Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2023-05-31 in all areas

  1. This is the most Shakespearean thread on the forum.
    3 points
  2. Hello 0 A.D. friends, I have been thinking about the possibility of making a mod implementing macros and came to the conclusion this is feasible, albeit complicated. Despite my good intentions, I will be in shortage of time very soon, and this is the kind of project that takes a while to be developed. Perhaps, this is also the kind of project that triggers the interest of some of you smart guys populating the forum. If so, this is the topic for you. If any of the developers has considered this before, I'd be curious to hear from them. This might not be a new idea after all. This post is organized in sections, so a reader can skip the parts they're not interested in. 1. What are macros? 2. Why do 0 A.D. players need macros? 3. Why macros, when there are mods around? 4. What's the proposal? 5. How can a player define a macro? 6. Implementing macros can be complicated
    1 point
  3. Hi! Let me start with a quote from 0 A.D. - The Vision: The above quote neatly summarizes the reason why I made QuickStart. QuickStart is a mod that allows to automatically perform predefined actions as game starts, reducing initial micromanagement. Official mod page on GitLab here. Initial steps can be customized from the Options menu, see image below: QuickStart and proGUI In short: proGUI mod embeds QuickStart, with differences. But if you enjoy stories and moral concerns, keep reading. Be aware that... This mod executes automated actions. This can be considered as a cheat. When you play a game with this mod, make sure other players are aware you are using this mod and agree. Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
    1 point
  4. There's a limit for some buildings, so I guess a modder could just copy that mechanism to other buildings.
    1 point
  5. The UI is not responsive so unfortunately while you have more screen space, not all users do. A tooltip would be welcome however.
    1 point
  6. So one issue however with Spartans at least is that after Lycurgus reformed them no other Greek country would trade with them. They had iron money. Trading wouldn't be a big part of their economy. I think we should let them still have markets (but maybe add a penalty.) However, the reason I am saying this on this thread is, What do we do when gameplay has made some parts of the game 100% accurate? I think we should just acknowledge where the game isn't accurate. For example. I am thinking of saying in the merchants/markets something like: "Sparta really wasn't known for its trading Lycurgus, Sparta's lawgiver, removed their currency and replaced it with iron coins soaked in vinegar..." I think you get the point. (By the way, I'll do Sparta's merchant's and Market) Also, I think the civilization overview's should be rewritten to add a bit more information on the civilizations. I think the Helots should be at least mentioned in Sparta's
    1 point
  7. It would be nice if related biomes could overlap on the same map. It will be much more interesting to see part of the map as Nubia and part as Sahara.
    1 point
  8. 1 point
  9. Dude, could you try to stick to the topic at hand? The point being not to use the exact symbol the fascists used but another version of the fasces.
    1 point
  10. Hello! So I wanted to recreate Ancient Rome through Map Editor and wanted to get some feedback from you guys (: It is still a work in progress and it is not 100% historical accurate and tried to scale the city center 1:1
    1 point
  11. Anything but another Hellenistic faction.
    0 points
×
×
  • Create New...