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Showing content with the highest reputation on 2021-04-14 in Posts

  1. Auto-Queue is an ability of a building to loop through production queue indefinitely as long as resources and population limits permit it. So instead of training units repeatedly, you can simply set the queue once and set the building to auto-queue. If you played Age of Mythology you probably have used this features. In Rise of Nations it's called Infinite Queue. I have searched through the forum in case this topic has been discussed before, but I can't find any. So I decided to make a small mod to demonstrate this feature, inspired mostly from RoN's infinite queue. I attached the mod bel
    9 points
  2. Cool, I like the extra button. Working well. I know @nani has integrated something like that in its AutoCiv mod. In this video, titled 0AD Mods - AutoCiv Game Enhancer @1min53sec (4/Sep/20), you can see the feature in action.
    4 points
  3. It would be good if this is added to the main game. Then there would be no discussion if it is "cheating" using a mod that includes this feature. An extension could be to automatically adjust the auto training batch size to get even more efficient training times.
    3 points
  4. I haven't created the auras or techs yet, so feel free to give ideas or criticism. The Portraits will eventually need to be replaced. I wish I had the cash to just hire an artist.
    3 points
  5. True, but to me it seems like that would only bother a small amount of the top players. If your micro skill are only average (which I guess should be true for most players ) and there are often moments in the game where you forget to produce more units, this feature can add more fun / reduce the unnecessary stress. Especially when trying to use the corrals. Also, efficiently using the batch size to your advantage does still provide a reward for micro-skilled player who like to do it manually.
    2 points
  6. Great adaptation, @maroder! Perhaps create a new class e.g. Habituated. Or add Basic class to the aura so advance /elite units are not affected. As to @faction02's concern, I think it could be mitigated by tweaking the aura range, i.e. should be within elephant's attack range so fleeing enemies can still be killed.
    1 point
  7. 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 concept for elephants. 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. (source wikipedia) Therefore the Idea
    1 point
  8. Yeah, good point. I tried to simulate a large battle, but its hard to control two player at once. From what I saw it is not that big of a problem, as the elephants chase the cavalry easily out of the range of the ranged infantry. But yes it is very chaotic and the cavalry is more or less useless in this case. You would have to send them raiding, while you use your infantry to counter the eles. Or research the not yet implemented tech. Also I think it is not that problematic with the cav, because they are not such tanks as the heroes. Otherwise you could use the strategy you described also
    1 point
  9. I never did it before, but I'm going to try. I think this patch has different purpose than my proposed mod, perhaps I'll try combining it both in another patch.
    1 point
  10. @Freagarach that would be really nice
    1 point
  11. @azayrahmad will you create a patch for it? https://code.wildfiregames.com/
    1 point
  12. I mean it is only cheating if it gives an unfair advantage to one player. If everybody can use it I hope this would not be a problem The benefits of reducing micro and not having to click on the buildings every few seconds is imo way to great.
    1 point
  13. You'd have to convince everyone it's not cheating in the first place
    1 point
  14. Darn it I knew I must not be the only one trying to implement this feature here. I searched for 'queue' and 'auto queue' in this forum and found nothing relevant. To answer @seeh's question, yes it is the exact same functionally. The only difference beside the name is that autociv uses hotkey and my proposed mod uses button. I think I'm going to add hotkey to my mod.
    1 point
  15. I think to mitigate this effect it should be fixed.
    1 point
  16. I love the idea but I (and I think a few other players, chrstgtr in the topic below) dislike the flee mechanics in general. I think the part we dislike about it might be a problem here too. Having units running when they flee and other chasing them instead of fighting is problematic in battles. It is common to have a player setting his hero in passive to trigger the chasing mechanic in the enemy army. It can put you at a strong disadvantage. To abuse this feature, I would send my melee cavalry to attack your elephants and therefore force your ranged infantry to chase my melee caval
    1 point
  17. Great job congratulations! I would love to see this adapted to 0a.d. Alpha 25 It would be a really unique mechanic (even if I don't expect it to become official: D)
    1 point
  18. As long as it stays a mod: pretty interesting!
    1 point
  19. I made a quick test of your mod, thanks for taking time to think about the issue. A few remarks: - there is still the upgrade to increase the default number of arrows, so abusing tower concentration could be an issue. - I tried to think about early placement of fields, I have to admit that they would be tricky to defend effectively. I placed them around the initial farmstead that I used for berries in order to save early wood. I might have set them between my first woodline (ideally on the side of the map border so there is one less side to watch out for enemy) and the civic cent
    1 point
  20. A not very serious and quick attempt, I used the British texture, so I understood the sides of the kurgans that could be made of terracotta (??) and the entrance to stone walls, or without entrance. Which would be the best? I believe it must contain enough props to not be too "poor" in detail. I accept criticism and beautiful reference images.
    1 point
  21. The Scythians need a more colorful texture to differentiate themselves from the Xiongnu (I believe that the current Xiongnu can continue as it is).
    1 point
  22. 1) and 3) are big improvements 2) imho could have a little less reflective specular light and a leather like feel, like it did in the old one
    1 point
  23. Had some fun the phase icons using my new letters. phase_sources.7z
    1 point
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