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Showing content with the highest reputation on 2026-05-04 in Posts
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That "group" you're talking about is the group of people who actually work on the game in some shape or form. These discussions gave you Spartans and Kushites. Those who work on the issues you listed largely do not work on things like this. Everyone has their own skills and interests. My interest lies in presenting the game in an interesting and historically authentic way. My skillset supports those interests. I assure you, the ones who can address most of those issues have "wasted" no time on this. And a "personal hobby" it is, for everyone here. You seem to be gravely mistaken about the nature of this project, and your tone and lofty criticisms indicate a person with deep entitlement for others' time and efforts.8 points
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The current vanilla way (one word preferred): Achaemenids Sasanians Mauryas Guptas Han Other possibilities: Achaemenid Persians Sasanian Persians Maurya Indians Gupta Indians Han Chinese Persians (Achaemenids) Persians (Sasanians) Indians (Mauryas) Indians (Guptas) Chinese (Han) Cimbrian Germans Germans (Cimbri)3 points
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Changing the name is a great idea; honestly, I would prefer something like "Achaemenids (Persia)" as an educational approach.However, this should be extended to other civilians who are currently appointed by dynasties. My personal opinion is that everything depends on the approach being taken and following it.For example, I see that the vanilla version of 0AD follows a more focused approach to Civs, more specific periods, and with dynasties and historical facts boxed into that period.3 points
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You can make that work with an aura, yeah. Just make the object un-capturable (and unkillable), civved to Gaia, and then make the aura affect "Enemy" which is every player on the map. DE has something like this for Forest Groves: { "type": "range", "radius": 20, "affects": ["Unit"], "affectedPlayers": ["Enemy"], "modifications": [ {"value": "UnitMotion/WalkSpeed", "multiply": 0.67}, {"value": "Attack/Ranged/MaxRange", "multiply": 0.67}, {"value": "Vision/Range", "multiply": 0.67} ], "auraName": "Underbrush", "auraDescription": "Thick forest undergrowth reduces the speed, range, and vision of units traversing a Forest Grove by −33%.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png" }2 points
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Those who genuinely want to contribute ideas or discuss the game will come to the forum; otherwise, they simply don't care. I've been playing this game since 2018 and only joined the forum late last year. Since then, I've participated in several discussions related to the game, developed some things to improve it, although most haven't worked as intended since I'm not a programmer. However, I've used the knowledge and resources I've gathered to provide input to some capable developers. For me, the past few months have been more meaningful to the game than the previous years combined. So, if you have any specific ideas, create a topic and discuss them.2 points
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This is honestly one of the worst change ideas I’ve ever heard here. The only other one that comes close was removing the “woman” unit and replacing it with that weird unisex version. People still call it woman anyway. The same thing would happen here, don’t change something people are used to and that already works. If you really want it that badly, you can always recreate every historical detail on your own with a historical mod. There’s no need to constantly tamper with a game people are already comfortable with.2 points
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DE has a lot of features and mechanics like this "Civic space aura" that I find very interesting, and I like it more every day. Some of them I’d love to see in vanilla, or at least in a single-player or campaign context.1 point
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And roads. Roads indeed. Many roads. Foot paths, dirt trails, cart tracks, dirt roads, gravel roads, paved roads... We want all the roads.1 point
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It's possible, however the pathfinder will totally ignore slow zones, so you'll have to avoid them manually1 point
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Hoping I'm not going too offtopic... I didn’t notice different unit speeds on different kinds of terrains (for example over ice and snow). I guess the capability is there, but not yet implemented in scenarios? This would make a nice addition, to have soft chokepoints like mountain passes with snow, swamps, river crossings, etc.1 point
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I have to thank you for the whole "woman" thread, I found it hilarious. I was just disappointed that no one posted the Zoolander meme "but why male models?" Every time someone complains about not changing what already works (as if it would be the only possibility that works), "tampering" it with historical accuracy (as if it's not one of the stated priorities of the game), or ignoring those who don’t play competitively (as if they are not a majority vital for the growth of the game), remember, YOU can also just make your own "let's just leave it as it is right now forever and ever" mod :). But of course, I always enjoy these rants over a game whose development is, indeed, a hobby for many who try to combine their ideas to create something special. All the bugs you mention I'm sure will be sorted out in time, no need to dismiss all that is not that.1 point
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So, I've uploaded release 28 to mod.io: https://mod.io/g/0ad/m/theban-greeks#discussion Just waiting for approval! Luckily it's a very small mod (under 2mb). Here's the pyromod if you'd like to test it before it goes live on mod.io theban-greeks.pyromod Any suggestions on how to improve the mod? Keep in mind, it's a simple civ mod which adds to the base game and isn't intended to change the gameplay of the rest of the civs or change the meta (such as in Delenda Est).1 point
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UPDATE: 0.4.2 Fixes: Fixed an issue with Hero recruitment Added the Gerousia building for Hero recruitment in Sparta Changes to priorities and queues Resource Gathering: Optimization to improve gathering speed At the start of the game, cavalry is set to gather meat, support units to gather fruit, and infantry to gather wood. For infantry, priorities are wood, metal, and stone. If there is infantry on wood and support on stone or metal, they will swap places.1 point
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Indeed. And as a way to prevent the need for terrain computations and overlays and things like that, I added capturable Farmstead objects to skirmish maps, where farming is boosted by +50%.1 point
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Thats a better implementation, black and white 2 had fértile áreas were the food rate was improved if the área was green wich means pretty fértile and the amount of Grain produced is better, and near some structures like temples or military spaces was almost red/yellowish.1 point
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DE has implemented a "Civic Spaces" aura around the CC which reduces grain gathering by 50%.1 point
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There are several ways to make Hamippoi work. I opted to make them all 1 actor and unit. Other ways could be: Cavalry can train cheap melee footmen called "Hamippos." Either as a default feature or unlocked with a tech. A tech called "Hamippoi" which boosts cavalry. A "Hamippos" infantry unit with a strong aura benefiting cavalry. Mix and match any of the above. I went with the one unit option for this release. Next release I could try something else.1 point
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I've got to include this someone. Pretty friggin epic, honestly. Indeed. It's always been my thought that "darts" or "darters" meant javelins and javelinists/peltasts in these instances. I think the Kestros came a bit later, with the Macedonians, and would make for an interesting "special unit" for the Macedonians.1 point
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This map recreates historical Calabria — not the modern Italian region, but the ancient heel of the Italian peninsula, home to the Messapians and the Spartan colony of Taras (modern Taranto). Set between the Ionian and Adriatic seas, the terrain reflects the flat, sun-baked limestone plateau characteristic of the Salento, with open Mediterranean scrubland, scattered olive groves, and a coastline that made Taras one of the most prosperous trading ports of Magna Graecia. The map uses the Aegean biome, which fits the region's deep Greek cultural roots: by 400 BC, Calabria was thoroughly Hellenized, and Taras alone rivaled Athens in wealth and influence. To admins, please accept the new version of earth-maps mod. For players who want to play just now the new map, I append map files here (not the map preview) calabria.js calabria.json1 point
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I think the problem is the lack of a Male Civilian voice sound. RIght now, they have same voices as citizen-soldier and thats creates confusion1 point
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