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Showing content with the highest reputation on 2020-12-30 in all areas

  1. https://www.artstation.com/artwork/gJ8GoZ
    3 points
  2. The time has finally come! DerpHammer version 1.0 has been released over on ModDB: https://www.moddb.com/mods/derphammer
    3 points
  3. Hello everybody, I'm a long time follower, first time poster. First of all I have to thanks the developers for the continued amazing work! The game is not perfect yet, but it actually may be the one of its genre that gives most importance to real strategy in a multiplayer setting, which is an impressive achievement. I've been told that a new alpha is going to be relaesed and that rams are being reworked a little, but does this mean that they will only be unable to attack troops? Is there any other planned change? Honestly, the way rams work at now perplexes me a lot, and this is a feeling I share with my friends (we play team games together), so I wanted to ask if anybody else agrees with me here: at present stage, if one or more rams are attacking my place, and I only have spearmen and ranged units, I can do almost nothing to stop them. I can use slingers and women more or less effectively, but really, it makes no sense that spearmen are powerless. Is this a byproduct of hack/pierce/dunno mechanich, or is it a wanted feature? To me, it would make a lot more sense if any melee unit would be able to destroy or convert a ram easy, I also have in mind a reworking proposal that wouldn't need too much work, would make rams a lot more realistic, and would solve the problem without sacrificing gameplay balance, but first I wanted to know if you too see the problem.
    1 point
  4. ERROR: JavaScript error: gui/gamesetup/Pages/MapBrowserPage/GridBrowser.js line 1 redeclaration of let GridBrowser @gui/gamesetup/Pages/MapBrowserPage/GridBrowser.js:1:1 onPress@gui/pregame/MainMenuItems.js:64:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10 ERROR: JavaScript error: gui/gamesetup/Pages/MapBrowserPage/GridBrowserItem.js line 1 redeclaration of let GridBrowserItem @gui/gamesetup/Pages/MapBrowserPage/GridBrowserItem.js:1:1 onPress@gui/pregame/MainMenuItems.js:64:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10 ERROR: JavaScript error: gui/gamesetup/Pages/MapBrowserPage/MatchSort.js line 1 redeclaration of const MatchSort @gui/gamesetup/Pages/MapBrowserPage/MatchSort.js:1:1 onPress@gui/pregame/MainMenuItems.js:64:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10
    1 point
  5. More midweek 0AD fun! Naked Fanatics proved popular last week, so thought for the last video of 2020, why not feature them again!
    1 point
  6. We need 8-bit sound effects too then and only use 256 colours...
    1 point
  7. You're right! The tree obstructions were so small I thought they were passable. Lol They might as well have been.
    1 point
  8. Maybe an special unit fast but weak to infiltrate on the enemy base and torch it, like an "always running" citizen able to torch barracks, houses, civic centers, farmlands, stables, but not walls, towers and defensive buildings. if ability with cd were implemented. i thought on this because a reference drawing of an early ancient desertic civilization that was posted about a year ago.
    1 point
  9. Free Empire unit roster: - Peasant (worker) - Peasant Militia (spearman) - Peasant Archer (archer) - Halfling (scout) - Sword Soldier (swordsman) - Spear Soldier (spearman) - Mace Soldier (maceman) - Crossbowman (archer) - Marksman (rifleman) - Imperial General (hero) - Foot Knight (swordsman) - Imperial Guard (spearman) - Huntsman (archer) - War Hound (creature) - Imperial Cavalry (sword cavalry) - Imperial Knight (spear cavalry) - Gatling Gun (artillery) - Imperial Cannon (artillery) - Steam Tank (artillery) - War Wagon (chariot) - TODDY!!! (special character) With the move to custom skeletons the units won't have animations for a while. I'm also still using the vanilla models for horses, dogs and other animals because I haven't made my own ones yet.
    1 point
  10. @Alexandermb You forgot to add weight to all the masts :/ When enabling GPU skinning this happens... See the T in the sky ? That's the mast :/ Can you reexport them ? To test open %appdata%\0ad\config and in user.cfg add gpuskinning = "true"
    1 point
  11. Yup, I believe I did that too Some screenshots to describe my annoyances with Random maps. Here's Ardennes RM: there are easy-to-dropsite forests, with lots of wood. The micro is actually relatively limited here, it's nice, you can focus on other stuff. Here's the Sahel skirmish map. Though Sahel has limited wood, the Skirmish map offers natural areas for a dropsite. Here's, in contrast, the Sahel RM. It has no such area. Other examples or terrible RM generation: Hyrcanian shore is not supposed to have limited wood, but there are no good dropsite zones in this area: Finally Persian Highlands, which almost-gets-it-right-but-not-quite: IMO most RMs should be reworked so that trees are clumped a little more. It wouldn't really hurt aesthetics if done carefully, and it would increase playability a lot. Note that this problem is compounded by the need to have CCs for territory, since those are horribly slow and costly so they need to be worth it.
    1 point
  12. A thread is already there: Would be one of the better ideas for sure. realism .. lolz. Anyways, better focus on less gatherers in total with more spreading to avoid unit clumping. Should help quite a bit.
    1 point
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