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Showing content with the highest reputation on 2021-05-22 in all areas

  1. Obvious improvement.
    3 points
  2. Hi There are three individual embassies (iber,gaul,ital) in game. Would get better if there be big one embassy for all cart mercenaries (like in atlas)? its only a consideration. 300 wood - 300 stone - 300 metal ressource @borg- or @wraitii ? nice day
    2 points
  3. Here is a Pick of Carthage ( My favorite faction) and The Iberian and Greeks in the western Mediterranean. The Iberian are at the Top of the northern part of the Iberian Peninsula (modern Spain) .
    2 points
  4. Hi guys..just to let you know...that the project is on....I'm still working and experimenting with the powerful editor you guys made...LOVE IT!
    2 points
  5. One could also just tax traders with coin and let the player use that coin to buy resources at the market?
    2 points
  6. Hi Everyone, I am working on a map project with the Atlas editor for 8 players or against the AL. I named the Scenario 0 AD Empires at War, and this scenario cover the period of 300 BC to 250 AC, In the Mediterranean and Central Europe during those times.... The concept for this scenario is to put all players close to the Geo political situation of each of the main 9 civilizations of the Mediterranean and Central Europe during that period. For example... The Athenians start in Greece and have all the buildings including a wonder, so the Egyptians as well....but can they keep it??? Because they are surrounded by other civilizations that have some new advantages to take on both... Or you can play as the Gauls...in their case, they are surrounded by other hostiles tribes, and will have to defeat them all in order to expand, same for the Romans, who start with a strong army, but a little city in the center of the Italian Peninsula, and will have to deal with other Italian states in their borders before taking on everyone else... Those are just examples of the Geo political situation of those civilizations in the scenario. Each player will need to conquer a couple of Buffer states close to their National borders in order to expand and fight other players. I am looking for players with experience, so they can help me with suggestions and map testing... I am new at 0 AD...got the new 24 version of the game a few months ago, I already played a few games with the AL to learn the ropes... But it is the scenario editor what really got me hook , because of all the beautiful scenarios and art that can be created with it... I am a lover of Military History, and specially the classical age... And 0 Ad as game have become a dream come true for me... I love the game..... Here is a preview of the whole map for the scenario, I have been working on it for 3 weeks and is not ready yet... I am adding a lot of stuff, from relics and secret passages to fauna according to the different regions of the map ... The Map is a gigantic one by the way pack with small fauna details. Here is a panoramic picture of how is looking so far, all comments and suggestions are welcome... Thank you all for your time and attention.
    1 point
  7. THE GAULS! They where a Celtic warrior society, from Germanic and Dutch origin, The Gaul Player need to conquer at least one of the 3 Warrior Tribes surrounding him, in order to cross to the south. Where the other civilizations will be, probably warring at each other by the time he gets there.
    1 point
  8. Individual embassies sound more realistic because even in modern world you rarely get 2 embassies of 2 different nations in the same building. Another thing is if we only like Gaul mercenaries then we don't need access to the Italic or Iberian units. In that case I would build 3 Gaul embassies to maximise the rate of production, and that would be the most efficient as well.
    1 point
  9. In fact I mean the most common form of the zealots the sucarii. https://en.wikipedia.org/wiki/Sicarii
    1 point
  10. @ChronA I just tested it and it doesn't work for me. Damage dealt by archers is constant, and even if it rarely fails, it does sometimes (I only observed that on a gazelle though, on people it always lands for what I could see).
    1 point
  11. Hey, It's not in the game and it requires C++ changes. Adding navmeshes is a complex topic however and I'm not sure it can be done currently.
    1 point
  12. You already pointed this out to me on IRC, and I already pointed you to a diff that should fix it. Could you please test D3986 and report back? Do you have a replay for this? This has been in the game for some time already, albeit not showing the zeroes and on a less readable position. You could try to gather [sic] more people that dislike the feature, but as far as I know there are more in favour. An option to toggle would of course be nice to have. You're using a mod, I see? Is the crash reproducible?
    1 point
  13. Updated icon here. Also Macedonian barter nerf requested by weirdJokes https://github.com/Yekaterina999/Thorfinn-balancing-mod-new
    1 point
  14. yea in those 1400+ games, or what used to be worth 1400, there could be balanced teams as well. We loved balanced games because it seemed like either side could lose at a moments notice. In a24, balanced games often become endless, and at all times it seems like neither team can win. Usually these ones go for 45-50 minutes and then someone goes AFK.
    1 point
  15. Only half-kidding here, but could this be part of our marketing strategy? Choosing thematically relevant AAA titles in the game browser so that those fans may inadvertently click on and watch a 0 A.D. video?
    1 point
  16. Maybe it would help if the berries looked more like the harvest. Sketch:
    1 point
  17. This means we can have more intense 4v4 on giant with pop limit 300! I am already excited just imagining it! Who cared about good graphics when you can have performance?
    1 point
  18. Feel free to adapt the tutorials, make more. I'll see what we can do, but no promises AOM AOE 0 A.D.: Empire Ascendant
    1 point
  19. Good work on the map. I almost wish it could be bigger. Have an idea when we can try it?
    1 point
  20. For some time now I've been wanting to make a spec mod. Currently the 'chrome', 'dashboard' or whatever the overlay is named provides little insight to what the player is doing. This is true for both players and specs. This is the benchmark I'd use, notice the production pane on top-left as well, income rate besides resource amounts on mid bottom and military upgrades on its right: The first step would be to implement the production overlay, the icons should be easy to display, just run a query over all production facilities to return the units, their amounts and the researching technologies. Would also be disabled for players, just enabled for specs at first. Ultimate goal would be to replace all of the current overlay with a minimal one with more relevant information on display, and also an alternate version for players. One blocker I could see are queries and their calculation taking a lot of CPU on each tick due to inefficient model or something similar. Otherwise I don't think there should be too many blockers I made this thread to ask if anyone has any suggestions, insights or tips on how to perform it (e.g. code I can look at for reference), thanks!
    1 point
  21. Should be easy, look at @ffffffff fgod mod code, specially at the stats overlay and the statistic window where he added the techs list. As for performance try doing it the naive way and limit it every 1 sec or so, in the case of taking too much many ms try doing partial updates. I suspect the actual rendering of text changing all the time will be the most expensive part so take that into account too.
    1 point
  22. After SVN update: catapults are shooting snowballs
    0 points
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