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Showing content with the highest reputation on 2025-11-25 in all areas

  1. Yes. I'm talking about battalions between. 15 and 30 units (max). @Radiotraining: And then you get that personal "immersion" or "attachment" in how you can upgrade each battalion individually and make them unique. Add an officer, a noise maker, upgrade their armor and weapons, etc. Maybe even have a meta where there's a screen outside the match where you can customize battalions and they show up in-game available to train in the UI.
    3 points
  2. What do you think 0 A.D. lacks? Battalions
    2 points
  3. I love such civilian buildings. They truly enhance the experience.
    2 points
  4. +1 Once again really nice work @nifa I would add some details on the back, column cracks, maybe some more ivy to make it less clean. For the little entrance with the wooden beams you might have to adjust it so it looks believably high.
    2 points
  5. Maybe because that was 4 years ago and my views and understanding have evolved. The way you approach things is very off-putting. What an idiot I was 4 years ago to not realize the two versions of the pantheon looked different!
    1 point
  6. It would work differently than Praetorians.
    1 point
  7. On the Formation control "No override" setting: Is this now actively decided that it shall be in r28? I noticed it's still in there. I'd vote against it if there would be a vote. The highest effect of formations are currently at the mining and capturing. And it makes no sense. It doesn't require much skill. The player only needs to know there's a weird setting and then set the units at the mines on a formation. Like you just need to set "fast mining".
    1 point
  8. By Augustus, I assume you mean Gaius Octavius the first emperor? Then why asking for a later version of the pantheon when it has been reconstructed by Hadrian ?
    1 point
  9. Is it just me, or do these people above have bot-like names?
    1 point
  10. It sounds ambitious, it would be interesting...it would be less frenetic and more deliberate. Like a less developed Total War. I agree that the game should take the risk of ceasing to be an AoE clone.While still being an RTS. Real Time Tactical. There have never been many games that combine base building and tactical battles. In fact, almost none. Manor Lords...But it's a city building with RTT.
    1 point
  11. The dopamine circuit and progress. Video games emulate life. In life you gain happiness and dopamine from making progress. The brain of the competitor is different from most of people. That's why mobile gaming can be addictive. The feeling of accomplishment. An RTS is a step-by-step progression path. The game has mechanics but there's no sense of progress. There is no PvE at the start of the game. Overcoming nature and the environment is the first part of each game. The promise of these is to be a small and humble village until aspiring to be an empire. If the reward is easy to get, it's not fun. That's why it's important to nerf the economy of 0AD. You need a variety of modes and things that give that feeling of effort and novelty.
    1 point
  12. That is more up to the map makers more than the game itself. Maybe some maps should be realistic in how resources are placed, instead of babying the player with all resources right up front.
    1 point
  13. That would be an interesting idea. However, it doesn't really make since that the farmer just being near a building should repair it, since he is just standing there. However, what if idle workers (defined that way because their last order was to build, gather, or repair) automagically would start repairing buildings?
    1 point
  14. I heard this guy made it to WWI:
    1 point
  15. I think the best thing to do is to make a custom decal for it.
    1 point
  16. The Massagetae are neighbors of the Dahae. They live near the Aral Sea. The Persians mention several peoples among the Saka/Scythians: Sakâ Haumavargâ – Scythians who prepare the sacred drink haoma Sakâ Trigraxaudâ – Scythians with pointed caps Sakâ tyaiy paradraya – Scythians from beyond the sea Sakâ tyaiy para Sugdam – Scythians from beyond Sogdiana It is very likely that the Sakâ Haumavargâ are the Amyrgians, a people difficult to locate but who must have lived close to the Massagetae. The Sakâ Trigraxaudâ are generally identified as the Massagetae. The Sakâ tyaiy paradraya are the Scythian peoples of the Pontic steppe, north of the Black Sea. They are divided into several groups, but the most powerful call themselves the Royal Scythians. Finally, the Sakâ tyaiy para Sugdam are probably distant Scythian peoples located north of Sogdiana, perhaps the Saraucae, who would invade the kingdoms of Bactria and Sogdiana in the 2nd century BCE. For me, there are several Scythian-related events that are particularly interesting. First, the campaigns of Cyrus the Great against the Massagetae and the Amyrgians. Then the campaigns of Darius against the Pontic Scythians—a long expedition around the Black Sea. There are also the campaigns of Philip II and Alexander the Great against the Scythians near the Danube, difficult wars that even caused a few defeats for the Macedonians. There are the wars between the Scythians and the Greek Bosporan Kingdom in Crimea. Finally, the destruction of the Greek kingdom of Bactria, the successive deaths of Phraates II and Artabanus I, and the eventual creation of the Indo-Scythian kingdom in northern India. It is a very rich history spread across a vast territory with many peoples. Most remain nomadic, but some Scythian groups do become sedentary. I think the Royal Scythians, the Massagetae and the Sakaraukai/Saraucae are all three interesting nomadic Scythians from different areas. This is a good idea but maybe it should be directly integrated into the Parthians civ. Starting as a nomadic tribe and becoming a Persian empire is original.
    1 point
  17. Hey everyone, I'm here to share some more units I've made. I'm very happy with the results. I also recorded voices in a music studio to add to the units, and it sounds amazing!!! I'll be making a gameplay video for you soon. Here are a few more images.
    1 point
  18. Hey everybody! The newest release is out, Version 0.6.0: Aquamentus. This release adds the nomadic Zola civilization, several new maps and GUI tweaks, and two new unit systems: Stealth and Camouflage! Check out the download pages to learn more: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-060 and https://github.com/Perzival123/Hyrule-Conquest-Revival/releases/tag/v0.6.0.
    1 point
  19. There's only a limited amount of metal on the map. Later in the game especially I feel like I'm getting a good deal if I can trade 100 food for 25 metal at the market. At that rate mercenaries are much more expensive than citizens. Doesn't metal also take more time to mine than food or wood?
    1 point
  20. Are they? When I look at the Roman swordsman from the castra (who is advanced rank if I'm not mistaken) and some merc swordsman (also adv. rank) I see the same values for their sword attack and worse for capturing (plus the merc can't gather).
    1 point
  21. World Rising Mod Update! Hello everyone! I'm excited to share with you the latest updates on my World Rising mod! Maritime Units - War Canoe: now with 4 crew members, including 3 javelinists and 1 rower, with attack animation! - Merchant Canoe: with a javelinist for defense and trading capabilities. Hero Yoru - Weapons: now可以选择 between 2 axes or spear and shield, increasing flexibility in combat! New Buildings and Technologies - New Buildings: added to enhance gameplay experience. - Technologies: updated to provide more options and challenges. Resources - Copper and Gold: new resources added to increase economic complexity. Upcoming Goals - Copper Age: introduction of the 3rd era, with new buildings and technologies. - Primitive Market: creation of a market with individual shops that generate resources passively. - Primitive Military Building: development of a building for training and defense. Feedback and Ideas I'd love to hear your feedback and ideas to improve the mod! What resources or buildings would you like to see added? Thanks for your attention and support! Until the next update!
    1 point
  22. The debate around the use of mods is a broad and somewhat controversial topic that I’ve observed since I first became part of this community. I’ve noticed that, whether in favor of or against the use of mods, many argue that it’s impossible to prevent them. Even if all players in a match (not just the host) could see which mods are active, they claim there’s no point in adding such a feature because it’s very easy to rename a mod to disguise it as something else and hide what’s actually being used. One could even inject a mod inside another mod and achieve the same result. Below, I’m sharing a sort of "white paper" outlining what I believe is a possible alternative to this issue. While it may not be free of weaknesses, it could make it significantly harder for players to deceive others. Mod Integrity Verification in 0 A.D. Objective Prevent the use of hidden or modified mods that provide unfair advantages in multiplayer games, through automatic integrity checks without compromising player privacy. Context Currently, players can install mods in two ways: As folders, which are easily editable. As .zip or .pyromod files, which are harder to modify without leaving traces. There is currently no native mechanism that allows the host to verify whether a player is using a modified mod. Proposal Implement local mod integrity verification using cryptographic checksums (e.g., SHA256), and report this data to the host. How it works On the client (player) side: When launching the game or connecting to a match: The client calculates a hash (e.g., SHA256) for each enabled mod. It generates a list with: mod name, hash, and enabled status. This list is automatically sent to the host. On the host side: The host receives the list of enabled mods and their hashes. It compares them against a predefined whitelist (for a tournament, server, or community). If mismatches are found, the host may block the connection or issue a warning. Security and privacy No file content is transmitted. There is no remote access to the player's file system. Only mod names and hashes are shared. Forging these values would require tampering with the engine or core scripts. Advantages Makes it harder to use undetectable modified mods. Promotes transparency and fair play in multiplayer sessions. Scalable for tournaments, ranked matches. Suggested implementation Add SHA256 hash computation during mod loading. Extend the multiplayer connection protocol to include mod hash information. Allow hosts or servers to define and enforce a list of accepted mod hashes. Technical considerations This system is not intended as a foolproof solution against all forms of malicious modification. While verifying and reporting mod hashes locally significantly raises the difficulty of using altered mods without detection, a technically skilled user could still modify the game engine to falsify the reported hash values. It’s also worth noting that 0 A.D. is widely used on Linux, where many users compile the game from source due to delayed updates in official repositories. In such cases, the compiled binaries may vary between users even if the source code is the same. However, this does not affect the validity of mod verification, as hash comparisons are made on the downloaded .zip or .pyromod files—whose hashes remain stable as long as their content is unmodified. Despite these limitations, the proposed system represents a meaningful step toward improving transparency and reducing the prevalence of undetected mod-based advantages, without requiring invasive anti-cheat mechanisms.
    1 point
  23. Nice work. You might try to add an olive tree to it
    1 point
  24. I started working on an olive oil mill building using the references provided by @Lion.Kanzen and this is to get a first impression of how it could look like in the end. Any ideas about the general setup of the building? How many wings and roofs and in what directions? I tried to keep it comparable in size but distinguishable from the farmstead, storage and corral.
    1 point
  25. Another idea I had was making olive ~fields that can cling to mountains; on maps like Hellas it can be difficult to place regular fields. In addition we could make them work a bit different as you suggested.
    1 point
  26. Exactly. If it's used as intended, then it's also not part of the roman set of buildings, instead supposed to be capturable to all civs.
    1 point
  27. Well, not really. Depends on how precisely we would want to make it. If we use just the existing texture, it looks somehow like this, using only rome_struct.png: But then besides the inscription there is a relief on the front of the pronaos (maybe an eagle with a civic crown), which is missing. Also some of the references you posted have different textures for the walls on the different floors, which aren't existing in the roman texture. Rome_struct.png has only one wall brick texture. I think it would look nice to give each (especially the highest) floor its own texture. The other existing roman texture isn't more useful. How would we include the inscription when using the existing texture? Not at all? Or with a prop? I thought that's bad for performance as well? Anyway, I'm fine with both, just want to have it finished (and committed). Let's see what they say
    1 point
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