Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2026-04-07 in Posts

  1. I think people will use them as-is if we can fix their rebuilding mechanic (placing towers at the end of wall segments).
    4 points
  2. New Structures, units and art for Mycenaean and Minoans:
    4 points
  3. I do use them often, as my first line of defense until I can afford better walls. Also THANK YOU! I did not know you could connect Walls in this game and continue to work around corners!
    2 points
  4. Capture mechanic's could be related to specific buildings only: Military: Fortress, Towers, Gate's. Civilian: Civ Center, Wonders, Temples. Other structures should have a territory dependency like houses could be automatically captured if a city civ centre is captured. In that way, city siege could have two objectives: Destroy everything at glance. Capture primordial structures to take over the city if the defenses aren't prepared enough to defend the city avoiding turtling. Capturing fortress could gather small area of effect over the nearby buildings. Capturing city could have strong area of effect of nearby buildings.
    2 points
  5. Agree. I disagree. Turtling is a valid playstyle like all other playstyles, and it needs to have place in this game, when executed properly. Right now it's almost impossible anyway, especially because we first need to fix walls. Walls are currently the only thing that's not capturable in this game, which means you need siege to break down stone walls effectively. Everything else can just be captured with overwhelming force of units, and that makes turtling nearly impossible. By turtling, I mean investing in defensive towers, Fortresses and CCs to expand, not camping in base amassing CS (what we do now, essentially). Towers are made of wet tissue paper, it's laughable how easy they are to capture. Fortresses are buffed in R28, but I still find myself capturing garrisoned Forts with masses of units. This shouldn't be possible, which is why I still believe capturing feature was a mistake. It just made the game harder to balance in the long run, and it has created some ridiculous tactics. Like capture+delete of building with 2000+ hit points and ~500 capture points.
    2 points
  6. What did you have for lunch? Also, happy Easter!
    2 points
  7. i always wanted to sculpt a lion to replace current one wich is basically ugly. maybe i will use some of those as source to make my own, not to use them since i could bake directly and need an specific field of view to properly bake.
    2 points
  8. idk. @Atrik made good improvements with snapings walls that will be probably in the next realease, and are cool. But boosting their building time or things like that. I guess is just a matter of tastes. I find turtling/defensive playstyles very boring
    2 points
  9. Leonidas auto-promotes, like citizen-soldiers do, to additional ranks as his "Agoge" bonus. Historically, he's one of the only Spartan kings to have attended the Agoge training program. So, his ranks are: Untested Heroic Legendary Mythical
    2 points
  10. ¡Feliz pascua!
    2 points
  11. I was actually thinking 'Artisan' would have been good for the Celtic civilizations, since that was an actual class of people in Celtic societies.
    2 points
  12. Update for the Aristeia mod to 0a.d. 0.28. The mod is playable and error-free; anyone interested can download it from this link: https://github.com/0ADMods/aristeia @Stan` Could you help us upload this version to Mod.io?
    2 points
  13. will do adjustment's to idle ones. UPDATE: Texture variants baked:
    2 points
  14. Feliz Páscoa a todos! - Happy Easter for all!
    2 points
  15. 2 years ago i made this topic, maybe time to resurect it :
    2 points
  16. Good Morning, after playing this game for a few days, I thought that Roads and Paths would be a great addition. Road and Paths, (Stone, Dirt, etc.) could boost ground units and carriages, especially between allies. It would also look nicer, to have a town with some pathing, instead of just grass or dirt. As an alternative, it could also be done with a painting tool that would allow us to just paint roads and paths, that would not have a gameplay advantage, besides looking nice. Thank you in Advance Imran (I hope it was okay to turn this into a separate Topic-Post, I unfortunately missed the suggestion-topicbefore doing this one, my apologees)
    1 point
  17. Agree except for capturing gates.
    1 point
  18. With the proper feets rendered i can now see how to animate properly the leg position, also for more "smoothness" is recomennded to have a small transition from idle to walk, so it may be similar to walk position early frames, to have less visual impact at the transition, but will use your green screen video to adjust the idle and then we could be much closer to review to add for A29.
    1 point
  19. I think it's a good thing that siege units are required to break walls. In fact, I support making building capture more difficult. The same applies to towers, which are currently too easy to capture—especially due to formation capture behavior, where an absurd number of units can overlap, allowing buildings to be captured in a very small space at an excessively fast rate. Building capture itself is not a flaw; it just needs refinement. It’s one of the game’s original mechanics, and we should stop trying to homogenize the game with others. Instead, polishing its unique aspects will make 0 A.D. even more distinctive. Yes, turtling is a valid playstyle (albeit a boring and somewhat lame one), and it’s already viable—you just have to execute it properly. I also think that making capture more difficult would make it even more effective. However, making walls cheaper and faster to build would only encourage this dynamic, which, while valid, would significantly harm multiplayer matches. It also depends heavily on the map. On closed maps with chokepoints and natural boundaries, turtling is already quite effective. On Ambush Nomad, for example, when playing with Wonder victory, turtling is very common and effective. So I don’t think it’s impossible—I just wouldn’t encourage it.
    1 point
  20. Because upgrades are susceptible to change the proprieties of the production queue etc. So it is only supported to upgrade an entity that has an empty queue be right now, else bad things could happen. I project to make a mitigation for this and allow for upgrades to be queued regardless but not sure how this will go.
    1 point
  21. Isn't all other meat just a giant steak when carried?
    1 point
  22. I do agree though, that palisades are under used. I mean, historically most civilizations would probably build a palisade around their settlements, especially if they know there is an enemy near by. Lowering the time to construct them (they’re just stakes in the ground bro) and maybe adjusting their cost would make them much more useful. Maybe also adjusting their life and resistance so that it reflects their material and use case would also be helpful.
    1 point
  23. I just want it to be viable. I found the knock out drag out siege wars of AOE2 back in the day pretty fun.
    1 point
  24. You can't boost walls too much or you will encourage turtling playstyle, which kinda suck for multiplayer. Also, roads might be a good feature for a mod focused on city builder or a more economic, design city gameplay. For and RTS i think is a bit too much
    1 point
  25. true, sculpting isn't worth the time. Sometimes there are nice CC0 models from museums on sketchfab though: https://sketchfab.com/search?category=animals-pets&features=downloadable&licenses=7c23a1ba438d4306920229c12afcb5f9&type=models
    1 point
  26. It's the wonder of the Anglo-Saxons, Church of Brixworth https://en.wikipedia.org/wiki/All_Saints'_Church,_Brixworth https://wildfiregames.com/forum/topic/22783-1000-anglo-saxons-all-saints-church-brixworth-wonder/#comment-336603
    1 point
  27. I made an excel with all units For me is not because "it is difficult," but civs like Athenians or Spartans even they are really strong, cavalry is faster.
    1 point
  28. I'm with @wowgetoffyourcellphone on this one. I find the current tooltips show way too much information. Along time ago I even locally made some mockups revamping them, but I'm afraid those have been lost to time. In fact, I thought about using bars to visualize numbers like attack damage and resource gathering speed, which is still an idea I like. It would be cool to work on this, but for me it's a matter of time, I have so many things I'd love to implement, but they take time and I can't work on too many things at once. I genuinely hope, though, that I'll get to it eventually and I'd also be happy to review PRs for it. @wowgetoffyourcellphone, same for your viewer mockup. https://gitea.wildfiregames.com/0ad/0ad/issues/6860 (I personally prefer icons, by the way, and it would also be nice to add an option to choose between reduced vs extended tooltips)
    1 point
  29. You can blame me This is actually not a mistake, it was a deliberare decision, which I was involved in. See the discussion in https://gitea.wildfiregames.com/0ad/0ad/pulls/8062 The idea was to make the civilians' names more interesting, to change them up a bit for some civs and add historical flavor; most of the lower-class civilians in the Han dynasty were indeed farmers, and after all, the unit is best at working on fields. I was aware at the time already that this idea was not without its flaws and that someone would bring it up eventually. But I still stand by the decision, I think it's a good opportunity to reflect and teach what kind of people actually formed the lower societal class in those civilisations; and for me personally, that outweighs the oddities. And if you really need one to pick on, then please the "Carthaginian Artisan"...
    1 point
  30. Until you denied I didn't think you were specifically to blame; but now...
    1 point
  31. Agreed. It's not necessary, just nice.
    1 point
  32. Run looks good. I think when animals walk though their legs get fully extended.
    1 point
  33. WIP: Armature Redone. Easier to handle. armature name: bison_... please correct me if another quadruped has the same name cause will break the game.
    1 point
  34. This version is simply the old mod with very few changes, however, in this process I saw several points that could be altered. 1 - Focus on the end of the Bronze Age (Assyrian Empire, New Egyptian Empire); 2 - Exclude the ArkGreek models (generic and uninteresting), and instead develop Minoan and Mycenaean civilizations from the models we already have (I created a Minoan spearman, it was pretty cool); 3 - Includes art for the Jewish civilization (but I will validate if I can use it), however I will be careful not to fall into certain exaggerated content. 4 - I used existing Bkg civilizations, I can create new unique ones for each civilization. 5 - A Nubian kingdom would be interesting and easy to create, in this category a Phoenician kingdom would also be. 6 - I know there are several interesting civilizations to include, but I want to be realistic in this regard. NOTE: Any help is welcome (especially art and code).For those who don't yet have experience in mod development, but are willing to learn, I can help by teaching what little I know.
    1 point
  35. While I search for the last errors, I'll leave this unit as an incentive for the Minoans.
    1 point
  36. My mood is THROUGH THE MOONNN
    1 point
  37. This one is not new, but I saw it somewhere and thought @Seleucids might like that. Would you agree that it's not that easy to predict what anyone would consider funny? Do you ever actually laugh when watching funny images? Best I can really do nowadays is smile, but that doesn't mean I wouldn't appreciate good attempts at humor. Perhaps it's hard to come across something conceptually new and original as you get older. I thought I'd add a little more context for the non-technical people to better understand the joke, but it's a really big spoiler:
    1 point
×
×
  • Create New...