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Showing content with the highest reputation on 2026-05-11 in Posts
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Is it me or something with normals (the face is more gray than I expect)?3 points
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Addition of civilization specified head's by following the current schema. Currently missing only iberian's By the meantime since im updating actor's i took the opportunity of adding the combat variant to each melee infantry to add more immersion to the battle's. Now the actor's will play ready variant animations while approaching an enemy if selected to attack directly or using the attack-move order. I would like to add in the UnitAI component the combat state if the entity has selected the Aggresive stance so it will make a visual difference. Head was generated using blender provided human free assets. Here some screenshots: Hellenic: Achae: Han: Maur: Celt: Kush: Cart/Ptol: Combat variant Showcase:2 points
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@AlexHerbert I assume you are referring to mass garrison of hoplites in barracks early-on so they promote to champions. This shouldn't be a problem in TGs because it's not very good against a standard minute 15 maxxed out attack. Some players might feel this offers them a shortcut but this is only helpful in for example Nomad matches. Normal hoplites esp. Athenian ones still have many possible counters like outplaying them with ranged (even archers) or making a 50/50 melee/ranged army with proper upgrades, champions or just making full melee-only of your own. Technically swordsmen should be stronger in hand-to-hand combat. In my personal opinion pikemen are actually much better when used in team with ranged units than hoplites. Honeslty I would just recommend making a normal army and fighting melee in front. I can see how champ spamming with the garrison might be a bit annoying and you might even compare it to Gaul fanatics. But in my opinion having such a 'secret' strategy is intriguing and that's exactly the kind of depth I like about 0ad. You still can make a big citizien-solider army and you will be fine but can be annoying.2 points
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I'm currently working on vassals, small randomly placed settlements on the map that will auto produce their own workers to gather resources in the area as well as a small patrolling army to gaurd their own territory. The player can capture these vassals in order to have them autonomously work for them. Vassals can provide income for their owners using their workers as well as add a basic level of defense for an area with their patroling army, after they have all their workers and a defending army, they will slowly build up a small army to attack your enemies with. I find it adds some really cool and valuable points on the map to take control of. While they wont be able to defeat your enemies on their own, coordinating your attacks with theirs can add a welcome boost to your own attacks. This also makes the maps feel alot more dynamic. Edit: 02/05/2026 Added latest version of the vassals mod. -Vassal units can be selected if you want to inspect them but they ignore all commands given to them by the player. -vassals once captured project the players influence around themselves. -vassals will produce villagers to gather resources for their owner. -vassals will produce patrol armies that protect their territory. -Once a vassals patrol armies get big enough, they will instead be used by the vassal to attack your enemies. Vassals will spawn randomly, but right now they will spawn in the same specific random place on every map type for testing purposes. Vassal produces units faster than in the final version for testing purposes. Edit: 02/05/2026 Added a new version with random and much better spawning of vassals around random maps. Edit: 02/05/2026 Last edit for today, improved vassal spawning so the game will try to spawn at least one per player. Also the game will try to make sure there is pathing to at least one other player before placing a vassal in an area. Edit: 09/05/2026 - Added several types of vassals that produce their own units. - Vassals now build structures, houses provide 1 pop to their owners, the vassal will produce a barracks in order to produce their own military units. - Improved villager ai, they should no longer sometimes move back and forth and will try to get a range of resources nearby. - Villagers can now hunt nearby animals. Edit: 10/05/2026 -Vassals now produce units much slower. -Fixed a bug where vassals would stop trying to build structures if they could not find a place to place a structure on their first try. Edit: 11/05/2026 -Impoved vassal spawning to make sure they now always spawn. Vassals Mod.7z1 point
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Britons only. Do you need anything to work on it? Well done! If I may make a comment, there must have been Gauls and Germans with long hair but no beards as well.1 point
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Hello friends, One question, out of the blue: i see an axe unit is more commonly used. I really appreciate the variety. However, i see the double axe is used as a weapon. I have not seen a historical reference of a double axe being used in warfare. Double axes are usually found used for religious or symbolism. I think it would be more historical to use single edged axes.1 point
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That is what I just said many times, that units do have a counter, but those players force you to play monotonous like him or lose... (I have never seen a Spartans player use stables, for example.) have you ever played @SaidRdz he can sometimes pull off all women, skirmishers, and skirm cavalry He doesnt bother with hoplites1 point
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Probably can do something with a few little triangles for non-helmet meshes and leave the plain version for helmet for performance.1 point
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That is what I just said many times, that units do have a counter, but those players force you to play monotonous like him or lose... (I have never seen a Spartans player use stables, for example.) But well, I have it already solved for me anyways. I just say it for people still don't know how to deal with this (like the ones in the overlay screenshot.) Finally, you are not obligated to play with those players Thanks everyone for your answers.1 point
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Seleucids have long ranged cavalry archers, but the AI doesn't train many of them. However, they do train a lot of infantry archer mercenaries. Best way to counter them is melee cavalry, yes. Make sure you flank the archers from a side where their spearmen and pikemen won't touch you.1 point
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Hi, @Satevis. Welcome to 0 A.D.! I'll try to answer some of your questions.: 1. What is the advantage, if any, of raising livestock in a Corral vs building more Fields? Economically, Fields are still generally more efficient than Corrals. However, Corrals have a harder-to-measure advantage: they allow you to replace some Civilians with Cavalry, since cavalry gathers food faster while also giving you defensive units in your base that can help protect against raids. In addition, you can garrison livestock inside Corrals and get a small constant food trickle. At competitive level, the standard is usually around 45 to 60 Civilians distributed across 9 to 12 Fields. A strategy that is becoming increasingly common is replacing around 20–25 of those Civilians with Cavalry. 3. How much better do my units perform given the different formations? The repositioning that @Deicide4u mentioned is key. An army deployed in a proper formation will have a much better chance of winning than a disorganized army attacking in a straight line or with ranged units (which are weaker) exposed on the front line. Units also run while repositioning, which gives you a mobility advantage that can be enormous if used correctly. In addition, units in formation can overlap slightly more. This allows melee units to attack enemies without needing to move around to find an empty spot. 4. How does the Trader unit affect prices on the Market? Traders are only used to establish trade routes between Markets. Every time a Trader reaches or leaves its destination, you receive some amount of the resource you selected. They are especially useful on maps where certain resources are scarce. 5. Are walls important for defensive play as Romans? Walls are not used very often because of their weakness and high cost. If used properly they can still help with defense, although many players consider them too weak at the moment. 6. How do I handle extremely long ranged archers (vs Seleucid?)? Spear cavalry is probably the best option. They are faster and have a damage multiplier against cavalry. Gaul Naked Fanatics are also an excellent option against all kinds of cavalry. As for struggling against the AI, I recommend watching this video. It explains the basics of economy management while also giving many valuable insights that can help you improve your gameplay. ValhirAnt is one of the best — if not the best — 0 A.D. players. I highly recommend watching many of his videos, from beginner guides on beating the AI to highly competitive 1v1 matches against top players.1 point
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Buenos días o tardes; -Hola @Genava55 estoy terminando las facciones africanas, pero no encuentro suficientes referencias sobre cirene ¿Podrías ayudarnos? -Para las unidades @Lopess y yo teníamos pensado : infantería ligera : (Reclutado en "C.C" y "Barracas") 1.Hoplita Cirenaico:--------------------------------(Hoplítēs Kyrēnaïkoí) 2.Peltasta Cirenaico:-------------------------------(Peltastēs Kyrēnaïkoí) (Reclutado en y "Barracas") 3.Hondero Cirenaico:------------------------------(Sphendonetēs Kyrēnaïkoí) 4.Espadachín Cirenaico:---------------------------(xiphophoros Kyrēnaïkoí) (Reclutado en "Galería de tiro") 2.Peltasta Cirenaico:--------------------------------(Peltastēs Kyrēnaïkoí) 3.Hondero Cirenaico:-------------------------------(Sphendonetēs Kyrēnaïkoí) infantería auxiliar: (Reclutados en "Estoa de Hermes y Hércules") 5.Mercenario adirmáquida:---------------------------(Misthophoros Libúē)Hacha/Garrote -Adyrmachidae (Una tribu libia-bereber) infantería campeona: (Reclutados en "Gimnasio"y" barracas") 6.Tureóforo cirenaico--------------------------------(Thureophoroi Kyrēnaïkoí ) (Reclutados en "Gimnasio") 7.Piquero cirenaico---------------------------------- (Agema Phalangitai Kyrēnaïkoí ) (Reclutados en "Salón de banquetes") 8.Aristócrata Cirenaico(arco)------------------------(Geomori Toxótēs Kyrēnaïkoí) 9.Guardia real hoplítica cirenaica-------------------(Basilikoi Epilektoi Hoplítēs Kyrēnaïkoí ) caballería ligera: (Reclutados en " Establo"y "C.C") 10.Jinete Escaramucero Cirenaico----------------------(Hippeus Peltastēs Kyrēnaïkoí) (Reclutados en " Establo") 11.Jinete lancero cirenaico-----------------------------(Hippeus Lonchophoroi Kyrēnaïkoí) infantería auxiliar: (Reclutados en "Estoa de Hermes y Hércules") 12.Auriga adirmáquida(arquero):---------------------(Hēníochos Libúē) carruage con 2 caballos -Adyrmachidae (Una tribu libia-bereber) caballería campeona (Reclutados en "Gimnasio"y "Establo") 13.Cuádriga cirenaica (arco)-----------------------(Kyrēnaïkoí Drepanèphoros)carruage de 4 caballos (Reclutados en "Salón de banquetes" ) 14.Escuadrón sagrado cirenaico(lanza)---------------(Kyrēnaïkoí Hiera Ile) 15.Escuadrón real cirenaico(venablo)----------------(Kyrēnaïkoí Ile Basilike) civiles (Reclutados en " C.C"y"casas") 16.mujer-----------------------------------------(Gýnē Kyrēnaïkoí) (Reclutados en "Mercado ") 17.mercader------------------------------------(Émporos) (Reclutados en " Templo") 18.sacerdote------------------------------------(Iatros) Unidades marítimas (Reclutados en "Puerto") 19.Pesquero ----------------------------------(Ploîon Halieutikón) 20.Mercante ----------------------------------(Ploîon Phortēgikón) 21.Birreme-------------------------------------(Dierēs) asedio (Reclutados en "Taller de asedio") 22.Ariete.---------------------------------------(Kriós) 23.Balista.--------------------------------------(Oxybeles) héroes: (Reclutados en"Magistratura" ) 24.Battus IV :----------------------------------( ) Βάττος ο Καλός 25.Magas:-------------------------------------( ) 26.Berenice II Euergetis :-------------------( ) Nombre para la IA: Reyes de Cirene (Battiad dynasty), 632–440 a.C 1. Battus IV 515–465 a.C 2. Arcesilaus IV 465–440 a.C 440 a.C-276 a.C primera República. (Políticos) 1. Tribón 323-322 a.C 2. Ofelas 322-308 a.C 322-313 a.C anexión egipcia. (faraón ) 1. Ptolomeo I Sóter, 322-313 a.C Reyes de Cirene , 276–246 a.C 1. Magas 276–250 BC 2. Berenice II (Queen) 258–246 a.C 3. Demetrius the Fair 250–249 a.C 249 a.C-246 a.C segunda República. (Políticos) 1. Ecdelos, 240 a. C. 2. Demófanes, 240 a. C. 3. Filemó, 205 - 204 a. C. Reyes de Cirene , 163–30 a.C 1. Ptolemy VIII Physcon 163–116 a.C 2. Nicóstrato el tirano 110 a.C 3. Ptolemy Apion 116–96 a.C Protectorado romano 95-30 a.C 1. Cleopatra Selene II (Queen) 34–30 a.C ¿Qué opina? Disculpen las molestias*1 point
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In my "Thoughts on the Spartans" thread I argued why they shouldn't be called "olympic". Historically, that position was more honorific than anything. Still, comparing individual units is a complicated thing to do, particularly those having to work in a phalanx, so I was mostly thinking after the introduction of Epaminondas’ “oblique order”. It is not that clear to me that the Sacred Band should be weaker than Spartiates, seems more a “300 fame” thing, although in their favor there’s the agoge system (so, for the sake of gameplay, could make some sense). But after all, the Sacred Band went undefeated until they were obliterated while refusing to surrender against the Macedonians. Regarding Sparta having a longer timeframe of dominance, this is just a few years, and hegemony was not always complete for anyone, so hard to compare under that argument (and could be argued that Athenian hegemony was even longer).1 point
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Yeah, as I've said 100x already. Capture is a broken mechanic that allows things like these. If those hoplites had to damage your CC, their strategy would fail.1 point
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I don't know about Athenian hoplites, but OP hoplites is all that Sparta has, besides Skiritai. And it's historically accurate, however imbalanced that may seem. Maybe the Athenian elite promotion to champion is a bit too much.1 point
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It’s pretty obvious the guy who designed them was a 300 fanatic, drank way too much coffee mixed with Red Bull and, while screaming “this is Sparta”, made these unit stats in a complete frenzy.1 point
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Added a new version to the main post; - Added several types of vassals that produce their own units. - Vassals now build structures, houses provide 1 pop to their owners, the vassal will produce a barracks in order to produce their own military units. - Improved villager ai, they should no longer sometimes move back and forth and will try to get a range of resources nearby. - Villagers can now hunt nearby animals. Right now there is no ai until you capture it, but i plan on making a basic defensive army patrol around the settlement before it is captured by anyone. Dont worry, it will be fairly easy to capture vassals I would also like to add a new civ that specializes in vassals and autonomous units.1 point
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New updates with help in finalizing art in Blender by @Alisson Fabrini . The mod is becoming increasingly complete and closer to an alpha version. Please note, if you see any civilization present in it but feel something is wrong, contact me and we can research improvements together! Thank you very much @Eilat! The Vietnamese are much better off now with your help.1 point
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darn AI, I love it as much as I hate it lolIt was supposed to be a Portuguese creature; I got the reference from @Duileoga. And yes, it has the skin of a feline from the Iberian Peninsula.1 point
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