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Showing content with the highest reputation on 2025-04-29 in all areas
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Game Mode Concept: In this mode, the player starts in the Stone Age and progresses until the fall of the Roman Empire (for now). You can choose from various civilizations across the globe, including peoples from the Americas, Europe, Asia, and Africa. At the beginning, the player leads a nomadic group taking its first steps toward settlement and the development of early tribes. As you advance, you’ll face challenges such as animal domestication, agriculture, the rise of cities, and the emergence of empires. The goal is to survive, expand, and evolve your society through the ages, dealing with wars, alliances, and technological revolutions. Building and Unit Evolution: Each building evolves uniquely as new technologies are developed, granting players progressive benefits. These changes are visually reflected in-game through detailed graphical upgrades that showcase your civilization's technological advancement. The same system applies to units, which undergo distinct visual transformations with each upgrade—whether through weapon crafting, armor development, or clothing improvements. This allows players to visually track their society's progress, from primitive tools and garments to sophisticated weapons and attire. Resources and Mod Objective: This mod introduces an expanded resource system including hides, bones, water, clay, and other essential materials, adding depth and realism to the gameplay experience. Each resource will have strategic value for both development and defense of your civilization. While focusing primarily on your people's growth and empire building, the experience integrates combat elements. Our vision offers: Hours of strategic societal development A comprehensive cultural and technological evolution system Tactical combat that impacts empire growth The satisfaction of building a lasting civilization Challenges of governance and territorial expansion The experience balances construction and conflict, where the ultimate goal transcends mere enemy conquest - it's about creating a civilization that survives and dominates through the ages, through both development and strength when necessary. I am currently working on the Jomon culture that will become Japan in the future.9 points
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I think you're being negative. The worker counters are very good and necessary to play better. In fact, they're even present in Age of Empires 2. You can easily ignore them. In the future, the interface will be configurable and customizable. It's perfectly normal for women to build everything. And there's very little visual clutter. Regarding the fortresses, yes, breaking the AI is a shame. It doesn't seem intentional. I think you should make a separate post for the signalman. But this is a test. How can you know it'll break the game before trying it? Personally, I liked producing cavalry in the barracks, haha, and I found it got a little too close to Age of Empires. Even if it seems more realistic. I find it annoying to build a fort to produce champion units. Visual pleasure is important to many players; personally, I don't care because I've always found 0AD beautiful. There's plenty of criticism to be made; nothing is set in stone; everything is changeable. Be positive and constructive.6 points
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Awesome! thanks for implementing all these great ideas! Eager to try and test them as soon as available.1 point
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This sounds very promising! I'm looking forward to test this mod. Please. Share links =)1 point
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That is an army xD But I get what you're saying, I'm not just used to the CS concept yet. Too much APM needed for that. Maybe I shouldn't have wasted resources on them, as most of them died defending the first push. Definitely could have made a bunch of farms and just assign the females from the woodline. Also, could have made a Dock and some fishing ships. Maybe I was collecting it for the next game? Yeah, I'm a turtle of sorts. Watching the replay, I laughed at how late I got my City Phase and Fortress. Also, I could have made more Military Colonies. Thank you for the tips. I had fun in this game.1 point
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Hi, I watched your replay. Here are some general recommendations: 1. Cav should start collecting chicken earlier. 2. If you can't afford production from 2 stables simultaneously, then don't make 2 stables. You could have invested the wood and stone into other things, for example bring more women back from woodline to farming. This will give you balanced eco. 3. After you get your hands on cav, keep rushing with them or harassing the enemy anywhere you can. If they are hurt, bring them back to CC or temple to heal. Archer cavs sitting there doing nothing = waste of time and res. If you really can't find weaknesses, garrison them back into stables and they get xp trickle. 4. A huge crowd of idle infantry... you could have used them to gather resources, build and you would be in the position to push much earlier. 5. Floating 10K wood... spend them early! 6. If you want to turtle, set up palisade, walls, towers then delete citizens and replace with champions.1 point
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And wrong on most accounts. The AI isn't broken, it just needs a lot of time to build up. It knows how to recruit champions, and it's also a decent challenge for someone relatively new to the game. The only thing that's really broken is the mouse cursor "lag", but that can be ignored for SP.1 point
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I was just frustrated with the broken AI. I don't really care about the icons. Fix the mouse cursor bug, make Fortresses great again and I'll be good. Or just show the AI how to research them champions.1 point
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I've installed Alpha 23b and it's what I recommend to anyone who has issue with this version. The game still looks great, uses around 50% less resources and plays better overall. I also don't have weird mouse cursor lags when moving it to edges of the screen. This is wrong, see further replies. This will be my harshest critic of the game so far, seeing how it looked and felt to play before. LOL at this. I'm all for improvements, but the development needs to be streamlined and focused on gameplay. Not eye-candy. Eye candy art in a strategy game can often be bad. Sometimes, it can even alienate the players. I'm speaking as someone who played RTS games since childhood, and knows which features are good, and which are bad for the player. Why were resource icons replaced? They look perfectly fine to me in alpha 23. Why did we add worker counters below the resources? Now the player's attention is always on those counters, affecting the gameplay and fun. I want to play a RTS, not look at my worker counters all the time. Who cares, they are fine for quickly checking farms. Why were great hero models removed from unit portraits and replaced with lame images? We don't know, but we have lame hero images as portraits now. Also, we removed a bunch of tech from blacksmiths and replaced some good-looking unit portraits with lame ones. Irrelevant. Why females build everything now? It's just visual clutter, especially in the early game. It also lessened the distinction between pure economy units and CS. Why were champions and siege removed from Fortresses? Among other bad gameplay changes, it broke single-player AI. Now it doesn't train champions in newer versions, except for elephants. Not a single champion unit trained in most games on Alpha 27, even on Hard. My guess is because it doesn't know how to research the unlock tech at Barracks and Stables. It doesn't have to research anything to train the elephants, so it can train them. Nope, it trains champion units just fine. I won't bore you with more details, you get the picture. The game stayed at alpha 23 for nearly 2 and a half years. There was no reason to change the core gameplay and break everything just for "better multiplayer" or whatever. Hopefully you stop with the eye candy and focus more on the gameplay. Cheers.1 point
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The thyreophoroi or thureophoroi (Greek: θυρεοφόροι; sg.: thureophoros/thyreophoros, θυρεοφόρος) were a type of infantry soldier, common in the 3rd to 1st centuries BC, who carried a large oval shield called a thyreos which had a type of metal strip boss and a central spine. They were armed with a long thrusting spear, javelins and a sword. They also usually wore an iron or bronze Macedonian helmet. Source: https://www.wikiwand.com/en/articles/Thyreophoroi1 point