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  1. Fine... Fine... We could add a lot more depth, if you ask me.
    4 points
  2. In addition to the other things stated. I have to admit I like the way how they are limited in the Delenda Est mod. I remember playing with the Epirotes at A25 last time. Population restriction: It requires to build a fortress to get space enough for training 5 Elephants. Additional; There should be an upper limit to the number of elephants you can train. Maybe 15 per civic center (or another digit multiple of 5 closer to this number). (This would include Elephant heroes too). (This number could be different for each civilization (up to 25 for Mauryans)). In the case of Seleucids and Ptolemies; building a military colony would also increase your room for training Elephants by 5. But this wouldn't interfere with the maximum number of possible Elephants strictly determined by the number of civic centers you have built. Or, if you prefer, it could additionally increase the maximum number just by 5. (Not as much as a civic center). (This would make military colonies to be a mix both of fortresses and civic centers, at least when it comes to Elephants mechanics). (This could be applied to Mauryan palaces too). Training time: Since Elephants have a lifespan similar to humans and it takes them like 15 years to reach adulthood. (It's like 5 years for horses). They should increase their training time too. Something from 45 secs to 60 secs. (without bonuses). (Let's ignore that it takes 20 years for humans to reach adulthood aswell). And of course, the main reason why this topic was created: Elephants still need to be less effective than artillery and siege weapons... (Right now, if you play with a civilization that has Elephants, you basically have no reason to build any siege weapon). Maybe make them slower and less harmful (at least against buildings and walls) in each of their attacks?
    3 points
  3. (As of https://code.wildfiregames.com/rP25958 one can also push an item to the front of the production queue. E.g. you're phasing but are rushed and need some units NOW, just use the hotkey and add them, which pauses the phasing.)
    2 points
  4. I suppose it was easier to do than having each prop change like games such as Age of Mythology which have both.
    2 points
  5. this is looking like the most interesting civ so far! Key takeways (to me): - Reward of high risk strategies (let's see how it translates in the game, but is an interesting indicator of how the civilization has been set) - the "Khan". Very interesting, brings some special bonuses like a hero, but is still a common unit - "Yam network" tech to improve speed in your area: that's something been discussed for the Romans in 0ad and I find the concept really interesting in my opinion!
    2 points
  6. Pre-holiday treat, I can go away knowing you've got a double bill of games to watch
    2 points
  7. for Batavians: Gaius Julius Civilis: was the leader of the Batavian rebellion against the Romans in 69 AD. https://en.wikipedia.org/wiki/Gaius_Julius_Civilis for Alemanni*: Gibuld: the last known king of the Alamanni before the defeat of the Alamanni at the battle of Tolbiac in 496. https://en.wikipedia.org/wiki/Gibuld *** "Walafrid Strabo in the 9th century remarked, in discussing the people of Switzerland and the surrounding regions, that only foreigners called them the Alemanni, but that they gave themselves the name of Suebi." * from: https://en.wikipedia.org/wiki/Alemanni
    2 points
  8. When designing civs (or redesigning them), I think the focus should not just be on balance, but to make each civ "Favorite Worthy." What I mean is, each civ should have aspects that make it unique, fun, and cool enough to make stand out and make it worthy of vying for the community's "favorite" civ. In a "tier list" ideally it should be a struggle to decide which civ should be knocked down to a 'C'. They should all be clustered at B, A, and S. Some ideas: General Remove champion "unlock" techs and move them back to Fortress unless otherwise stated. Move Heroes to Civic Center unless otherwise stated. All Citizen-Soldiers types in every civ have Rank Promotion technologies up to Advanced. Exceptions 1 type of Citizen-Soldier per civ will have an additional promotion tech up to Elite. 1 type of Citizen-Soldier per civ will have no promotion techs. Unless otherwise stated, all civs retain their current bonuses and technologies. Athenians Retool the "Delian League" team bonus. All allies can train the Delian Marine from their Dock. -20% build time for all Ships and Boats. -20% research time for all Dock Technologies. "Painted Stoa" structure (build limit: 1), which grants the "Greek Architecture" aura (Buildings +20% health). Remove the "Greek Architecture" bonus from all other Greek civs. Heroes trained instantly at the Prytaneion (not Civic Center). Gymnaseion Replaces the Barracks Larger footprint and +20% greater health. Slightly more expensive. Trains "Hoplite" Citizen-Infantry and Champion Infantry "City Guard." Archery Range available to train Athenian Militia Slinger, Cretan Mercenary Archer, and Thracian Peltast. "Scythian Archer" Champion Infantry trained at the Fortress. Britons Chariots Available from Town Phase, after researching unlocking tech. When "killed", the Javelineer rider jumps off and continues to battle (until he too is killed) Slightly underpowered in Town Phase, but has a City Phase upgrade "Reinforced Undercarriage" which makes them extra stronk. Add Infantry Swordsman to the citizen soldier roster, available in Town Phase. Reimplement the Population Bonus special for their buildings, but at +1 population, instead of the old +2. Carthaginians Embassies "unlock" ethnic mercenaries at the Barracks, Stable, and Range. War Elephants have a "Tower" upgrade, which adds a Howdah prop to them. Cothon Shipyard shoots arrows. A fourth hero can be "Xanthippus of Sparta", who specifically boosts mercenaries. A 3rd champion, available at the Fortress: "Veteran African Infantry", a champion swordsman with a mix of Carthaginian and Roman equipment. "Sacred Band" champions still trained at the Temple. Gauls Give them a cheap Infantry Archer, "Gallic Hunter," available in Town Phase. Add Infantry Swordsman to the citizen soldier roster, available in Village Phase. Carnyx Trumpeter should have a "Horn Blow" special ability that temporarily improves attack of nearby Gallic troops. This is automatically done every 2 minutes in battle, but can be manually activated by the player every 1 minute. Iberians Keep the free starting walls, but remove the free gates (just have openings; the player can close them with fresh walls and gates if they wish). Allow the Monument to be built anywhere, even in enemy territory. "Burning Pitch" technology allows players to toggle javelin-throwing units between regular (anti-infantry) and burning (anti-structure) javelins. "Horse Country" tech at the Corral, for another -10% cavalry training time. Champion Infantry and Champion Cavalry can swap between Sword and Javelin. Kushites Give them a free Sanga Cattle at the start of the match. A new "Extensive Husbandry" tech at the Corral makes training animals faster. "Iron Smelting" tech makes Forges and Forge Technologies a lot cheaper and faster. "Iron Exports" makes bartering for Metal at the Market more profitable. Macedonians Barracks New "Royal Barracks" upgrade for individual Barracks in the City Phase. +50% Health to the upgraded Barracks. Can train Elite Phalangites and Champion Hypaspists. Stables New "Royal Stables" upgrade for individual Stables in City Phase. +50% Health to the upgraded Stable. Can train Elite Thessalian Cavalry and Champion Companion Cavalry. A 4th hero "General Craterus" boosts Phalangites specifically. "Naval Arms Race" technology unlocks the "Hexeres" heavy warship for the Macedonians. Mauryas Remove Population Cap civ bonus, but... Citizen-Infantry. Bonus: 0.5 population cost Bonus: -50% train time Bonus: -25% resource cost Penalty: -50% gathering rate Penalty: -50% health Penalty: -25% attack Worker Elephant can construct buildings again. Maiden Guards can swap from bow to sword. Mauryas receive a free Palace at the beginning of the match. The hero Chanakya can be trained in tandem with the other heroes (he doesn't count toward the "hero" training limit) 4th Maurya hero "Bindusara." Persians Keep Population Cap civ bonus. Organic units start out with -15% health and -10% train time. Receive a free "Yakchal" Ice House at the start of the match for a +5% health bonus to units. Build up to 4 more Ice Houses for additional +5% health boosts for each one built. They get more expensive for each one built. Ptolemies "Syncretism" special technology in Town Phase. Allows Priests the ability to build the "Isis Statue" and "Serapis Statue." Isis Statue Short-range Aura: Nearby Gatherers +20% gather rates Serapis Statue Long-range Aura: Nearby Units +10% health "Lighthouse of Alexandria" is a 2nd Wonder Player can still only choose to build 1 Wonder, but the Lighthouse can be built on the shore and gives a large vision range. "Temple of Edfu" would be the option to build on a non-water map. Romans An extra big House available in City Phase called the Insula ("Tenement Building") Population Bonus: 20 (plus house pop techs) Triarius trained at Elite rank (no promotion techs necessary). 2nd Team Bonus "Socii Allies" Allied Soldiers +10% attack within range of a Roman Civic Center or Army Camp. Seleucids Very much the same as they are now, except... Given back their Library. Spartans Team bonus now applies to all Melee Infantry (not just Spear Infantry). "Sysition" replaces the Barracks. "Hoplite" Citizen-Soldier, Champion Infantry "Spartiates," and Spartan Heroes all trained here. The "Helot Practice Range" Archery Range class building Trains Helot Skirmisher and Helot Slinger "Helot Emancipation" technology unlocks the ability for Helot units to upgrade individually to Light Hoplites. New "Helot" support units Cannot construct buildings, but... +25% resource gathering ability over Female Citizens. Can be captured by other players
    1 point
  9. I've seen quite some videos on A25 already and what I noticed is that (not very suprising) no-one uses the new ability to push an order to the front of the order queue, hence I thought I'd make a forum post about it. Since https://trac.wildfiregames.com/changeset/25020 it is possible to push an order to the front of the order queue for a unit. We all know how to use (by default) <Shift> to queue an order to be executed later. However, one can also set a hotkey to let a unit execute an order NOW and then continue with the previously set orders. An example: You are gathering wood with a few ladies, but are close to getting housed. You could select the ladies, task them to construct a house and <Shift>-click them back on wood thereafter. Or you could select the ladies and task them to construct a house while they automatically go back to chopping wood. That saves a whopping 50% of your clicks! (The name of the hotkey is "Push order in front" and it is not set by default.) For the people being curious about what happens when using both hotkeys: You can keep constucting houses but each is pushed to the front of the queue (so Push order in front takes precedence). Please tag anyone you know who could benefit from this. At least I know @ValihrAnt could.
    1 point
  10. Correct, "shallows." The water just needs to be deeper on that map though to prevent, weird, effects like Andy's screenshot.
    1 point
  11. On the archipelago map (nubia biome) we had some fishes on land
    1 point
  12. I guess it's a feature, not a bug. On other maps (like Flood for example) you can also build ports in waist-high water without a connection to dry land.
    1 point
  13. The dock does not appear to be attached to land. This was on the Schwarzwald map, with no mods enabled. commands.txt metadata.json
    1 point
  14. It appears that it was accidentally removed by me yesterday. It wasn't part of the 0ad distribution but part of the original Community Maps mod. So I re-added it and issued a new release of Community Maps 2 (0.25.3).
    1 point
  15. My main concern is how annoying it will be to fight mangudai when they are faster than most other units in the game and able to attack while moving while hitting 100% of their shots (each arrow is laser-guided). I feel this will lead to situations where the mangudai are always able to do damage and always able to avoid damage. I feel the projectile (even bombard cannon) 100% accuracy will make the game very shallow and eventually boring. Right now the "landmark victory" means all you need to do is snipe 4-5 buildings to win the game, even if your enemy is easily capable of beating you after the loss of those buildings.
    1 point
  16. It was last changed on 15/Jul/12 with changeset rP12117 by @quantumstate (Jonathan Waller ). No linked forum thread, you would need to search the forum/ trac manually. PS: He responds to trading questions on the 18/Jul/12 and 19/Jul/12.
    1 point
  17. 1 point
  18. This felt pretty easy honestly. Only "cheat": I paused at the beginning to have an immediate start and to check the woodlines and berries of my territory. I realized at the end of the game that I didn't set "teams locked", but the AI remained allies for the whole time and I didn't make alliances with them. I will try 1v6 too. 1v5.zip
    1 point
  19. I don't know when that filter was removed, but you'll need to make your own filter. The change you've made now ensures the wonder itself cannot garrison anything else. So you can keep the name of the filter (disableGarrisonHolder) but have to make that yourself (take a look at the "ungarrisonable" filter how to do that).
    1 point
  20. How about stone towers and fortresses becoming stone quarries when knocked out. They can then be mined or rebuilt at the same site with reduced stone requirements
    1 point
  21. Here the same with Iberians, but without your little cheat ; ) Playspeed 1x, later 2x Iberians1v5.zip
    1 point
  22. May I suggest a slight change to Line-of-sight aggression range in UnitAI.js? This helps reduce unit zerging and improves player control of his or her units: UnitAI.prototype.GetQueryRange = function(iid) { let ret = { "min": 0, "max": 0 }; let cmpVision = Engine.QueryInterface(this.entity, IID_Vision); if (!cmpVision) return ret; let visionRange = cmpVision.GetRange(); if (iid === IID_Vision) { ret.max = visionRange; return ret; } if (this.GetStance().respondStandGround) { let range = this.GetRange(iid); if (!range) return ret; ret.min = range.min; ret.max = Math.min(range.max, visionRange); } else if (this.GetStance().respondChase) ret.max = visionRange * 0.85; // << This has changed. else if (this.GetStance().respondHoldGround) { let range = this.GetRange(iid); if (!range) return ret; ret.max = Math.min(range.max + visionRange / 2, visionRange); } // We probably have stance 'passive' and we wouldn't have a range, // but as it is the default for healers we need to set it to something sane. else if (iid === IID_Heal) ret.max = visionRange; return ret; }; And then also, stop units from automatically zerging any dangerous animal within range: UnitAI.prototype.AttackEntitiesByPreference = function(ents) { if (!ents.length) return false; let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); if (!cmpAttack) return false; let attackfilter = function(e) { if (!cmpAttack.CanAttack(e)) return false; let cmpOwnership = Engine.QueryInterface(e, IID_Ownership); if (cmpOwnership && cmpOwnership.GetOwner() > 0) return true; let cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI); return cmpUnitAI && (!cmpUnitAI.IsAnimal()); // << This has changed. }; let entsByPreferences = {}; let preferences = []; let entsWithoutPref = []; for (let ent of ents) { if (!attackfilter(ent)) continue; let pref = cmpAttack.GetPreference(ent); if (pref === null || pref === undefined) entsWithoutPref.push(ent); else if (!entsByPreferences[pref]) { preferences.push(pref); entsByPreferences[pref] = [ent]; } else entsByPreferences[pref].push(ent); } if (preferences.length) { preferences.sort((a, b) => a - b); for (let pref of preferences) if (this.RespondToTargetedEntities(entsByPreferences[pref])) return true; } return this.RespondToTargetedEntities(entsWithoutPref); }; Honestly, both changes should be added to the base game, but in the meantime, could go into your mod (they're already in DE).
    1 point
  23. Okay, we played a couple of 4v4 team games with these rules on Friday. Things went smoothly, other than 2 warnings issued, and we were able to focus on the games. There were several suggestions, so I have updated the rules according to those suggestions. If anyone can translate the rules to other languages then it would be much appreciated. ChangeLog 2021-10-09 Thanks for the suggestion from PrincipalityOfZeon that some of these rules might be perceived as attempting to override the terms of Wildfiregames' agreements. Rules 8 and 9 were revised as a result. Thanks for the suggestion from KnightWhoSayNi and SPACECOMMANDER that languages other than English might be necessary under certain circumstances. Rule 3 was revised as a result. Thanks for the suggestion from Yekaterina that spectators must not disrupt gameplay with chat spam, but off-topic conversations may be allowed under certain circumstances. Rule 3 was revised as a result. Thanks for the suggestion from KnightWhoSayNi that there should be a limit to how long the game is kept paused if a person leaves the game without saying anything. Rule 5 was revised as a result. Thanks for the suggestion from AUTISTICUS that players should try to transfer resources if they must leave, and there should be a limit to how many times a person leaves on an emergency basis over the long term. Rule 6 was revised as a result. Rules 3 and 4 were revised for consistency of grammar, and in order to use simpler sentence structure. Most of the edits are in the full text of the agreement, not in the summary.
    1 point
  24. Could add a rolling cost multiplier (better name, please) to the game, per unit/structure (similar to farming and construction diminishing returns). So, every War Elephant you queue up costs more than the last. Could be linear, could be exponential, or a compound percentage (however you want to look at it or do it). Fewer elephants trained/queued, the less expensive they are; the more elephants trained/queued, the more expensive they are. Could give a slightly lower cost multiplier to historically "Elephant Civs" like Carthage and Maurya as a civ bonus or give them a tech for it. Right now this is possible with auras (Delenda Est does this for Cult Statues, for instance), but using auras there's a flaw that it doesn't affect items in the queue (for units) or that are unbuilt (for structures), so I have to limit the Statues to one at a time, which is awkward. A cost multiplier feature for the cost component could fix that up nicely and give more capabilities for balancing.
    1 point
  25. Like an attach building from StarCraft ?
    1 point
  26. In Delenda Est, the Kushite pyramids are used as Phase tech requirements. So, X number of Small Pyramids required to move to Phase II, and Y number of Large Pyramids required to move to Phase III. Perhaps a point for discussion? Once you build the required number of pyramids, then the Phase techs research instantly. As far as Kushite economics go, I would focus on Metal (Iron Smelting) and raising animals (Extensive Husbandry), for historically-based solutions. I personally wouldn't want their pyramids to have an econ aura, since they really didn't represent anything economic. I feel like they're a religious or social thing, so made sense to me they'd bring about the advancement of your settlement. Just some thoughts.
    1 point
  27. @BreakfastBurrito_007 Find these ideas most interesting. Perhaps iber/kush monument ranges could be increased or have an additional mil/eco benefit or even increasing the amount of monuments one can make? Roman temple of vesta (medical treatment & loyalty) has 2 ranges of 40m + 75m for example. Always felt like the range for the kushite large pyramid wasn't substantial unless playing defensively or in rare instances where a stalemate occurs along enemy border and fighting is more localized to holding that border position.
    1 point
  28. what a mad lad! thats a lot of eles @Dizaka
    1 point
  29. The asian elephants cost around 550 resources and are 6.5 times as durable against pierce damage as a CS pikeman. I don't think that they are hugely problematic. 40 Elephants is no small force. I assume it is more the size of the army that trouble you rather than the units. There are other strong options available and probably your friend would be as difficult to beat if he used different (champion) units.
    1 point
  30. Discarded possible wonders: 0.a. "Externsteine": https://en.wikipedia.org/wiki/Externsteine The largest (sacred) rock formation in continental Europe. Although labeled as a sacred place for the (late coming) continental Saxons, and having inscriptions dating the X century, this place was known as a worship place for many Germanic tribes that preceded them. But considering the last choice of removing Stonehenge as a wonder for the Britons (and giving them a construction with a population bonus), then this option is unlikely. It's also too big as for being reduced it to the size of a wonder. But Externsteine along with a Black Forest (Schwarzwald), are must have maps for this faction. And it would be cool if Britons also would have a map with a real scale Stonehenge complex (whether possible to capture it or not as a wonder), along with other stone complexes like Bluehenge, Stanton Drew stone circles and even Drombeg stone circle. 0.b. "Irminsul": https://en.wikipedia.org/wiki/Irminsul Again, it's more related with continental Saxons (whom don't fit the time frame). But I have to admit, it would fit perfectly as the wonder of the Germanic tribes in that area in Millennium AD. (A (continental) "Angles-Jutes-Saxons-Frisians" faction that could actually use Anglo-Saxons houses). In case the name is too long, they could be named "Frisian-Saxons" (or "Saxon-Frisians") (the two most relevant of those tribes, also the ones more famous for their wars with Franks). (Saxon wars, Frisian-Frankish wars). And designing it would require artistic make up as well. Maybe a large pillar like this: Surrounded by smaller pillars like this one (and some trees): Actual possible wonders: 1.a. "Alemannen Langhaus": Since none of the current buildings actually represent Langhäuser of a larger size (although they were pretty common). (It could be nice to make at least the civic center as similar as possible to those houses, if this is not the final choice for the wonder). (Maybe make it even larger if possible, around the size of the Norse civic center). The term "Alemannen" wouldn't come as a reference to the museum of which I spoke before, but from the words that gave origin to their name "alle männer" ("all peoples"). (And Alemanni were also part of the Suebians, as stated in my previous comment). Maybe decorate it with some sacred poles and bulls and horses skulls? 1.b. ***** "Semnonenhain" (Semnones grove) (my personal favorite): https://en.wikipedia.org/wiki/Grove_of_Fetters https://de.wikipedia.org/wiki/Semnonenhain From a quick look on Wikipedia, Semnones were Suebians too: https://en.wikipedia.org/wiki/Semnones "The Semnones give themselves out to be the most ancient and renowned branch of the Suevi. Their antiquity is strongly attested by their religion. .... All this superstition implies the belief that from this spot the nation took its origin, that here dwells the supreme and all-ruling deity, to whom all else is subject and obedient. The fortunate lot of the Semnones strengthens this belief; a hundred cantons are in their occupation, and the vastness of their community makes them regard themselves as the head of the Suevic race." A sacred grove (common among Germanic pagans). A wonder as large as possible (and probably without the population bonus*). And clearly, a less rectangular (more "randomly shaped, Brownian distributed") wonder, representing the inner altar surrounding a big tree in the forest (it would require artistic imagination as well). But we already have an artistic representation: https://en.wikipedia.org/wiki/Grove_of_Fetters#/media/File:Semnonen_Hain_by_Emil_Doepler.jpg 1.c. "Suebischen Ganggrab" (Suebian burial mound): (I lack of information on this one, but it would indeed require a little of artistic inspiration). How to make that burial mound any different from the Xiongnu, Scythian and Illyrian burial mounds proposed as wonders for them too? From a quick search online: Denghood burial mound: https://en.wikipedia.org/wiki/Denghoog Harhoog burial mound: https://www.komoot.com/highlight/419436 (In case those aren't included as wonders, they could be modeled and added to the Suebian maps of which I spoke before). Possible special buildings: 2.a. "Kreisgrabenanlage" ('circle', 'dig', 'enclosure'), (circular ditched enclosures): https://en.wikipedia.org/wiki/Neolithic_circular_enclosures_in_Central_Europe Wooden circles (historically) used with cultic purposes. And "serving" the function of calendars. I have to admit the first time I saw these I thought they were used to train units. (So I thought of it as an special building where infantry units could upgrade their ranks, with some limitations for not OP this faction too much). But they could offer a health / temple bonus instead. And matter of fact, since these constructions are related with other Germanic and Slavic peoples, they could be a shared technology / special building. Whether for "Frisian-Saxons" and "Baltid-Slavs" in Millennium AD? (or it can be used as the Wonder for the Suebians...) https://en.wikipedia.org/wiki/Goseck_circle This simply looks gorgeous and seems to fit so naturally for Suebians: 2.b. "Batavische Kaserne" (Batavian Barracks): In case there is going to be an special technology (or building) to unlock Batavians as special champions (both infantry and cavalry). (Yes, Suebians are going to be a very infantry focused faction). Maybe another Langhaus with a different style. What about using a Treveri Langhaus? (just as a variation). (Despite of being a Celtic tribe, they were closely related and placed to Germanic peoples). https://en.wikipedia.org/wiki/Treveri Treveri Langhaus: I'm really excited to see the complete development of this and many other factions in the game
    1 point
  31. Rly nice game with multiple twists one usually doesnt see in 0ad games. metadata.json commands.txt
    1 point
  32. Heavily inspired by the morale mod: https://wildfiregames.com/forum/topic/37755-morale-system-for-0-ad And this idea: https://wildfiregames.com/forum/topic/38187-give-elephants-area-damage/ I want to explore a new mechanic for elephants. (Just for fun, so the effects may be unrealistic) Original version, now outdated: Historically elephants were especially effective against cavalry, because if the horses were not used to the presence of elephants, they would get very nervous and flee when they saw something that big walking towards them. This would disrupt the battle formation and cause disturbance in the enemy lines. I am basing this mostly on wikipedia quotes, so if some of the historians want to explain more if this is historically accurate or if these are just some anecdotes, feel free to do so Therefore the Idea would be that elephants have an aura that changes the stance of enemy cavalry to passive and forces them to flee. It should only affect unhabituated / basic rank cavalry, as the horses loose their fear over time. So advanced /elite cavalry is not affected. Current Version (V 3.0.0): Elephants have the aura "Fear" which affects a random percentage of all basic rank enemy Infantry and all of the basic rank enemy cavalry. The affected units get scared and will flee, but they try to attack again. Every time the elephants get hurt (under a certain threshold) there is the probability that they also get scared and fall into rage. So you have no longer control over them and they may attack your own units. scary-elephants.zip battle-test.mp4 So let me hear what you think about it Thanks to @wowgetoffyourcellphone and @azayrahmad for the tips.
    1 point
  33. Hello ! I have recently written a very little mod which provides asciimojis for 0ad chats, and I found it good to share it :) The mod can be found on github at https://github.com/Atepir/AsciimojisFor0ad (please follow this link to get the latest versions) or here as attachment. All the download, installation and usage instructions and implications can be found on my github repo https://github.com/Atepir/AsciimojisFor0ad. If you have suggestions, I would be happy to improve the mod :) Kind regards, mod.zip
    1 point
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