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Showing content with the highest reputation on 2025-05-05 in Posts
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This would be handy in TG games, especially when one side is stronger than the other. If your ally dies, he can send all his units other side and repop in the enemy base. Also particularly important with current meta, where buildings are easily capturable. In the event of an enemy team capturing your team mates CC, yet die during the fight and you capture the CC again, you will have to either destroy the CC so your team mate can build their own again; or you keep it there and they have less territory.1 point
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that is nice for staying power, but armies of ranged citizens can camp under fully garrisoned forts, which highlights that they are now quite useless at area denial, therefore not worth the investment unless you need a tech which is basically just an added cost to whatever tech you wanted to begin with, or a hero. You are better off putting the stone into walls and catapults which will impede an opponent1 point
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I actually like hte idea of helping an ally out. Although not quite sure how this can be incorporated. i guess you could destroy some of ur buildings in ur teritory so that one of your outlying buildings goes to gaia and then allow ur ally to capture. But if they only have 5 women..... you can send resources and help them build the buildings... but if their is no free room on the map. @Barcodesthis might be one of your best ideas Although building capture isnt broken in Historical.1 point
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"Good afternoon everyone! I'm here to share the latest news about my mod, World Rising! - *Technologies and Buildings*: I'm working on implementing technologies in buildings and creating new upgrades for houses and fireplaces. Houses now reach level 4 and fireplaces up to level 3, each bringing new technologies, buildings, and units. - *Custom Icons*: Each unit, building, and technology will have its own unique icon. - *Gameplay Adjustments*: I'm revamping the status of units and buildings to make the game more realistic. Construction and learning times will be longer in primitive eras and decrease as civilization evolves. - *Sneak Peek*: I'm sharing some images of what's been implemented so far. Hope you like it! - *Comment and Give Feedback*: Please leave your comments and questions. Your opinion is important to me!"1 point
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Both laptop display and external monitor are 1920 x 1080 EDIT: I've found a cause. It's the scale used to adjust the UI set on the Windows side. Check the image below: When the scale is at 100%, there is no mouse cursor input lag. My guess is that the game isn't calculating the offset resolution (only absolute numbers). Other possibility is that this feature on Windows side is simply buggy. @real_tabasco_sauce, FYI. EDIT2: To clarify, the issue is not whether you have an external monitor or not. Scale set in Windows display settings is what's causing it.1 point
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Yes, that's correct. The hashes are sent to all other participants of a game each turn to detect out-of-sync issues, so without having computed the hash you can't send it and therefore can't advance to the next turn. Same is true for recipients as they have to build the hash of their own state to compare it to the hash they received from the host. @Seleucids If you're interested in digging deeper into this topic, you might want to read about all the different ideas how to improve it in Gitea: https://gitea.wildfiregames.com/0ad/0ad/pulls/7610 https://gitea.wildfiregames.com/0ad/0ad/pulls/7657 https://gitea.wildfiregames.com/0ad/0ad/pulls/7738 https://gitea.wildfiregames.com/0ad/0ad/pulls/7829 https://gitea.wildfiregames.com/0ad/0ad/pulls/78301 point
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Technically the engine could support up to 30 players https://code.wildfiregames.com/D2667 (Work on it has been stalled due to inactivity though) I expect that thirty players will only be playable with a handful of units given the current performance of 4v4 matches.1 point
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Buenos días o tardes; -El Mod está ,al igual que el juego ,aún en desarrollo, por lo que hay muchas cosas que aún no están o fallan, pero aquí le dejo un tutorial. -Entre en el enlace de @Lopess: https://github.com/wltonlopes/Endovelico -Pinche en "Code" Pinche en "Download ZIP" (Después de la descarga completa) 1)Váyase a "Descargas" ,pinche "Copiar" el archivo "Endovélico". 2)Va a Documentos . 3)Después a "My games". 4)Luego a "0ad". 5)A continuación a "mods". 6)Pincha "pegar". 7)Revise que la carpeta se colocó ahí. 8)Abre el juego y piche en "Ajustes "y en "Selección de Mods". 9)Pinche en el mod "Endovelico",en el panel superior. 10)Pinche en "Activar" en el margen inferior izquierdo, que estará en color rojizo. 11)Asegúrese que el archivo bajó al panel inferior y "Activar" está en gris. 12)Pinche en Guardar configuración ". 13)Pinche en "Guardar y reiniciar". 14)Finalmente ,vuelva a abrir el juego. -Espero haberle ayudado Disculpen las molestias*1 point
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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/millenniumad1 point
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Ok, we have a community mod release for a27 out now. Here are the main changes: Units no longer get "stuck" attacking low preference units, like buildings. When attacking buildings without player intention, they will check for higher preference units each time they attack. If you told them to attack a building, this does not occur. Walls and palisades can be placed on top of trees, deleting them upon completion. Also, walls and palisades are cheaper, faster building, and weaker. This is to selectively improve their utility early on, while decreasing their effectiveness when spammed all over the map. Stone walls can be destroyed in reasonable time by infantry. Buildings are more difficult to capture while empty. Base building capture point regen: 0.5 -> 5. CC capture point regen: 5 -> 20 Fort capture point regen: 10 -> 30 What this means is you will need a larger capturing advantage over the defender in order to start bringing down capture points. Buildings (except for CCs and Fortresses) are easier to destroy without siege. Hack and Pierce armor are both decreased, so ranged units will now be able to damage buildings, just not as well as melee units. For some buildings, crush armor is decreased from 3 to 2, allowing siege to break through weaker buildings more quickly. Edit: I forgot to mention that cavalry receive a 30% damage debuff vs buildings, which mirrors their existing 30% capture attack debuff. It is my understanding that something along the lines of the last paragraph was intended to come with attacking buildings by default, so we can see what gameplay effects this has. From my own testing, destroying a building is roughly as good as capturing with the same number of units, but buildings don't regen health like they do capture points, so attacking buildings would be better than capturing if there are defending units.1 point
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