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Showing content with the highest reputation on 2026-05-12 in all areas

  1. Well, Spartans don't have good cavalry. That is one of their main weaknesses, the other being poor siege. Every civilization/faction has its strengths and weaknesses. The fact is, you don't choose a playstyle and go with any faction. You choose a faction because you like its playstyle, units and its quirks.
    3 points
  2. https://www.moddb.com/mods/derphammer
    2 points
  3. This is my scouting mod, it is not complete yet, but if anybody want's to test it, that would be great! If you find any errors or have suggestions, please post them Version 1.3 -> 5/14/26 Fixed Roman scout cav portrait New tech: +15% pierce damage for scout cav or +15% vision range Command tent now has 4 garrison, with a heal rate; you can build 2 command tents Roman Army can works as a dropsite; they can only build 1 command tent Adds advanced scout cav for Romans: 130 health 12 damage, can build siege wall (now, normal scout cav can't), limit of 4, command tent increases limit by 4, tent increases by 1, normal scout cav promotes to advanced scout cav (Rome) scout cav can build palisade wall Scouting-1.3.zip Version 1.2 -> 5/14/26 Adds a vision range tech -> research from command tent Portraits and actors are updated Scouting-1.2.zip Version 1.1 -> 5/13/26 Adds command tent -> train healers and champions for some civs, population bonus of 7, train roman centurions, works as a dropsite, not Available till town phase Tent now has 5 population bonus Scout cav can build palisade wall, roman scout cav can build siege wall instead Scouting-1.1.zip Version 1.0 -> 5/12/26 Adds a scout cav that can build an outpost and scout tent. Scout cav have 25 resource capacity Tent -> train scout cav and jav infantry, if the civ has it Outpost upgrades -> lvl2 +10 vision range, lvl3 +10 vision range and shoots arrows Scouting-1.0.zip
    2 points
  4. Methinks it would be interesting if the AI mixed it up a bit and tried different mixes of units in its attacks more than it currently does. Perhaps we can add more personalities to the mix beyond Aggressive, Defensive, Balanced, which try specific types of units for different strategies or tactics.
    2 points
  5. The Britons adorned their bodies with either tattoos or body paint; it is highly likely that they covered their faces. The composition and color of these pigments are a matter of debate. They may have been blue, green, or red. The designs applied to the body are not known from historical accounts. I suggest using simple symbols inspired by those found on certain coins. The colors could match the player’s colors
    1 point
  6. i never written that. i clearly wrote that i wanted to stimulate active players to play 1v1, so their rating will be more accurate. losing rating of complete inactive is side effect not more, for example borg is 1st on ratings board, but he is not active, so move him from throne is not bad idea.. I wasn’t proposing a radical change to the rating system that many players are already used to. I suggested adding a small new feature alongside it.This isn’t a drastic change — it’s actually quite mild. In the first month, a player would lose only 4 Elo. I didnt catch ur arguments about some problem (whats the problem actually?). u operated with a lot of terms, but without solid idea, i understand only that my solution not matched with patterns u have ever seen. but it is not an argument. and btw my solution also kinda smooths out some of the unfair rating inflation from smurf accounts, where rating basically gets transferred between accs. the rating decay would partially offset points coming from accounts that just log in, dump rating, and then never play again just look how easily some high lvl smurf can get to 1700 elo. i can understand concerns about rating becoming too scarce, that’s why i said right away the formula is debatable. you could cap the max decay even lower than 300, like 150 elo for example. but obviously if a player hasn’t played for a month, their actual rating already isn’t the same as it was before
    1 point
  7. What do you think of this: if I capture someone else's vassal settlement, the units it spawned when it was their's, become mine
    1 point
  8. Ok that works I am fine with that... and if it's easier for you and we are working together time to time then I can switch it. Most of the help I get is just telling me how to rebalance things and then I decide if I want to do mixins, more templates etc. So for cav later today Ill go back to a CS spear cav and a Champ spear cav template. Then we need a shield mixin, could potentially be the same for both, whether its champ or cs. The only thing I look at sometimes is the numbers, I'm a little OCD I would rather the repeat time be 1000, 1250, 1500, 1750, 2000 than 1215 We then would need a 2 hand spear mixin? a lancer mixin and a cataphract mixin? How would you break down all the different civs we have? You can send a pm if its easier, and I/we invite you as a collaborator on the git. So we try and do this a little between mixins Hoplites vs regular spearman although they are both CS, just sets apart the equipment they would use, not really their training/professionalism. Sometimes we use a civ/team bonus to incorporate more of a professional force. We have lots of limits in our version. Sparitates are not one fo them though In fact spartiates and Periokois are what enable you to train more helots You cant really have 1000 helots and 2 spariates and 4 periokois We have done this a little agian through some of the ways mentioend above. You gotta a lot of good stuff here! I look forward to working with you more, I personally do better working with at least one other person rather than by myself, keeps me accountable. But I also could NEVER work for some big corporation/group where I'm just told what to do and have no real voice
    1 point
  9. What do you guys think is the best platform on which to build a mod's website? This is for a guy (me) with little website coding knowledge. I used to be big into making websites 20+ years ago, but none of those skills have been expanded since then (style sheets were the height of innovation, lol). So, maybe Squarespace? Wix? Anyone with any experience with hosts such as these? I'm looking to build a website for Delenda Est. A few years ago I started one on fandom.com, but deleted it after experiencing severe frustration with the platform's ads and limitations. So, something like Wix or Squarespace where I pay a small fee per month is fine. Even free is fine as long as they don't plaster ads everywhere.
    1 point
  10. I second this. Lance is generally used for weapons longer than spears. I would standardize as: spear for cavalry using with single hand and shield, lance for two-handed pike-like weapons such as kontos. Reg skirmisher vs javelineer, i would stick to javelineer as all the other units appear to be named after the weapons they use. Skirmisher is more of a role, one can skirmish with more weapons than only javelins.
    1 point
  11. Well, both. There are single-bit axes already in the public mod and other mods, you can use one of them.
    1 point
  12. "Mounted..." to me, indicates they dismount to fight.
    1 point
  13. German ladies look like they pulled an all-nighter at Berghain with those eye bags
    1 point
  14. Yeah i need to rebake the normal map but before need to smooth the Cheeck, seems like pointy.
    1 point
  15. Very nice idea for a website for the mod. You may have just inspired me to make one for Delenda Est. I originally was making one on fandom.com, but I got angry with the massive ads everywhere and frustrated with the limitations.
    1 point
  16. Mod file with the latest factions added as gauls/germ's missing briton's. and some scattered faces: Heads.7z
    1 point
  17. I was just checking the unit stats from discord and i am impressed by the level of detail. Looks like a lot of thought went into it. I would represent axes mainly as an armor-piercing weapon. I dont like hard counters. I would give it some crush damage. I think this is the direction you took already. The down-side is that these units would double as siege units. This is a problem of sorts. This makes some sense against wooden buildings, but not against stone buildings. What would be great is a way to differentiate wooden and stone buildings. Maybe give stone buildings a significantly higher crush resistance, and give actual siege engines a boost to crush damage to keep their attack against stone buildings comparable. Siege engines will be even more effective against wooden buildings but i think that is OK.
    1 point
  18. I have a full body to render to give normal and diffuse to bodie textures, just need to get a proper hand uv to render the hand's i did a whole body bake:
    1 point
  19. 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
  20. As said, none. Don't even bother, unless you have extreme excess food in the late game. In which case, there is no reason to improve the income, anyway. Your units can assume better positioning, especially ranged units. It reduces the empty walk time for archers to get into position. It also allows you to better micro the army. Otherwise, no other benefits and formations don't give bonuses in the base game. Walls can delay the AI, but they are not good against other players. There are some bugs that need to be fixed, mostly around wall snapping. Just practice and try to get familiar with the game. No shame in playing against Sandbox AI in your first matches.
    1 point
  21. This game does have a learning curve, don't give up! You could reduce the game speed to ease you into this difficulty. All I'm gonna say is AFAIK, personal opinion and not thoroughly calculated. None. The investment slows my progress and it's additional micro. (Sometimes I keep cattle in my corrals to produce a trickle of food, but I don't know if it's actually worth the effort.) The part not build. (Workers didn't start yet = full refund, deleting existing building = all is lost.) I hate formations with a passion so I wouldn't know. Not at all; only bartering from the players affect the prices. I believe the consensus is that walls largely aren't worth the effort. Melee cav?
    1 point
  22. 1 point
  23. I didn't even read your answer. Good day.
    1 point
  24. @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.
    1 point
  25. Dumping the latest update because i don't have time or motivation to work further on the mod currently and don't want it to go to waste before next game update. • update to A28 • Germans got the grapejuice balance overhaul • Fixed missing and wrong templates • Some animations were missing, fixed • Obstruction walls were selectable, they shouldn't be • Exclude slingers from the brazier buff • Rewrote the ammo system, should expect performance increase and less bugs • Rewrote the energy system, should expect performance increase and less bugs • rams don't get extra energy from garrisons anymore, they have their own standalone pool. Each garrisoned soldier adds to attack speed, damage and walkspeed as described in the "battering rams" aura tooltip. • new icons for: re-arm aura, brazier flaming projectiles aura • Units swap weapons much smoother now when out of ammo. Before, units would do the whole ranged attack animation until actually shooting to realise it's out of ammo, now they swap instantly after being out of ammo • civic center shoots no arrows by default, only when garrisoned, to motivate players to build actual defense structures like towers and fortresses • new tech at forge, upgrade stone towers and fortresses to shoot flaming arrows that apply burning • added 3x damage bonus to spearman cavalry against cavalry • Big promotion rework. Units get stronger buffs from promotion. Heroes and champions gain increased buffs from rankups. Some units can get to 10 ranks (just heroes for now), each rank gives a buff to certain stats like attack speed, melee attack damage, health increase, and more. Siege (including rams and siege towers) can also gain ranks now. In theory any "unit" can gain ranks now, including wildlife like crocodiles. After max rank a unit can still gain experience, and they will heal some health when the bar is full (and maybe different bonus in the future). • Improved tooltip for the rank icon (middle selection panel). Now reflects in realtime what current rank bonuses are. • Javelineers gain +1 max ammo per rank. Meaning Champions Rank Units will have 6 max ammo (was 3) and max rank Hero Javelineers 12 (e.g. Iber Hero Viriato). This is to give a little more motivation to create Javelineers as the complaint was they didnt have much ammo to roam with. • Iber Hero Variato has become a javelineer (again? pretty sure he already was at some point), and throws burning javs. He has 12 ammo at max rank. @Stan`@Itms can you sign the mod on mod.io when you have the time? Thanks. grapejuice_R13_A28.zipgrapejuice_R13_A28.pyromod
    1 point
  26. Good morning, I tried hosting a game on Migration with relics, however relics keep spawning on the player's island, thus giving a certain advantage for certain players and negating the incentives to go and fight on the main island. Is there a way to restrict the spawn area of relics so they all spawn on the main island ? ps : i might be on the wrong forum section, should i repost in map making subforums ?
    1 point
  27. These are massive changes. If these are proven stable, I wouldn't mind it in the base game at some point.
    1 point
  28. Do you have a github repo or something where I can download it?
    1 point
  29. Hello, the mod is now available on mod.io and through the mod downloader. In the future refrain from using 0ad>=0.28.0 as it causes issues (You cannot guarantee what will happen in the future)
    1 point
  30. Weird, works on my end. You have another mod enabled? Are you testing on the released version of the game or on the development version?
    1 point
  31. "However, artillery being captured, turned around in the heat of battle, and starting firing on the troops of its previous owners? Unlikely." That's probably right (can't remember any counterexample), but the same argument could be applied to ships, and that's going to be in the game now. It’s like proposing removing the building of towers because that didn’t happen while a battle was taking place meters away. It's all a representation of things, numbers and time are shrunk with respect to what in reality would have been, it seems to me that completely removing something that happened just because it didn’t happen in the same battle is the wrong call. Capture times would have kind of prevented turning things around in the heat of battle, and if not, a “use cooldown” could be implemented, one being able just to move the piece in the meantime. Edit: I think something like that was proposed for towers and fortresses, to avoid turning them around fast, although more from a gameplay perspective than a realistic one. For ships it would also make sense to have a use cooldown.
    1 point
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