Leaderboard
Popular Content
Showing content with the highest reputation on 2025-03-14 in all areas
-
I tried to save an online gameplay, but when I load the saved gameplay the terrain is changed. For example a complete sea was gone. Is this something that will be developed? I love this game!1 point
-
Your mods folder should be something like: Documents/My Games/0ad/mods/1 point
-
Just download it, extract and move to your mods folder. The zip directly contains the mod files, so you may need to move things into a new folder. cimbri-refinement.zip1 point
-
I can add a zip here in a couple of hours so u don’t have to bother with git.1 point
-
Amélie Kuhrt's book is very useful but if you want something focusing on the society, I would suggest "The World of Achaemenid Persia", "A History of Zoroastrianism (Zoroastrianism under the Achaemenians)" and "Women in Ancient Persia, 559-331 BC". Check the table of contents of "The World of Achaemenid Persia" and see if it could interest you.1 point
-
Hooray? Noticed the xp thing later. Guess I had them in the oven too long. Now I know, but I initially expected dudes who also could work... Do you have a suggestion?1 point
-
Celts, Hellenes, Gauls, Celtiberian, Carthaginian, Romans The assets are still available for mods to use and we can resurrect them in some mod.1 point
-
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
-
Sure. Also balance concerns. Just saying that I don’t think an auto upgrade for stone is going to make any one phase any faster, which kind of defeats the purpose of the bonus.1 point
-
100% The division of attention and division of labor are key to RTS games. The player only has so many things that can be done at one time. This makes up a substantial portion of the skill curve, and it is very important that games have a skill curve to learn. I think we just need to develop the strategic options available to players and high APM will become less strong relative to strategy.1 point
-
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
-
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.1 point
-
Agree to disagree. I don't wish for my rts experience to be nothing as a clicker game. I recently had to play some 0ad games where i manage 25 corrals, ~20houses with fertility festival and some production building (and host was disallowing autotrain): it's just very dumb, and I don't like it at all. I feel very frustrated just to have to check on all those 50 buildings... It's not hard at all, it's just very annoying. I don't feel any reward for having to take care of error spams "Insufficient resources, deactivating...".1 point
-
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
-
GUI mods which do not change simulation are little more than tweaking graphics options in the settings panel. 0AD's exposed customisation options are rather limited, but most features of the GUI mods e.g. ModernGUI would be provided by default in other games. ProGUI's automation features are no longer GUI mods. It makes changes to simulation. ProGUI is a combined package of a GUI mod and an autoqueue mod. People debate about the autoqueue part and not the panels. Note that all mod-level information reveal cheats have been patched since A27. It is no longer possible to make a cheat mod (pure js level) that reveals information, because the engine commands have been insulated. If you want to cheat, you would have to edit the engine and hopefully don't get a fatal OOS. Cheats are not as OP as you think. They are too distracting to use as your screen gets cluttered by too much information. It distracts you from your micro. Reveal map hack in A26 required you to constantly switch back and forth - less apm available for actual playing. Reveal chat baited its users into sending resources to the enemy. Seeing the trash talk in spec chat is really distracting. That's why nobody consistently used cheat methods in spite of them being so easily accessible, in A26. In conclusion, Pure GUI mods are fine but packing in some simulation changes will be questionable.1 point
-
Technical borders: Any mod which only changes art and audio folders are completely safe and non-cheating. Most mods that change GUI are safe and non-cheating, unless they reveal information about the enemy, which is no longer possible. The reveal chat vulnerability has been patched and no single change to gui folder can enable you to access forbidden information in A27. Real cheat mods would have to touch the simulation folder. But this comes with high risk of fatal OOS @WiseKind I appreciate your effort in writing such a long and meticulous essay1 point
-
1 point
-
1 point
-
Swordsmen dont promote to Centurions by experience, but by a button. I agree that the description that you quoted should be considered as bug. The description should describe how to promote in this case.1 point
-
I am from Pakistan, working as a software engineer in a tech firm, Kind of a tech geek you know1 point
-
I guess this deservers a whole lot bigger discussion but why would it make the Zapotecs easier to include? Their inclusion is not dictated by the time frame but rather the team's reluctance to add new civs in general as it adds a significant load on balancing, download size, and scrutiny. Mods are usually perfect until they need to get into the game then every body starts dunking on them To add to this creating empires besieged is just creating a new repo and starting dumping assets we don't have yet in it. Then it would be available through mod.io as any other mod.1 point
-
1 point
-
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.0 points