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Showing content with the highest reputation on 2026-03-20 in Posts

  1. Techs from Farmstead are also being researched. This includes all techs that affect resource gathering speed, with the exception of baskets.
    2 points
  2. Some of you might remember my previous posts about the North and Central America, South America and World maps. I've now bundled all three of my continental maps into a single mod and submitted it to mod.io (currently pending approval) The mod includes: North and Central America: four biomes (polar, temperate, desertic, tropical), with special landmarks like buildable zones in Yucatan and Cuba. South America: the main South American rivers (including the Amazon), four biomes, and access to the Pacific through Chile. A full world map using a sinusoidal projection to preserve continent areas, with biomes as faithful to reality as the engine allows. Designed for epic, resource-rich battles. All maps are also available on GitHub if you want to take a look at the files or contribute: https://github.com/Baelish03/0ad-maps I'll update this thread once the mod is live on mod.io. Feedback and suggestions are always welcome — hope you enjoy them! P.s. For further details the thread for each project can be found on this forum. On those threads there were some suggestion, I will implement it! I want to remake better all these maps and to expand to all continents, so I will appreciate your help earth_maps.zip
    1 point
  3. While experimenting with an Asia map, I decided to push the size up to 1024x1024 — and honestly, it's a game changer. At 512x512, a continent like Asia feels cramped and loses a lot of its geographic character; with 1024x1024 there's actual room to breathe, to place mountain ranges, small seas, like Black and Red ones, and biomes in a way that makes the map feel like a real place rather than a compressed approximation. A map of this scale could support larger teams, longer games, and genuinely epic campaigns across Central Asia, India, or the Silk Road. Would anyone be up for playing something this large? (I don't know how to create a poll, please can any admin do it or maybe answer in this thread)
    1 point
  4. Are you sure it's not only a gamer mouse with multi-click macro buttons? Do you have some code or proof about it?
    1 point
  5. I think their size was modeled after AoE3 ships. I agree, they need to be smaller, but that will make them look unrealistic.
    1 point
  6. Yeah, might be too technic. Maybe this commentary in that PR describes better why I think could help on this: Oh I understand and I think you are right about "Attacking ranged units beyond melee and then running away when ur melee is all gone will remain." The way I see it, targeting ranged units to eliminate them first (given their higher damage) is somewhat part of combat micro skills, just like sniping a Hero, rams, or other high-value units. And this probably wouldn’t be as necessary with a different balance for combat units (e.g. melee units stronger against projectiles). That’s why, from my perspective, when we talk about the sniping problem in 0 A.D., we’re referring to the repetitive action of targeting units with a group or using Alt+click to pick them off first. Which creates that “whoever clicks more wins” dynamic. But I can be wrong.
    1 point
  7. That would not make the mechanic obsolete, it would just be an easier way to snipe. Attacking ranged units beyond melee and then running away when ur melee is all gone will remain. Significant balance changes would be needed to actually make it obsolete.
    1 point
  8. Unfortunate that adding (ranged) troops, such as archers, does not increase the firepower of ships. In "real" life, archers can easily fire from ships thereby adding firepower. I get a kick of of that. The ships, in a sense are too large for the game. I have ended up with the ships getting tangled up in a knot and have a difficult time untangling them. There have also been a few occurrences where the ships are so "long" that it is difficult to move troops (by ship) from one shore to the next when the shores are too close together.
    1 point
  9. Hey @RangerK!. You might be interested in taking a look at this PR. Basically, it would allow targeting groups of units using the selection box, which could make sniping as a gameplay mechanic obsolete.
    1 point
  10. I am making a campaign which contains scenario-like levels to teach players advanced micro skills in battles to improve their fighting performance. This is the first version: battlecampaign.zip I will be adding more levels and tactics to it once Atlas Editor fixes itself from crashing all the time Feel free to give suggestions ! Link to the github (actively developing): https://github.com/Yekaterina999/battlecampaign.git
    1 point
  11. My suggestion is to separate the beginner-friendly strategy advice from the technical reference. What if clicking on the "Manual" button opened two distinct sections: "Beginner Tips" – A concise guide focused on what to do in the first few minutes, basic economy, simple unit counters, and overall strategy. "Game Controls" – The detailed reference for hotkeys, camera movement, and interface explanations that we already have. This way, a completely new player can quickly get the essential tips without being overwhelmed by a wall of text, while veterans can still easily find the specific control they're looking for.
    1 point
  12. Here is a video demonstration of the playthrough @Stan`if you think it's a good idea, maybe I can make a PR and add these campaigns into public? I get that my maps are very empty, so any artistic recommendations would be welcome as well We really are missing campaigns and it would be cool to merge in some other people's campaigns as well so that the singleplayers have something fun to do :O
    1 point
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