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Showing content with the highest reputation on 2025-05-29 in Posts

  1. Maybe I am wrong, but basically the "two-gendered citizen" mod (in A26) was getting quite close (women and men as standard citizens able to gather resources, but had poor fighting abilities). The only change instead of just depicting male and female citizen with the same gather rates (high for food, low for everything else), would be to determine a gather rate for male citizen and a different one for female, right? The only difficulty is now to allow creating intentionally a number of males citizen with a certain gather efficiency and female citizen with a different rate. IIRC the "two-gendered citizen" mod just arbitrarily added two different avatars with the same properties.
    2 points
  2. Found this totally by accident: https://www.facebook.com/photo/?fbid=1118356523659872&set=a.554138156748381
    2 points
  3. I would prefer forts not to have a too a central role in 0ad. I actually like having the choice of not building any to go aggressive vs building it if I plan to defend. Putting units trainable in the forts reinforce the need to just build it whatever, and therefor you play a bit more every game with the same build. Regarding balance, I think a framework for balancing should be worked on. It would be interesting to make relation graphs to have clear views on what are each unit role. Below some example with some existing relationship between units in 0AD (A27 stats, they rounded but they are actually real). Power is dps * hp (after converting armor to hp equivalent, so it does take into account armor, thoughts if hack and pierce armor value are different, a decent mitigation is to use the average of the two), so for jav above, it doesn't account for the accuracy gains.
    2 points
  4. Thanks , but it's a sketch/invitation to make a complete map of all unit relationship. As said, primarily to give some kind of framework to unit balancing but it could also be useful for curious people learning the game.
    1 point
  5. Ah my bad “Su Nuraxi in Sardinia is a settlement consisting of a 17th century BC nuraghe, a bastion of 4 corner towers plus a central one, and a village inhabited from the 13th to the 6th century BC, developed around the nuraghe. The 2nd image is what the settlement would have probably looked like” No credits for the image.
    1 point
  6. It doesn't seem to be working. Is it the same process as with other mods? Just download the file into 0ad mods folder and extract? Isn't even showing up on the invalid mods list *Aw hang on I fixed it. Mod looks dope
    1 point
  7. A bit more from olive to yellow for you? [40, 80, 160], [180, 59, 73], [227, 119, 194], [210, 210, 16], [148, 0, 235], [255, 127, 14], [23, 190, 207], [115, 0, 84]
    1 point
  8. I'm making a balance mod and I will add them.
    1 point
  9. Why nerf the speed of cavs? The whole point of cavs is being fast. If cavs are slow then just use infantry instead. We do need strong units but at reasonable quuantities.
    1 point
  10. From https://mod.io/g/0ad/m/shiny, a few small changes were required to make this mod work on released a27. I've ported the endgame screens, added some parts to ModernGUI. Would be too bad to let this artwork vanish in archives. All credits to @maroder obviously.
    1 point
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