)
    1 point
  8. I do not think this applies to games. There's a reason games like "Cookie Clicker" exist. It's actually fun to put in "physical effort" (in the form of clicks) and get rewarded for it (in the form of a funny number going up, or winning the game). But why? Hannibal did not decimate the Romans at Cannae merely by coming up with a superb strategy. He defeated them by coming up with a great strategy and having the commanding skills to execute this strategy to its best effectiveness.
    1 point
  9. For formation banners given the size the polycount would be okay. Yeah some of Alexandermb's models have a way too high polycount. I mean the game supports setting three different meshes depending on the quality options. You can check the barrel actor for an example.
    1 point
  10. Update: Autociv 27.0.3 has been released: https://github.com/nanihadesuka/autociv/releases Features: Additional counters for total mobilisable military, melee, range, KD ratio A page in options to adjust update frequency and the counters that you want to see
    1 point
  11. FYI: Issue #6918 (New setting for world population distributed by teams) has been closed last week by the merge of pull request #7161 (Add a 'team population' gamesetting) into the main branch. Therefore it'll probably be part of Release 28.
    1 point
  12. I'm all for the free design of these mods. They can sometimes add something or be fun. it called progress in this case. But I'm against their secret use in an environment where other players don't use them. it called cheat in this case Of course some players can accept cheat in their game if they know it and they are agree
    1 point
  13. Of course. The dirty secret that all “history” focused users don’t want to talk about is how all the civs share most of their “distinguishing” features. These civs shared their technological and social developments. Gauls had archers. Romans had slings. Athenians used mercenaries. Etc. But a game where all the civs look and play the same is boring. So there is a lot of generalization, reductionism, and abstraction that occurs to make the game more interesting.
    1 point
  14. I don't think it's necessary to remove this unit because it is not particularly OP and it's nice to have an Easter egg. Han capturing a Persian is a rather rare situation
    0 points
×
×
  • Create New...