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Showing content with the highest reputation on 2023-02-07 in all areas

  1. More often than not, refining the enhancements to different units means enhancing skills rather than weapons, and these technologies should be dispersed in the buildings where these units are trained, rather than in the blacksmith.
    3 points
  2. Visible garrison is quite the joke without scaling, battlements on walls look like shin guards. Now I imagine an archer roughly the height of ship body in a crow's nest. I doubt making ships anything else than simple units which work mostly like land units will ever lead to something playable.
    2 points
  3. Generally speaking, it would be nice to standardize some things, like: 1 civ-specific blacksmith tech for each civ. 1 civ-specific tech for each civ at the Civic Center. 1 at the Temple. 2 at the Fortress or Champion Building. And then 1-2 wild card techs for each civ placed in any building (I can imagine 1 or 2 special techs placed in the Dock for the Athenians and the Shipyard for the Carthaginians, for example). I wouldn't count any of the new unit-specific techs in this thread as civ-specific, since they are given to all civs with those classes of units. They are class-specific, not civ-specific.
    2 points
  4. the best RTS free (without being Freemium).
    2 points
  5. After taking a long break from RTS games I returned to a game from my childhood - American Conquest - and it reminded me of this specific topic because I think that the way battalions work there would make this game possible to implement them at the full capacity Battalions in that game are made from singular units and can be created with proper special units and disbanded at will or after the battalion looses too many troops - in that game battalions help buffing units and lower the fear of encountering cav/overwhelming enemy force in the fights (fear can actually cause units to flee for their lives and be uncontrollable for a short time) - so battalions serve a double purpose: 1. They boost morale for the troops they are made from so they fight in sync and don't flee from the fight 2. They help ease the micro intensity (and also make the game look smoother/easier to manage when fighting on more than one front) Also - adding battalions might also make sense if you view the development of your civilization over time and would add a leverage to a town/city phase rush if it's implemented as a later phase thing - in the first phase when you don't have much you still build one by one but later on when you get bigger you get options to organize your troops (adding battalions as a tech in a building to research at a city phase for example) As stated earlier BFME2 has awesome battalion system but on the other hand I see more potential for American-Conquest-style of battalions in Delenda Est (possibly even in base 0ad game) since making fixed battalions would negate a lot of potential singular units provide (not just gathering aspect that was changed in Delenda Est but scouting and building multiple buildings at once as well - sending 20 troop battalion to scout could be a huge blunder if the area is dangerous/occupied already)
    2 points
  6. 2 points
  7. This is a great direction to take naval combat.
    2 points
  8. Thanks for the help I cut it down from 12k to 7.4k tris. I imported the Columns from the roman Civic Center and used them for the Pronaos (the temple part). They look better now, but still have 2.8k tris only for the 16 columns, probably still to much considering they are much smaller. I could try to further decrease the number of tris or to do a texture rework if needed. Just need to know what I'm aiming for so let me know, I'm open to any kind of feedback I'll attach the files incl. blender files again. Btw, why are imported models often scaled so small and how can I see the seams of them? Also is there a way to unwrap uv-islands on top of each other? Pantheon2.zip
    2 points
  9. Is it possible to make the design of rams more Chinese? Those amphoras on the shields are a bit confusing.
    1 point
  10. Hello everyone, I finally figured out how to fix this and i think it's a bug from Ubuntu because it's not only 0ad but goes same in other app too if you goes full screen. Here the solution that works for me : https://askubuntu.com/questions/1433146/cursor-disappears-when-i-fullscreen-an-app-on-ubuntu-22-04 (and this method doesn't require to configure options in ~/.config/0ad/config/user.cfg)
    1 point
  11. 0 A D is more authentic. no extreme censorship to please Blackrock shareholders.That is why AoE IV is cartoonish and far from depicting a terrible and cruel Middle Ages full of secrets and scandals.They introduce you to the Middle Ages in a childish way. Going back to 0 A.D. I wouldn't like a menu like the one in Warcraft III.
    1 point
  12. A senile incompetent.
    1 point
  13. I tried this version on mac with moltenVK. Nothing seemed out of the ordinary until I turned texture texture quality to high. At hight texture quality, it does something like this: (the video is from an earlier test I did) ultra_high_shadows.mp4 After lowering textures back to medium/low, the glitched textures remain. There is screen tearing when panning while using default settings. Someone told me it's not possible, but turning on vsync fixes them perfectly and results in very smooth panning. I would say vulcan gives me an average of 10 to 15 more fps, which is impactful, but more importantly I do not get stutters or frame rate drops that I noticed frequently before.
    1 point
  14. For what it's worth, it was very easy for me to get the game built and running on the v141 toolset in VS2017 (which references the Windows 8.1 SDK), with defines to support Windows 7. The binary dependencies in SVN don't even need to be recompiled, I just had to remove two XP-toolset-related workarounds. v141-toolset.patch
    1 point
  15. and dual audio commentary
    1 point
  16. I like ships as they are now, I like naval maps and play regularly. It is true that ships require quite some micro managing, but I think that is what I like about ships, it is not just spamming units like we often see in mainland games. From my point of view: What I like now: Cannot spam ships onto the enemy, because expensive and micro managing. Garrisoned units make them stronger. Without garrisoned units they are useless. Garrison catapults and they throw rocks. All ships can transport units. What I don't like now: They are "stupid", i.e. they get stuck too easily when navigating. (This improved wrt previous versions I have to say.) They overlap multiple on the same spot (I think this happens also with siege engines). For the ships this is often too much. Formations don't apply to ships. You have to take care that they arrive together. What I would like to have/change: Easier to fix: Maybe to add some button, like it was done with drop resources, that when you press it the ship automatically goes to some shore (that you may specify with e.g. a rally point or a right click), it unloads the units, they fix the ship, they garrison back in it and the ship returns to the combat position. This would greatly reduce the micromanaging still without allowing to spam ships. As with the catapults, if you garrison bolt shooters the ship shoots these stronger arrows. Allow to focus the attack on some specific unit. If the enemy has a war ship and 10 fishing boats, I want to be able to focus all my arrows on the war ship and not waste fire power on the fishing. When a ship is attacked, damage not only the ship but also the crew (and they gradually die). In that way it is not possible to have an immortal ship that you fix hundreds of times with the same crew.
    1 point
  17. I think that if every civs get at least the arrow ship and the boarding ship it could work. From this they could defend themselves. Ramming and artillery would be unique to naval civs.
    1 point
  18. I think we need to add such a technology to range soldiers, of course, the premise is that we have to weaken their firepower, or further strengthen the melee soldiers, so as not to kill them all before they can get close to the range soldiers.
    1 point
  19. Oh you're working with elexis on this? Good job
    1 point
  20. Add enough vision to cover most scenarios.
    1 point
  21. Logic understood, so Its not a bug, behavior issue, but If you have enough catapults, there's no way to repair a building, even If you put all Men there, so we also have a problem i think.
    1 point
  22. I agree this is pretty annoying. Perhaps something for A28 community mod.
    1 point
  23. I miss the war dogs with chainmail ^^"
    1 point
  24. This is also true, they seem very bland. My main issue with it is that they are so forced as a gameplay mechanic. The developers seem to be unnecessarily messing with the classic conquest formula.
    1 point
  25. If the vid is unavailable (after 4.5 years), how do you think @Lion.Kanzen will be able to help?
    1 point
  26. Yeah, same problem with the Mauryas in Delenda Est. I've been meaning to come up with some kind of caste or peasant system for those civs without thralls/slaves, but I've spent time on other things. Any ideas?
    1 point
  27. this button really not present also in situation where you would expect it will be there. so contextual mechanism not working correctly
    1 point
  28. Nice, did you make this ? It would be fun to be able to update the wall gates of the persians to this ^^
    1 point
  29. My humble suggestion: The game is already awesome, you can still make it better of course but what 0AD is missing most of all is not new civs, new units, new features but a larger community of players. So to me it looks wise to prioritize marketing rather than development at this stage. I get to know many people that is still playing Age of Empires 2 and don't even know about 0AD, and the reason they play it is due to the community, because of course 0AD is nowadays much superior. But it lacks that community. Also: Things like the community mod go against enlarging the community actually. The reason: Now I enter the lobby and find two kinds of games which are not compatible with each other, for me this is a pain but handle it because I already know. But for a newcomer this is just splitting the community.
    1 point
  30. Thank you for creating the best RTS. Merry Christmas to all at Wildfire Games and forum members. Wishing you all the best for 2023.
    1 point
  31. All your options seem to be already covered by the different stances (as supposed to). Maybe allowing to choose default stance like default formation might be an idea tho.
    1 point
  32. We made it to the top 100!
    1 point
  33. may be report to community mod devs https://gitlab.com/0ad/0ad-community-mod-a26/-/issues/5
    1 point
  34. About archers targeting other ranged units, I'd like them to normally target the nearest unit, but when you tell them to attack a unit, they should go on to attack other units near that one after they kill it. Meat shield infantry and range dps should continue to be major roles, but I'd like more diversity among units, so there would be more other roles, different ones specialized in different ways. Pikemen could be a more specialized melee fighter, weaker in pierce armor, swordmen stronger in pierce armor than melee, a range unit or two should be more armored instead of only differing in attack and range; the elephant archer of course, but I think the skirmisher (peltast) should be too. There should be a couple melee units that have high attack and less armor, like the axe and mace men Kush has, and a cavalry.
    1 point
  35. I had the notion that the edge of the usable map would have a dashed line border and beyond that the map grid would extend out to the extent of the player's camera so that you'd never see the edge of the map in normal play. In this buffer zone there would be no templates or entities, only actors.
    1 point
  36. I think both "exploits" are fine. Building a CC in enemy territory comes with risks, costs and missed opportunities. Building an CC takes time that could be spent for other purposes. Building wooden towers and upgrading them isnt problematic either IMHO.
    1 point
  37. Hey, @Stan`, I'm trying to use the addon you made. It seems like the mesh is imported well but I get this error and no texture is being shown. Could I ask you for some advice to make it work? TY
    1 point
  38. It would require a complete rewrite of the game engine for each of these devices since they are both java based.
    1 point
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