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Showing content with the highest reputation on 2025-09-23 in Posts
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4 points
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I think the game should look into population costs again. Support/Civilian: 1 pop Infantry: 2 pop Cavalry: 3 pop DE does this^ I also think gathering speeds should be regularized. All gathering stats the same for all gatherers, but the gathering speed differs. Citizen-Civilians: 1x Citizen-Soldiers: 0.5x Citizen-Cavalry: 3x meat So you know more intuitively what you're getting instead of variations per unit type and resource type. You know that that gathering rates of Citizen-Soldiers is the same as Citizen-Civilians, just half speed.3 points
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2 points
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I think he means the guy who sweeps the elephant poop away No wonder the guy doesnt want to appear in the game...2 points
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2 points
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And, if anyone cares, here is the Github link: https://github.com/Perzival123/Hyrule-Conquest-Revival/releases2 points
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Over the weekend, I had this idea: what if horsemen were more realistic cost-wise. In ancient times, horses cost money to buy, and there was limited space for them. So, I propose these ideas: - All horsemen should cost 25 metal, to reflect their cost. - Their should be limited space for horses, with barracks adding 10 horse room and stables adding 25. - A technology should be researchable at the corral: Horse Breeding. This would remove the metal cost, reflecting that horses are being bred, not bought. These are just some ideas. If anyone likes them, maybe I'll post some small mod adding these to the game.1 point
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1 point
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My apologies, there was a major error in the water beetles that made the game crash, it is fixed in the latest version.1 point
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Yeah, they are trained for speed and wearing leather armor at most, so their endurance (health) and armor (resistance) should be weaker than other cavalry. I know that armor for horses was more Medieval, but hero cavalry and maybe some champion cavalry should have horse armor that gives them a higher resistance, but lesser speed. Maybe the Forge could research this? You mean like the stable boy or trainer?1 point
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Elephant/Chariot 4 pop And lower the health and armor of all ranged units.Those that cost food and wood above all. The skirmisher cavalry shouldn't be that strong.1 point
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Infantry should use the same pop as civilian units, and horsemen should cost 2 pop (one for the rider, one for the horse). Elephants should remain at 3 pop. But siege machines should vary per operators in it’s model.1 point
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That makes sense. So, there would be a choice: you either boom or play more aggressively. People would actually train Civilians instead of hard-capping them at 50 (for those 10 full farms). For the population costs, I think changing them too much would impede the unit choice for people who like to play with lower pop caps. Making Champions cost 2 population and siege costing 3 would be a compromise. I even reversed the population costs in my mod because you simply didn't get enough units on the map.1 point
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I've already thought about it, but I know these people. 0AD is a horse cavalry simulator. They're going to tell you: nope. I don't want to be demotivating.1 point
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Thanks for testing @guerringuerrin! Providing feedback is important to me for this kind of feature. For 1), you guessed right, the option doesn't allow map resizing, and it's not clear. It's noted in the tooltip button but I'll need to improve this... For 2), I think it does display always the correct amount. I've tested it to be sure, but I think it's because of the slight differences with Custom Trainer system. So you see a number doesn't match your expectation but should match the inputs. => In Moderngui it's either you have idle buildings in selection and units are queued there, OR train 'normally' in all buildings. So if you have 2 idle building out of 5 => you see 2; after clicking you now have 0 idle building => you see 5 and all will have queue length of 2 ect.. I'm happy you see the benefits! Before and while doing it I came doubting multiple time if it would make sens. But yes having the extras and ability to compare and see the effects of different options as you browse is a good fit for this mod, and I'm so glad you think it too!1 point
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@Atrik Congratulations on this new feature. I think it’s a huge improvement to your mod since it allows players to quickly get familiar with the fundamental settings and, most importantly, it lets them see the changes immediately, which makes it much easier to explore different configurations that better suit each player’s preferences. I’ve noticed two things that might be useful to you: 1. When using this minimap style resizing is no more available. if thats intended maybe it will worht to mention on the Wizard dialog. 2. When using Queue in idle buildings first on Batch sizes doesnt show correct amount of units to be trained (similar behavior of my customtrainer old version) Also, it only allows 3 queue items per buildings but I couldn't find an option to set this number Btw, this is a very nice feature I'd like to port to CustomTrainer, right now my mod only prioritizes idle barracks but adds units to every building selected.1 point
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I'm guessing you hate Champion cavalry, too? Spearmen poke horse. Horse dies. Rider dies from broken neck. Use the boys with pointy sticks.1 point
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Hello! I am pleased to announce that the Deku Kingdom is finished! Here are some pictures of the gameplay and art: As you can see, there are a lot of monsters and plant life in the Deku Scrub army. A few units are missing, including Dekupults, Scrubrams, and other siege machines, as well as two more heroes. Also, I havn't touched the techs, so some may not be compatible with the Deku Scrubs. However, here is a quick breakdown of the Deku: - They don't cost any food, replacing food cost with wood. To add to this, their farmsteads are dropoffs for wood, and their farms generate a trickle of wood and farm wood. - They are weaker than average troops, but their monsters and champions tend to be equal to or stronger than vanilla units. - They have a cool feature: Deku Babas an be carried (turret) on top of Scrubs, allowing you to add extra attacks to every scrub. However, this breaks formations, as the Deku Babas have no movement rate of their own. Formations will stand there, trying to move but reduced to the speed of the carried Babas. This does not affect individual carrying however. - The beetles can carry Scrubs and Babas by turreting, though only the archers are carryable currently. - The Deku Crawler can carry Deku Babas and Scrubs. - Scrubs can carry other scrubs, allowing for some hilarious Scrub Towers. - The Scrub Thopters can fly above the enemy and drop bombs on them. - The Scrubs have a new type of hero: Titan. Every planned race will have a Titan, and the Scrubs have Stagnox, a massive beetle nigh invulnerable to pierce damage and resistant to hack damage. He can be trained at their wonder. Also, I have included my own, slightly more historically acurate bot, Hyrule Bot, and a new map (Deku Forest) featuring my Wandering Gaia Soldiers, as discussed in another of my threads.1 point
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This mod adds the map "Mainland balanced" (https://code.wildfiregames.com/D4232). Since feldmap v2.0.1 (A27), it is fully featured in terms of resource balancing! All resource types feature a level of variety while ending up balanced. Thanks @badosu for fulfilling the community's interest in balanced maps by providing a nice bunch of balanced maps for A23 and A24 This removes Jungle biome from Mainland Balanced because it is too laggy. Alpine Mountains is also included (https://code.wildfiregames.com/D2830, ) The mod is now available through the in game downloader! (mod.io). Manual download here otherwise (updated a27, current version 2.0.1): feldmap-2.0.1.pyromod feldmap-2.0.1.zip a26 archive: Old (a25 version):1 point
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I'd like to share some updates on the project. Here are some of the features we aim to include: Expandability through mods, without a strict dependency on the "public mod" (though compatibility with it will be maintained). Support for backend devices, both current and future. Independence from wxWidgets—no need for it to function. The project is still in its alpha stage, so a lot of code refactoring, UI polish, and additional features are still needed. Currently, I'm working on integrating the features available in AtlasUI. Some concepts REPO: https://gitea.wildfiregames.com/trompetin17/0ad-atlas-in-game/src/branch/main/source in case you wanna try the workflow1 point
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