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Showing content with the highest reputation on 2025-05-30 in all areas
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Implementing a feature based on slavery could make a lot of differences. Firstly, it would be much more realistic and historical. Secondly, it would bring more differences between civilisations because they didn't practice slavery in the same way. Thirdly, slaves could be much more efficient at harvesting resources. The citizen soldier would therefore be more versatile and more defensive.3 points
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Honestly, it was probably one of the clumsiest and most immature changes ever made. Currently it is a hidden feature most new players won't see and understand. The information is buried in the manual and the list of hotkeys. Clearly, it should have a button in the UI. Don't forget that you're in a bubble and that other people don't follow all your discussions all the time.2 points
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Why? If this is not just an opinion you wanted to share with us, but an argument, you have to convince others that this is true. I mean, the current system makes sense logically; every man that can work as a lumberjack or miner can also be called to fight in war. Those conscripts would not be the best fighters, but they would be plentiful. Professional fighters on the other hand cost lots of money, but are a lot stronger. Those would be mercenaries and nobility/bodyguards/temple guards. Ingame, the second category is represented by champs. Ok, that was my cent about the logic part... but how about gameplay? In his original post, @Deicide4u mentioned that the cs concept was which I interpreted as the first argument, even though it is (merely?) an argument of personal opinion. I am not sure how many people that come from AoE have this opinion (I myself dont), but if you like the way AoE did it, why not stay in AoE? (And I dont mean to tell you to leave, we all love to have more people here, but sometimes certain games just arent made for certain people). It was continued on with which is presented as a desirable goal without argumentation, while simultaneously already being the case; champs and mercs are fighting units, cs are just poor citizens you told to get a sword and fight in your war. As a third point, we have the feeling that 0ad starts too quick; and this point, I actually agree with, but its just a design choice/preference issue. Many players love the fact that a 1v1 round of 0ad only takes between 5 and 20 minutes. (while a 1v1 in AoE can easily take up to an hour) Lastly, I want to ask a question; Why is it a problem if "booming equals turtling"? This is only really an issue if you accept the notion that there needs to be 3 types of strategies (booming, rushing and turtling), which have to be differentiateable and counter each other. But why would 0ad have to follow this notion? What exactly is the problem with the gameplay right now? (in your eyes) I already commented a bit on the way I see it, but I will reiterate; which is true, but doesnt mean you lose the fight, if you catch your opponent by surprise or use stronger units (mercs, naked fanatics, cavalry), or just have better upgrades since you went p2 sooner. here I unfortunately chose the word "soldier" to refer to a citizen (cause they are citizens foremost and soldiers secundarily). But I still dont see this as a problem; as @Deicide4u pointed out, you dont want to give the player a unit thats too versatile right from the start.2 points
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I want you to picture yourself 2000 years ago, you are chopping wood in the forest, and an enmey soldiers comes up to you. What do you do? A keep chopping wood B run and cry for help C piss your pants D fight back E ALL of the above2 points
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He made an amazing job at updating the mod to the current A27 version of the main game and fix main compatibility errors. Of course, there's also the official page on Mod.io for the a26 version that other great contributors have made available: https://mod.io/g/0ad/m/millenniumad#discussion Hopefully I will be also able to assist Lopess and improve the mod in the future2 points
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Link to the original, if anyone is interested: https://github.com/0ADMods/millenniumad It's obviously out of date.2 points
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Meh I think it can be done pretty nicely with good impacts on how the game is played. So it’s certainly worth trying out. When I get an SSD and time, I’ll set up something in a com mod version. I'm sure it will have balancing consequences.1 point
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we are working on that in historical too. Maybe share on server how some of the civs practice it differently?1 point
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And what do you want from those "30 people", other than that they should kiss the feet of you and the other 10 people that complain about the core gameplay? Hehe. But no, please keep giving feedback on everything you see that could be improved (but stay civil in the discussion. This game has as much of a mp fanbase as a sp one).1 point
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Why? it is very useful because it allows players to focus on micro instead of checking training at home If we return to the times before autotrain, people will spend way too much attention in building eco and not as much rushing/early engagements. Furthermore, many semi decent players will suddenly become total noobs. Autotrain makes the learning curve of the game less steep so that out player base can grow. In any case, you just don't use the feature yourself1 point
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Hello @Ludwik, first of all welcome to 0 A.D. i recommend you to see some ValihrAnt videos on YouTube. I am sure you will learn a lot of him. Here mates gave you good advices that I suscribe. I would tell you also to start focusing on eco playing alone, becouse it is the main reason you lose vs the AI. I am 101% sure that is the reason. Make fields closest to cc so you dont lose time walking to gather resources. Also storehouse nearest to woodline possible. Try to avoid iddling time... As you can see this game is about using your resources with the maximun efficiency possible and lose the less time always. Also Never stop producing units. Try this and you will see you kick izi the AI I hope to see you on 1400s soon! If you see me on lobby ping me if you want more deep advices!1 point
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Just tested historical mod playing Spartans and they have a similar system with their Women, Helotes and CS: Women and champions can be trained in the CC while Helotes are trained only in a separate building. Champions cannot do anything except fighting (but they do it very well obviously ), Helotes can both gather and fight. Oh, and CS are trained in separate camps. Seems logical and diverse enough, at least for Sparta.1 point
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It sounds very interesting and strategic. There could be variants depending on cultural groups and civilizations? To make the game more asymmetric.1 point
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Which mod? Do you mean the oddity detector? That one should work with 0.27.0 and 0.27.1 in my tests. What is the error?1 point
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I managed to solve the problem, it seems that the problem was occurring because civilization begins without a civic center and in technology it had to have the first phase and this was generating conflict, after I removed this it worked1 point
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Community Mod, if the change is approved by the main balancing/gameplay team. Otherwise, other mod or as an addition to "Two-gendered Citizen" mod. It would encourage earlier raids, as CS are now bad at collecting wood so you are forced to make pure eco citizens (who are weaker) if you want to boom. You'd still have to mix eco and military units if you want to play it safe, it's just that now you are hurting yourself economically while doing so (as you should).1 point
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Default is now to attack buildings (as of A27). Press the "Capture" modifier (by default it is "C" key) and right-click on a building you want to capture.1 point
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I want to ask you if you can aesthetically improve the Suebi units, i design the shields, clothing,etc and you make it.1 point
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Very cool. Le faltan banderas o banderolas el concepto está excelente.1 point
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Improving the Farmstead. I'm wondering if someone could bake a new AO for it. I've tried baking AO's before and mine have sucked. lol1 point
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