Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2026-08-04 in all areas

  1. https://www.moddb.com/mods/maori-0-ad/downloads/maori-0-ad-v110 This is my first 0AD mod and was originally part of a uni project. It adds new techs, buildings, and units to the game like the Pa or Waka. I would be keen to do some future updates to it, so any feedback is definitely appreciated!
    9 points
  2. I really do not suggest applying this idea. Modifying unit speed according to their health just implements a huge amount of gameplay inconsistency. It is important that units respond to commands and behave as expected. I suppose there could be niche scenarios in mods where the ability to do this could be useful, or possibly for new unique units, but you have to ask yourself what benefit to gameplay this will realistically bring. To me, the idea is just not well motivated, it seems like throwing in some inconsistency for no reason at all. On the realism argument, I have said this before, but making specific aspects so realistic while leaving other aspects of the game very unrealistic sends mixed signals about what kind of game this is. I think we would be better off just changing those units' base stats to begin with.
    2 points
  3. Yes, just add to the user.cfg the config: host.autosave.interval = "60" the value is set in seconds.
    2 points
  4. Copied from 'Closing Old Issues' thread in the 'Game Development & Technical Discussion' forum: As above-mentioned Issue was closed by @ShadowOfHassen and reopened by @Itms with a 'Needs Design input' label attached to it, I think I like to hear - from all of you - your thoughts. Copy of the Comments from the Issue tracker @sanderd17 commented 13 years ago: @wraitii commented 13 years ago: @Palaxin commented 11 years ago: Personal opinion I like the idea of Speed connected to Health, maybe by 25% steps of Units Health.
    1 point
  5. Unpaid cursor dev, this seems a very disrespectful title. better call them volunteer cursor devs.
    1 point
  6. In general, I have a bad feeling about this feature if applied globally. This depreciates formations even more (not that I'm a fan of it) as all will be as slow as the slowest unit. At first thought I could see this for fanatics or camp cav. Or with a general speed floor of the speed of infantry. So infantry won't be affected at all. But on second thought, if you think about the micro battle with a few cavalry at the start, this depreciates retreating. Since when you retreat, you know the few wounded will fall behind and fall prey of the remaining army. I think this will be the biggest effect. That on all spots loose single soldiers can get taken out easy. I also don't think more incentives for healers should be implemented. The ranking and cost saving is already incentive enough. They are a complementary unit for when the game play allows it. But not a necessity.
    1 point
  7. I’m seeing this in a few ways. For the sake of linguistics, I’m just going to presume that this is going implemented. Adding this will make retreating much more costly, meaning that faster units will become even more valuable (because they can retreat faster). Healers will be much more useful, rather than a side unit thats only useful in massive numbers. If this is applied to hunting, it will kind of make hunting overly easy (I have problems with the hunting system in general, but thats another topic) Some units should be immune, such as heroes, siege machines, some champions (Naked Fanatics would make sense lol) This will 100% increase snowballing further, since the more injured an army becomes, the less effective they are at combat, which makes them get injured faster, etc. I don’t think this should effect attack speed; if the idea is to show that wounded units can’t walk as fast because of they’re injuries, then how can they swing a sword at all; also, on the balance side, this just further increases snowballing, which is a major problem. Finally, just a simple request if this is actually implemented: PLEASE make this an optional component rather than a required one, modding is hard enough without going through hundreds of template files to add this to them.
    1 point
  8. Been a while since I did my Judeans concept. Been very busy looking for other civilizations that could be fun for the game, and after 5 months, I finally got something. From their lonely but fertile island that which gave them their name, the Sardinians are believed to have been the descendants of the dreaded Sherden sea peoples roughly a millennia before the Punic Wars. Sardinians were well known for, among other things: their foreboding Nuraghe towers, their love for fighting matches, and their expertise at sea. Although initially hostile to Carthage, the Sardinians became one of their most trusted allies against Rome. This did not last for long, however, as Rome conquered Sardinia during the First Punic War. Their last gasp was an unsuccessful rebellion in 215 BC. Like my Judeans concept, The Sardinians are defensive focused, but depending on the map they can either be good for booming or turtling. Their team bonus, People of the Sea, removes the population requirement of fishing ships and arrow ships. Sardinians lack any good civ bonuses but make up for it with their techs. Obscure Legacy, giving all of their military units a bonus against heroes, but cannot train heroes of their own. Their second and more fun trait is Nuragic Civilization: All arrow tower techs are researched at the start of the game. The Sardinians have a lot of unique technologies, and can lead to some fun combinations. Harpoons (fleet) further improves the gather rate of fishing ships by 1/second, and allow arrow ships to slow down other ships. Harpoons (army) allow javelin men to slow down units by 10 walk and running speed (does not affect siege units). Ritualistic wrestling allows CCs and defensive buildings (except walls) the ability to improve the experience of soldiers in them, similar to a barracks or stables. And finally, Sherden Tactics allow melee infantry to "scare" enemy units, reducing their attack by 20% for 5 seconds. This does not stack. The Sardinians were best known for their Nuraghe Towers, which modern archaeologists have discovered 7,000 in Sardinia alone. Nuraghe towers are the Sardinian's signature building, replacing the fortress and are ofc able to improve the exp of units that are garrisoned in them. Nuraghe towers are also a territory root, and can be built in neutral territory. Their other unique building is the fighting pit. The fighting pit, despite their unique appearance and name, have the same function of a theatre, without being a theatre. They have 5 population houses only. The Sardinians have an unremarkable unit roster, with a slight emphasis on ranged troops. Village phase units are a spearman, skirmisher infantry, and a sword cavalry. Their Town Phase is a sword infantry, archer, and slinger. Their Champions are a sword infantry and an archer infantry that can set units on fire, similar to the Iberian skirmish cavalry champion. Their only siege equipment is a ram. Their only warship is an arrow ship.
    1 point
  9. Hi guy me and my friend was trying 0.A.D over network (LAN) but we run out some problems due to losing connection from clients(poor wifi signal from one of the clients). ChatGPT suggested that if we save it we may restore and continue our gameplay without problem, but it is not easy to remember to keep saving just in case, then I asked GPT to create a mod to autosave and it did and it works very well and I would like to share. I don't know it already exists but GPT said there is not such native function. The default autosave time is 300s, but I changed mine to 60s and it doesn't freeze the game while saving. More instructions at github. https://github.com/tiekookeit/0ad_mod_autosave
    1 point
×
×
  • Create New...