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Showing content with the highest reputation on 2025-03-29 in all areas

  1. Please, whatever you do, keep it free, open source and ads free. Given the current size of player base, the existing infrastructure seems sufficient to support the community. The lobby runs on minimal hardware and most games are up to individual players. The priority should be increasing the player base and developer base. Funds can be invested into posting ads on YouTube etc. Many problems are automatically resolved if we can get more mid level and high level gamers. To help with that that, I have convinced two of my real life friends to join the lobby and I trained them to become 1400 and 1500. I don't suppose we can nor should convince the current developers into giving up their real life careers to develop for 0ad full time. If additional funds are raised, maybe some wfg hosted game rooms can exist. Sometimes none of the active players are able to host and there is always the unable to connect problem if you ask individuals in censored countries to host.
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  2. Hello, For you who is the top 8 players of 0AD we need organise a 4 vs 4
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  3. yeah and the templates exist in the base game, just aren't implemented yet. We've played around with that too on historical.
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  4. Frankly, for my simple SP gameplay, capturing is quite a convenient and fun strategy as it enables getting a foothold in enemy territory and also get resources (=new troops) from nearby.
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  5. Before collecting money, we need to define our goals and explain how the money will be used. We also need someone to lead the technical aspects and oversee the work of future hires. A fundraiser cannot convince anyone if they don’t have a 'specifications document'. Moreover, is this a donation-based fundraising? I find it hard to see how someone could expect a return on investment. In the meantime, who has the authority over the use of the available funds? It’s several members who make the decisions, right? Anyway, if a significant expense occurs, it must inspire trust within the community to avoid hindering potential future donations. Otherwise, all crypto *10 : I joke I believe that if people see that the team/community wants to use the available funds wisely, it will send a strong message, possibly leading to more donations in the future. And why not a BETA release?
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  6. You raise a great point. Just because the previous attempt to raise funds was unsuccessful doesn’t mean the idea itself is flawed. It’s entirely possible that the process was poorly managed, or that the right strategy wasn’t used at the time. Fundraising can be a complex process, and success often depends on timing, approach, and the people managing it. Rather than dismissing fundraising altogether, it could be beneficial to focus on finding someone with the right expertise. A skilled fundraising manager could make a big difference in securing the necessary resources, especially if they have a solid understanding of what investors are looking for in a project like this. You’re absolutely right that it’s crucial to recognize the need for funding and to explore how it can be achieved, rather than just assuming it's not an option. By identifying the specific issues with the previous attempt, we can gain insight into what went wrong and develop a more successful strategy moving forward. The key is to learn from past mistakes and keep pushing forward with new ideas and approaches.
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  7. Another TG featuring @Danielb32:
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  8. I want to make a balance mod and add new technologies. I want to start by adding a technology to increase the health of the cavalry. First, nerf mostly of the current cavalry in the game. @Seleucids help me.
    1 point
  9. Hello my friend, I would like to share with you everything I have managed to do so far. I will describe everything I have added and modified in the game. First I changed the population amount to 600000 and increased the map size to 704. Then I changed the construction time and its life, needing 4 to 5 citizens to have a similar time to the conventional one. I strengthened the walls a lot, now the walls protect the cities well and without siege weapons it is very difficult to penetrate the walls. I created new roads to decorate the city, with 3 models, 1 made of dirt, stone and Roman flooring. For now they are only decorative, but I would like to have an effect of increasing the speed of units when passing through them. I created two new units, creating the male Citizen who can collect more wood, stone and metal than the female. He also has new buildings that only he can build. Icreated the Landscaper who can build trees to decorate the city. The female units can now only build the farm and the corral and they collect more food than the males. Plantations are made inside the farms, with 5 options: wheat, vineyard, date palm, orchard, and banana grove.In the market you can create stalls of various types and an area for selling slaves, and there you can buy slaves. I removed the distance of towers and forts and the construction limit so that the player can create their city in the best possible way. I modified the icons of the items(still missing some). I added new songs to the game. I need to clear up some doubts. How can I remove Footprint and Obstruction so that the player doesn't bump into the roads after they've been created? Every time I remove them, I get an error. Next step, I want to add new resources like money, clothes, technology, among others, and modify the appearance of the buildings with the generated technologies. Thank you once again for all the patience and support you've given me so far.
    1 point
  10. But ... isn't this somehow suggesting - in addition to the subjective player view who is my ally and who is my foe as per my own diplomacy settings - that we have a way to show the actual/de facto alliances independent of my personal settings? My diplomacy settings express only my wish or my belief that I am neutral with or an ally to someone. It would be good to have a way to actually see who is related and how as factual status. I acknowledge this is now getting complex. Obviously, there is a difference between desired or perceived alliance and actual alliance. So it seem that either we need to enter into that additional complexity or we need to update diplomacy settings automatically when the status changes.
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  12. Yeah. Probably will post more "rise of the machines" memes as I find them. btw: saw somewhere suggested to call "Artificial Intelligences" "Plagiarized Information Synthesis Systems" instead.
    1 point
  13. Here's a screenshot of some random terrain that came out while trying to get a working hightmap manipulation library. (2 sec.generation time, no erosion applied)
    1 point
  14. I have something that might be a radical idea. Get rid of the capture system all together. It needlessly complicates the game. Just balance out the buildings so they are less susceptible to non-siege units, especially pierce damage. The game should be fun, first and foremost. Capturing building is not fun, it's a chore and another thing that needs to be coded/balanced against. The only exception could be neutral buildings that don't belong to a player at the start of a game. For buildings that become outside of a player's territory influence, make them rapidly lose hit points and burn down unless the player reclaims the territory.
    0 points
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