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Showing content with the highest reputation on 2017-11-18 in all areas

  1. Alekusu, Anavultus, ChaffCommander for an excellent start with OP players/commenters. Heyyy, the excellent 0 A.D. merchant warrior and commenter is back This time plays Mauryans in a 3x2v2 with a nice cav OP strat' ValihrAnt eventually shared another, FFA x4 that begins nicely. One of merchant's neighbours just can't stand having let his worker die tries to get revenge
    2 points
  2. @LordGood @wowgetoffyourcellphone @wackyserious Here are all the files, ready to use. To see the new helmets in atlas go to actors (all) and type helmets (Illyrian hasn't been remade yet) All helmets are made to be on the head prop point, if you need to be able to put it on the helmet prop point, I can try, but I'm not sure how much I should tweak them. If you feel like editing some textures, go ahead. Notice the improved armor texture, I'll commit it sooner or later. new_helmets.7z
    1 point
  3. Enjoyed this game while playing, but I noticed a serious thing that affects later gameplay (I like to play for longer periods, not just rush for victory), or early gameplay if I start with lots of resources (3k or 50k). Wherever I played, at some point I got attacked by a mass of battering rams (if enemies could make them). 10 of these can wreck a massive, carefully constructed 3-layer stone wall in less than a minute or 2 and I end up with couple of holes in that wall with enemies pouring in. I do like the current battering rams, they are like tanks on the battlefield (although they historically weren't used that way I still like them), but I think you should limit the maximum number of these to 2 or 3. Maybe also make them more vulnerable to file damage from ballistas. Also another suggestion would be to make enemies build more wooden walls. So far I haven't seen a wooden wall on the enemy side. They usually make a stone wall if they have resources and only for main base. When they make extension to the main base, they don't fortify it at all.
    1 point
  4. Would be cool to make a cinematic video with that song displaying the gauls raiding some random tribe, specially when it starts the first "Fimbulthulur Fjoelnir...."
    1 point
  5. You can tell from the logo in the background that these barbarians must be big fans of 0 A.D..
    1 point
  6. This could be another champion unit
    1 point
  7. Just not building easily CC too far from your main borders if the gameplay can’t be changed. Well it’s just a game...that whatever strategy is available use it. In most wars that I’ve known armies battle they won, they conquer, they raze the city but never heard they build CC close to the enemy and very far from the main CC. When Civs have alliance were there Civs allowed by ally to build a CC near them during those times? IDK.
    1 point
  8. There are some funny bugs. I recall placing a tower or barracks near an allied civic center does the job. (One can reach into that territory by building buildings towards the territory consecutively).
    1 point
  9. hmmm, not sure, I will try it again and save the replay. Usually the AI destroys my buildings, how do they actually capture them?
    1 point
  10. May it be the ally captured your storehouse?
    1 point
  11. Part 2, hitting cranial implant repositories Summer 2027.
    1 point
  12. There is a difference between low FPS and 'simulation lag'. While too many units and a too big mapsize worsens the performance both in the simulation and rendering, it's also possible to have a crappy framerate even if the simulation runs smoothly. FPS is certainly getting worse with every tree and unit added to the screen. So you gotta resort to reducing the graphics settings and limiting the mapsize + population anyhow as Stan recommended. (There is also an FPS limiter in the options in case you want to get above 60 fps)
    1 point
  13. Each client does as well as a check make sure all the clients have the same data the lag you see is mostly related to the pathfinder algorithm more units need more calculations it is being worked on as well as work on the render engine there is also the fact that we still really only use a single core of multi-core CPU's refactoring for multi-threading will be a very long and difficult task. Enjoy the Choice
    1 point
  14. This would be fun. Probably would make the AI easier, but would still be fun. I wish we could have different AI personalities like AoE3. In AoE3 different civilization rulers (AI personalities) would have different play styles. I never really noticed much difference though. I wish we could choose a mode for the AI like aggressive, balanced, defensive, etc. and have the AI take on that role. A defensive one would tend to build walls often and be less likely to attack (would play like a turtle).
    1 point
  15. @LordGood Thoughts ? I believe the props in this building will make @Skhorn happy. Me on the other side...
    1 point
  16. Oooh, cheers very much for posting my video here! I was going to say hello to all the 0AD community again now that I'm getting back into it with Alpha22, but I suppose this is as good as anything! I look forward to doing a whole load of games for you guys here & getting them on youtube. Soon enough I'll also be setting up my twitch stream for when I get back into the multiplayer. So keep an eye out! Well done to all the devs for their work on the new alpha, the more I check it out and play games, the better it gets! It's awesome, really. ^^
    1 point
  17. Sadly the problem is not your computer it's the game. You could try to play on smaller maps on lower population cap.
    1 point
  18. So the best method of surviving is Military Units > Military Buildings
    1 point
  19. LOL they got out of sync and continued anyway. I think one of them may have had the Git version of the mod and the other the A22 version or something like that because they kept OOSing at turn 80. Anyway, they played for almost 2 hours and found out at the end that they were completely out of sync.
    1 point
  20. I still believe that the player who lost just plain blundered.
    1 point
  21. I find that Tutorials are more difficult to make, while Commentaries are more difficult to upload.
    1 point
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