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Showing content with the highest reputation on 2025-09-06 in Posts

  1. Very awesome, successful games have these attributes. I don't oppose it at all.
    2 points
  2. I hate these. They make the game rigid so that you only have one way to play and can’t adjust to meet current game situations.
    2 points
  3. It used to be an unlocking tech, so that you were forced to choose cheaper techs or faster research before the full Forge tech tree could be enabled. Had that for a long time, but then decided it would be nicer for the player for it to be a choice they could make whenever it was convenient. The effects obviously have less impact the later you make the choice, but who knows what may come up. I agree that Special Buildings are a great place for such pairs.
    1 point
  4. In DE, I've actually pared down the number of paired techs significantly over past alphas. But one paired tech I've kept and that could be particularly interesting for EA in some capacity is in the Forge: The tech isn't required, but presents an interesting choice that helps you as you tech up. Since EA doesn't have the glory resource, the cost for Forging could be time, while Metallurgy costs resources but low/no time.
    1 point
  5. Any innovation, and the multiplayer purists come and jump. You tell me, there's nothing to fix. And the answer is if the game, apart from the performance, has nothing but incomplete mechanics, because the game is incomplete. It lacks mechanics and any new mechanics, they all come to defend the holy sacred balance (of an incomplete game).
    1 point
  6. They raise their hands to the gods on high, no matter which god. The gods are on high, except for those of the Underworld.
    1 point
  7. Well, it will work for my mod.
    1 point
  8. \art\animation\biped\citizen\pray.dae It's used here: \art\variants\biped\gather_praise.xml
    1 point
  9. That's why the game never changes.
    1 point
  10. Add something like this to the unit template: <UnitAI> <DefaultStance>violent</DefaultStance> <RoamDistance>8.0</RoamDistance> <RoamTimeMin>2000</RoamTimeMin> <RoamTimeMax>8000</RoamTimeMax> <FeedTimeMin>15000</FeedTimeMin> <FeedTimeMax>60000</FeedTimeMax> <Formations disable=""/> </UnitAI>
    1 point
  11. Ironically enough, trenches/ditches were definitely used by the ancients in pitched battles and during sieges.
    1 point
  12. commit your changes here it's easier when help is needed to see the bigger picture. They have different workflows and standards though. Code will be reviewed and the idea needs to fit with the game. Sometimes you make patches and nothing happens with it. With that said you can learn a lot by making patches through input of other more experienced people and your code quality will improve. I'd suggest starting with small simple patches though to get into the dynamics. It's fine, 0 A.D. is the first game i learned modding and took me a while to figure most things out aswell and i'm still learning.
    1 point
  13. The Colossus of Constantine looks impressive.
    1 point
  14. Choice Choice (I also don’t research it at either of these times, most of the time) ——- Just because you always research a tech doesn’t mean that there isn’t a choice involved in when you research it. You have a very simplistic view of the game that doesn’t represent the myriad of other choices out there. You can rush, you can phase up fast, you can skip techs that you don’t need, you can skip eco techs in favor or military techs, you can skip techs in favor or getting more pop, you can skip techs in favor of more buildings If things were as simple as you say everyone would have more or less the same economy, which isn’t obviously true.
    1 point
  15. Its not the techs themselves but this^ that is the core of the discussion. Recent gameplay innovations like mercenaries having a primarily metal cost in p2 has made the most extensive impact on skipping some techs, but of course most of the time the booming=turtling approach makes the most sense. I definitely don't think that adding tech pairs back into the game is a good idea except for some civ specific situations like the mauryans berry upgrade choice.
    1 point
  16. I agree that they are largely researched as soon as reasonably possible, with little variation, but the answer is not to force trade-offs by making them tech pairs. its better to diversify unit costs (we see more priority of the stone tech for slinger civs for example) and maybe reconsider the costs of the eco techs themselves. we can also make techs non-ubiquitous across civs.
    1 point
  17. Here's the translation: Hello, friends! I'm excited to share more updates about my mod, Worldrising. This time, I've made significant progress on the Japan map, which I'm developing with great care to bring an immersive and authentic experience. My goal is to create specific missions for this map, making gameplay even more strategic and engaging. Additionally, I'm exploring the possibility of implementing cutscenes to add depth and highlight important game moments. If anyone has experience or tips on creating cutscenes in mods, I'd be grateful! I've also created new structures, reworked units and buildings, and adjusted various parameters to balance gameplay. I've implemented technologies and upgrades tied to structures and units. For example, when advancing to the 2nd Era (Polished Stone Era), villagers are automatically updated and gain access to new constructions. Existing buildings, like houses, also evolve through technologies. I've created many new props and textures and refined some existing ones. Check out some images below and share your comments, suggestions, or tips! Challenges I'm still facing: Structure animation: Gatehouse animations appear lying down in-game, while they're upright in Blender. I've tried repositioning the wall, but the animation ended up inverted... It's a problem I haven't solved yet. Animal animation: They still have the same animation issue. Thanks for your support, and see you next time!
    1 point
  18. The genders are purely cosmetic, there will be no difference in gameplay. Only difference is that you will no longer have 5 dudes and 50 gals while booming
    1 point
  19. ...doesn't exist. It makes no sense to skip on any economic upgrade, as they are now. No choice this-or-that. It's just pointless not to get them, the question is only when. And, as a rule, we actually know when to get the most important upgrades. - Woodcutting Level 1 - either before or after Barracks. No question here, this is a must. - Farming Level 1 - After clicking to Town phase, or just before if you really need faster farming before Town phase. - Woodcutting Level 2 - Immediately after getting to Town phase. - Farming Level 2 - Immediately after getting to Town phase. - Metal Mining Level 1 - As soon as you put your first metal miners to work. - Stone Mining Level 1 - As soon as you put your first stone miners to work. - Metal Mining Level 2 - Just after Stone Mining Level 1. - Woodcutting Level 3 - Immediately after getting to the City phase. - Farming Level 3 - Do I even need to say it? Etc., etc... In short, economic upgrades in this game are there just to be there. Everyone gets them, it makes no sense not to, or you will fall behind. I believe that getting rid of the pair-techs was a wrong choice. And we absolutely don't need so many levels of economic upgrades in a game where booming is essentially the same thing as making military.
    0 points
  20. I'm not going to continue arguing if it doesn't lead to anything. If I'm going to leave the popular thinking of RTS, of the majority of players and this happens since StarCraft 2. There's many reasons RTS are a niche genre. E-sports obsession of devs, publishers and investors. Micromanaging every unit, to the point it feels like babysiting and not strategy. Nerfs, nerfs, nerfs and even more nerfs. This unit is 00000.01% better than other units? —Nerf it into the ground! Listening only the 1% of playerbase, because they're "better at the game".
    0 points
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