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Showing content with the highest reputation on 2025-04-26 in Posts

  1. ISO OF: Game testers and artists! We have made a lot of changes/tweaks and have added new units. We need people to help test out; A for any errors that may still exists (I make a lot of mistakes) and B for balance! Also since we have added a lot of new units, we need someone to help create Icons/Portriats. I have mostly figured out actors, but its still confusing because you may have two units that look the same in your barracks, or stable, but they are actually different units. I just reused an icon for now. Thanks @TheCJ for all your help. @Atrik for the earlier icons, any interest in making more? @Genava55 and @Thorfinn the Shallow Minded for the historical input. Also thanks to @borg-@SaidRdz@Meister@friedrich@Seleucids@leopard@Tania and probably others I am forgetting for playing a few games or offering a few ideas.
    4 points
  2. Should be already
    3 points
  3. speed. You can always outnumber infantry champions, surround them, outrun them, or attack somewhere else. You simply cannot do this versus cavalry champions because they can choose the fight in 90% of cases. I'd like to test some extensive speed rebalancing at some point, but since more people call for spear damage counter changes, I'll do that first.
    2 points
  4. the best would be to make a mod for your map and upload it to mod IO or just upload it to the forum there is a wiki article with more informatio https://gitea.wildfiregames.com/0ad/0ad/wiki/Modding_Guide you could also look at the community maps mod how itś done or write the maintainer to include your map
    2 points
  5. Champions should not be trained in stables or barracks. Champions should have the status equal to a fourth level, above elite, but cost less than the current cost.
    2 points
  6. New to feldmap v 2.1.1! Slopes balanced, a remake of a fan favorite using the feldmap balancer. Foothills balanced Continent balanced Coast Range balanced: also notice the change to the shape of the mountain region.
    2 points
  7. @Emacz and I added very significant speed changes to the historical mod, as it seemed somewhat silly/unrealistic how fast cav is compared to infantry. I know our mod does many other things aswell and any "data" we get might not be useful for the base game, but we are aiming to test those changes a bit over the course of the next month, after which I'm hoping we can release the first mod.io version of our mod (and maybe get even more players to test it out and give some feedback).
    1 point
  8. For a casual game, this will work just fine I think. Even "competitively", I think @Atrik sometimes only has women working in the lategame? He's a fairly skilled player, so you can get pretty far with an economy like this. Obviously, you should not keep any units in a tower that isnt currently shooting at enemies, you can rather attack and keep raiding the opponents economy, that way the advantage he gets from using more effective gatherers can be minimized. This strategy can work because women are so much cheaper than soldiers (and produced faster, especially with Romans).
    1 point
  9. It is vanilla map, still working on it, but I would like to know it for the future. EDIT: And another quick question: Is it possible to make bridge like this:
    1 point
  10. Great, thanks! Sure on mod.io for download in-game.
    1 point
  11. Thanks @Emacz and all supporters! This is a great achievement! The latest version is available on Github under the following link if I understand correctly: https://github.com/Emacz2/historical-patch/archive/refs/heads/main.zip Will start testing it!
    1 point
  12. They are 4.8x as strong as their cs counterparts but only cost 2.2x. Champs are the cheapest units of the game, relative to their fighting efficiency. Even more so for some special champions, like Pers and Sele champ cavs.... For infantry, its the same ratio but they can't eco, so they don't feel as broken. Also one player in a team game can make them at the expense of letting an ally die but it's much easier for the other team to coordinate and engage a infantry champion army together; while champion cavalry can always pick fights, and ruin the economies of any player very fast. I don't think it's totally bad to have champions being the most resource efficient (/cheapest) units of the game, as long as they get weaknesses. Currently, melee champ cavs counter everything but themselves have no (serious) counters.
    1 point
  13. Olá guys! Since the last time, I took charge to update a little this fantastic mod (1000 AD), but some work was left undone. Meanwhile some other amazing contributors from the community adapted it to A26 version of the game. Now a new alpha version of 0AD has just been launched, and it would be really cool to update also this mod along! Is there anyone interested to join forces and help? The reward will be immense gratitude and everlasting glory in the 0AD hall of fame! A roadmap is still not yet defined, so is also a good chance to advance proposals. • Main goal: is to make the mod full compatible to A27. If someone has experience developing, then it would be appreciated some help with troubleshootung and bug fixing In general, I would like to add a whole Asian Expansion: since last time, together with @Lopess we worked on porting a nomadic turkic civilization, Tang Dynasty and Japan. It could be an interesting roster of new civs to play with! • Additionally, it would be cool to have some playtesting and bug reports, for those who are interested. • Also map design could be a nice contribution for a full package of new skirmish maps Someone in the forum complained for lack of mods for A27. It was a quite harsh and unfair comment, but it shows the importance also of a florid ecosystem of mods and experiments together with the main game to keep it growing and interesting to a wide audience! And, for this, there's need of contribution from everyone. Let's make 0ad great (again)!
    1 point
  14. It's already playable, but annoying warnings on the screen still need to be fixed. I hope to be able to fix this this week. https://github.com/wltonlopes/millenniumad
    1 point
  15. TG with 1100+ kills and 4600 kills from both teams! OP play from @king reza the great, also 1000+ kills. Many thanks to @0 calories for helping me at key moments and delaying enemy progress. The average killcount per player is 580 ! This provides an answer to the eternal question: is reza-math 2000? This is the kind of games that makes the community's efforts worthwhile !
    1 point
  16. Hi What the point when at the end devs dont set it for new version?
    0 points
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