Jump to content

Leaderboard

  1. wowgetoffyourcellphone

    wowgetoffyourcellphone

    Community Members


    • Points

      58

    • Content Count

      6.598


  2. Stan`

    Stan`

    0 A.D. Art Team


    • Points

      36

    • Content Count

      13.332


  3. Lopess

    Lopess

    Community Members


    • Points

      26

    • Content Count

      339


  4. Lion.Kanzen

    Lion.Kanzen

    Balancing Advisors


    • Points

      24

    • Content Count

      18.279


Popular Content

Showing content with the highest reputation since 2021-04-07 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. 1. Better Scouting https://github.com/JustusAvramenko/scout-mod Concept, Discussion, Design Development Phase Testing Phase <- Freeze/Release Candidate Bundle; Test Bundle Release 2. Theban Greeks https://github.com/JustusAvramenko/theban_greeks Concept, Discussion, Design Development Phase Testing Phase <- Freeze/Release Candidate Bundle; Test Bundle Release 3. Two-Gender Citizens https://github.com/JustusAvramenko/0-A.D.-Alpha-24---Two-Gendered-Citizens Concept, Discussion, Design
    7 points
  3. Testing the new Macedonian wonder that I made, the Palace of Philip II
    7 points
  4. Since this morning (https://trac.wildfiregames.com/changeset/25233) it is possible to have melee attacks deal also area damage. It might be nice to use that for elephants, making them more specialised group killers than structure destroyers. The syntax is very easy, just copy-pasta from e.g. the bolt shooter. But I wish to gather some opinions first. Do we want area (a.k.a. splash) damage for (champion) elephants? We'd obviously need to reduce its normal damage then.
    6 points
  5. And for the 42nd consecutive Sunday, another game for you! And how on Earth did I not know that palisade walls could be build in neutral territory in A24??????
    6 points
  6. This thread is for the development of a Medieval Fantasy mod. @Stan`has done work on the Elves and the Dwarves, the idea would be to complete them and incorporate them into a single mod. It would also be necessary to make other factions. Here is a possible list of civs that the mod would have, but the list is subject to change of course: Elves Dwarves Humans Lizardfolk Merfolk Orcs Undead Regarding the name of the mod, Stan suggested either Bellum Artis or Polemikó skáfos. At this stage, we mostly need ideas and a good design document. For example, wh
    5 points
  7. Hi everyone, this is a guide in which I'll share many things that you should learn if you are new to the game and you want to improve your rating, or just your proficiency in the multiplayer setting. Persia is my favourite civilization, so this guide will develop more on them than on other civs, but I'll draw some comparisons with other civilizations too. I want to explain as much as I can, so it will be a long guide, but there's much more to learn, so make experiments and look at your results, you will get better as you play. Mind that I'm writing this on my own, basing myself on my pers
    5 points
  8. 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
    4 points
  9. 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
  10. Recent changelog: Improved fleeing behavior (low morale units flee when sighting enemy or being attacked) Unit Stance change based on morale (low morale units automatically have Passive stance, high morale units have Violent stance). Units reaching maximum morale will cheer. Average morale display on multiple units selection in selection panel. Morale for structures is now supported, complete with garrison morale effect and capture points reduction on low morale. Plans for next updates: Improve performance (currently noticeable in large battles, but shou
    4 points
  11. Arminius actor draft. I'll need to use existing assets for these guys for now.
    4 points
  12. Could it be Chanyu Touman?
    4 points
  13. 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
  14. 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
  15. There were some fantasy models I commissioned from the modeller Kwaliti to produce rendered sprites for Wyrmsun from which might be useful for your project (if the models can be made work with Pyrogenesis): Skeleton Warrior https://github.com/Andrettin/Wyrmsun/tree/master/models/units/undead/skeleton_warrior Orc Spearthrower https://github.com/Andrettin/Wyrmsun/tree/master/models/units/orc/spearthrower Hobgoblin Warrior https://github.com/Andrettin/Wyrmsun/tree/master/models/units/hobgoblin/warrior Gnoll Warrior https://github.com/Andrettin/Wyrmsun/tree/
    3 points
  16. Hi all! I am a new player, tried the game some years ago, and now I got back on Linux and saw it there, so gave it another go. It has really improved a lot, this time I will follow it with great interest! I love the...well the love, sorry for the repetition, put in this game. I am a fan of all AoE, Rise of Nations etc so I'm excited to delve into 0 AD. Hope to see a campaign soon Also, seems like I re joined at the right time, a big new version has just came out, am I right? I will try to find it, seems that the repository version is still an older one. Well, happy to be
    3 points
  17. One thing Nescio earlier on proposed that I particularly liked was giving a bonus to building structures like markets and temples within a certain radius of the Civic Centre. This would be a nice "soft" encourager for the player to migrate their farming economy to a different area.
    3 points
  18. Numidian mercenary of Hasmonean Dynasty (130-63 BCE)
    3 points
  19. Since other civilisations have been getting their fair share of recognition, it seems fair to represent Sparta as well. Here are a few ideas I have for further differentiation: Remove the Theatron as it is not representative of Sparta. Make palisade walls only accessible once the Town Phase has been reached to further emphasise their lack of reliance on walls. Make the Syssition available in the Town Phase to allow them to produce Spartans earlier. Have them start with a Skiritae unit instead of a horseman to demonstrate their abysmal cavalry capabilities. Also they shoul
    3 points
  20. I think that the gather rates are fine. The cav is specialized in hunting, so it's much faster, but it can't do anything else. This makes it also possible to replace in the late game the farming by corralling, which rewards skillful play! It's no problem neither that chicken are close to the CC. Conclusion: Just don't change anything
    3 points
  21. Some 0 a.d & mods mechanics in age of empires 4. - Collect food with cavalry/scout - Mongolian pack/unpack buildings - Towers seem to shoot arrows according to the number of soldiers garrisoned. - Can garrison units in ram and siege towers.
    3 points
  22. It will be a beautiful addition to the Carthaginians!
    3 points
  23. What I think: Put a lot of focus on the Syssiton and Hoplites. Move Syssiton to village phase. It trains Spartiates and Heroes 1 phase early, and though they are slightly weaker in Town phase, they get a boost in City phase (probably an auto-researched tech). "Othismos" tech gives them an aura that boosts the armor and attack of fellow nearby Hoplites and Spartiates. (Delenda Est has this by default for all Hoplite class units, but if you want to differentiate the Spartans from the Athenians making it exclusive to Sparta could work). Unique gathering unit: Heilot. Economy rev
    3 points
  24. This form of construction and organization that the 0ad gameplay really proposes is disappointing lol, this is by no means a criticism of the player because this type of format really combines the current gameplay of the 0ad.
    3 points
  25. Wow very cool! It definitely lives up the expectations .. knowing the franchise, I couldn't expect anything less than some AAA title. However, strangely as it may sound, looking at the images and previews, I have to say I kinda prefer more 0ad look and feel, more solid and realistic. As many have also observed, that "cartoonish" look makes units and structures appear a bit disjointed together and I think it takes away the immersion and atmosphere of the historical period. Ahahahah probably the day it will come out an updated version of Millenium AD I won't look back for a while
    2 points
  26. Notice that no palisades were (ab)used by this player !!!!!!!! This is clearly an invitation for the enemy to come and try to take the civic center down. To me this demonstrate a high sense of morality and ethic by this player who wanted to assess the strengh of the combination fort/civic center with the only aim to try to comment on balancing posts in the forum!
    2 points
  27. If you look back far enough, there was some pretty nice content made for Elven structures back in the day when I only had double digit posts to my name.
    2 points
  28. hello, can you use snap? https://snapcraft.io/0ad there is the latest version.
    2 points
  29. Download to test: https://github.com/JustusAvramenko/theban_greeks Ready for testing! Works with Alpha 24. Adds the Theban civilization to the game as a playable faction. They include 3 new heroes, 2 champions, custom actors, a fix for the plumed Boeotian helmet, 2 special technologies, a team bonus, and more! Will release on Mod.io in 2 weeks or sooner if all the bugs are ironed out!
    2 points
  30. That is precisely why it is being proposed. A military structure used for economic purposes is an oxymoron.
    2 points
  31. Big gameplay change are involved in this topic, and some suggestion are impacted by A25 gameplay patches CC not able to train military unit : I'm not sure it is a good idea, this will make you really dependent of the map. If you are lucky and you got extra food(hunt/berries) you will be able to spend your wood into a barracks and then you can be aggresive. In the other hand if you are unlucky and you don't have any extra food you will have to invest your wood into field, your barracks will be delayed by 2 min, which makes you extremly weak. Can be even worse with D2854. And as @
    2 points
  32. 2 points
  33. What if they get a free scout cav at the beginning of a match? Does nothing but scout and build outposts?
    2 points
  34. Yes. I remember now. In your map XML file: { "AISeed": 0, "CircularMap": true, "Description": "Northern Italy near the Alps is called Cisalpine Gaul by the Romans. It's a fertile area contested by the Gauls, Etruscans, and Romans alike. ", "Keywords": [ "new" ], "DisabledTechnologies": [ "pair_farming_01", "pair_farming_02", "celts/gather_farming_harvester", "gather_farming_cultivation", "ptolemies/gather_grain_water_wheel", "ptolemies/gather_grain_well_sweep", "farms_crop_rotation", "vision_defense_tower" ], "LockTeams": false, "Name":
    2 points
  35. Lone developers working on vanity projects do exist, and I suggested 0AD isn't that project (which it isn't). But when context is taken into consideration and is applied logically, that also suggests that not all lone developers are working purely on vanity projects, which clearly they aren't - and clearly I didn't suggest they were either - nor did I suggest a lone developer working on a vanity project is good or bad. The logic you're applying is akin to announcing that I'm allergic to rabbits, therefore I must be anti or against all furry animals, presumably because you say I do. And ex
    2 points
  36. The “WFG” PPA is maintained solely by ricotz an Ubuntu maintainer. He has problems compiling the game (Mostly spidermonkey) with Ubuntu's special hardening flags and as of three weeks ago he still hasn't found a solution. Fabio's ppa works because he doesn't use those flags. So, until this is resolved with the Spidermonkey developpers it is unlikely it will get updated. Sorry for the inconvenience.
    2 points
  37. Yes, reforms sounds good. Sacred band units vs. Hannibal veterans and elephants
    2 points
  38. Hmm, then boost the other civs? Looking at historical meta for a moment, I think both Rome and Carthage should be top tier. Ideally of course you want all civs to have a chance to win, but those 2 should definitely get some love.
    2 points
  39. DE does it 2 ways. There's a "Civic Spaces" radius around CCs that doesn't allow Farm Fields to be built within it. There's also "Farmland" terrain where you get a 2x grain gathering bonus if you build Fields there.
    2 points
  40. Could separate all the civs under their own mod download, then brand them under Terra Magna. Terra Magna: Han Chinese Terra Magna: Thracians Terra Magna: Xiongnu Terra Magna: Zapotecs etc. Then if one (Han Chinese) gets folded into EA for A25, you just don't bundle their mod for the update. (I suggest Han Chinese get folded into EA A25, then A26 could debut "The Nomads" Xiongnu and Scythians)
    2 points
  41. Thanks for sharing your ideas. I like this. This is totally unviable. Without horses, cant hunt, very slow compared to other civilizations.
    2 points
  42. Here is the story of us: https://play0ad.com/about/the-story-of-0-a-d/ https://www.youtube.com/watch?v=nN6VR92V70M Beware of trolls(very strong AoM unit) though.
    2 points
  43. Interesting video. Perhaps Carthaginians could get a sort of thureophoros or ''romanized swordman''? unlockable by choosing Hannibal as hero. Relevant topic:
    2 points
  44. Just a few concepts. Touman: Modu: Laoshan:
    2 points
  45. 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
    2 points
  46. I find it really strange for a game that has a careful history at the level of the units to have the original names alongside the generics not to have Cesar as hero of the Romans due to the fact that the Romans portrayed are mainly at the time of the Punic Wars the main gameplay goal is make your civic center a farm and your home the city wall lol. It would not be excessive realism or micromanagement that things work just a little more real. But I understand people who like this kind of gameplay, it mainly reminds me of the Aoe2 era.
    2 points
×
×
  • Create New...