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  1. Hello everybody, I am pleased to announce that I am starting work on a revival of The Undying Nephalim's mod, Hyrule Conquest. My version will include new maps, over 15 races, new features and technologies, and some other stuff. At the moment this is all I've got, but feel free to check it out. Though I know that there is another group out there, making their own version, I had tons of difficulty finding them, and felt that I should make my own version. At the moment it just has some cosmetic changes to the UI and the start of the Darknut civ. Probably have the darknuts done by the end of the week, but maybe will instead have my Hyrule Bot (an edited version of Petra) done instead. Hope you enjoy! Hyrule-Conquest.zip
    3 points
  2. We often focus on the negative aspects of Alpha 27, but rarely highlight the positive improvements. I want to share some of the good movements in A27 that should not be overlooked—because if we don’t recognize them, we might lose them in future versions. Positive Features in A27 Easier Building Captures Capturing buildings is much smoother now. In earlier alphas, it was frustrating—sometimes even a full army couldn’t capture a garrisoned barracks. A27’s easier capturing is also an anti-ecobot improvement, since players now use Phase 2 rushes to capture the CC instead of just booming, which makes the game more dynamic. That said, it could be improved: if the enemy captures the CC, all your buildings are lost—even garrisoned ones. Losing houses also means losing many women, who then exit into the open and get killed easily. Player Placement Selection Being able to choose the starting positions is a nice option. However, removing “shuffle” was unnecessary—it should return as an optional host setting. Capturing with Clicks The current system (pressing C and then clicking) is annoying. If this is considered a positive change, it should at least be configurable in the settings, so players can capture with a single click like in earlier alphas. Improved Melee Balance Melee units are far better balanced now. In A26, they would die far too quickly. Roman House Women Spam Allowing Romans to train women from houses is a great feature. It gives them strong rush potential and makes Rome one of the best civs for early aggression. Weaker Buildings Buildings are not overly strong anymore. In A24–A25, heavily garrisoned forts could wipe out entire armies by themselves, which was frustrating. Save Game Feature Having the option to save games is a very useful addition. Suggestions for Improvement Spec Sync Errors Spectator sync errors often cause heavy lag, sometimes freezing the game entirely. Even saving and reloading doesn’t always fix it. Transfer Control to Spectators Add an option for the host to give control of a player’s civ to a spectator. This would help when someone disconnects or lags too much. Games like Battle for Wesnoth already have this feature. Han Buildings Variety Han buildings all look too similar. They need more distinct colors or styles to be easily recognizable. Champion Recruitment Champions should not be trained from barracks or stables. They deserve their own special building. Dedicated Hero Buildings All civs should have a specific building for heroes. Right now, it’s unfair that Gauls can recruit heroes from a cheap structure while Iberians need to construct a much more expensive fort. Spartan Champions in Phase 1 Early Spartan champions are almost never used—they aren’t effective. Sparta would be better off with a different kind of unique bonus. Remove Hero Flee Ability The “flee” mechanic for heroes encourages dancing and abuse. It would be better to remove it. Final Note I’ve already described several bugs in my last post, so I won’t repeat them here. But overall, I hope we don’t lose the good movements of A27 while improving the game further. also currently the bigger problem of a27 broken fanas and broken melee champ cavs.
    3 points
  3. Thanks @guerringuerrin for filing Issue #8367 (Wicker Baskets incorrectly listed as Mauryan specific technology in Civilization Overview)!
    2 points
  4. Yes, this is a very beautiful game, that's for sure. Sometimes, it can look a bit chaotic, as the units themselves blend into a mini black hole.
    2 points
  5. Macedonian girls are voluptuous
    2 points
  6. 2 points
  7. +300 food. And stands at a popularity of 8%. So thats 600 res. So 300 seconds while trickling + 60 for research. That's 6 minutes until you start to profit from it. You delay yourself 6 minutes. 1. Its bad for itself. 2. If something is somewhat decent, you need to include it to your game play. This takes up head space. You would neglect other stuff. This is a bit the problem of healers. They are ok and contribute a bit. But you have another thing to worry about. Sometimes you are better of with going a more simple approach (until your 1800+ and decide again). But again this is not even the case for this tech. 3. If you have will to fight and all other normal upgrades, full pop and are floating res, go for it.
    1 point
  8. I'm happy to announce that I've been porting all features of boonGUI and proGUI into a new UI bundle for A27! Doing it made me realize once again how much work has been put into the development of 0AD but also to all those who contributed to the components of this bundle. So thank you! GitLab link: https://gitlab.com/4trik/ModernGUI DirectDownload link: https://gitlab.com/4trik/ModernGUI/-/archive/master/ModernGUI-master.zip In this mod: Retrieve your favorite A26 GUI style with a Quick Configuration page once you launch the mod. New exclusive features, like kill counts, flare message and more! (the skulls near unit icons indicate for Player unit kills and Gaia entities kills) Explore tones of extra options in your settings to customize your GUI! Hope you'll try it out and enjoy! Please report any bugs and feel free to suggest improvements.
    1 point
  9. Wicker Baskets under Specific Technologies in Mauryas civilization overview.
    1 point
  10. I think you got the version 1.27.22 which isn't the last version. If you got it from mod.io, it's because I haven't got it as live release there. I've just uploaded new version there but it's not signed so not "live release". So now get it in "other versions" on it's mod.io page if you want to download it from there (2.27.8).
    1 point
  11. @Atrik last version is .22? I dont see the gear icon
    1 point
  12. I think only Ahimsa should be there as Wicker Basket is available for every Civ, is not an specific tech for Mauryas.
    1 point
  13. You do a great job Atrik.
    1 point
  14. 1 point
  15. It would be nice if it was clearer that they disable each other.
    1 point
  16. Requested a few times was to be able to get vanilla top panel. Now the option is here (live setting in GUI builder).
    1 point
  17. MeisterHora also only plays on his hosts, creating games where only he can win in seconds capturing a single relic.He has done this enough times to get to 1700 rating and top 100 while only having the skills of a 1100 player. commands.txt
    1 point
  18. I presume you're being facetious, still: not every Roman "bathtub" turned into "Bad Sth" (Augusta Treverorum for example) and not every Bad Wheresoever was Roman; e.g. Bad Oldesloe is near me and they didn't settle this far north.
    1 point
  19. Hi everyone, I’m currently working on a map of Persepolis. I’ve used DEM data for the landscape and traced the river in the region on a grayscale image. I’d like to add a tributary river, but since I’ve already made changes to the elevation in the editor, I can’t simply re-import the original grayscale image (plus the tributary river) without losing my progress. Is there a way to export a grayscale elevation image from the editor or directly from the .pmp file so I can continue working on it? Thanks in advance for your help!
    1 point
  20. I'm from the Balkans. Plenty of different countries with basically the same language there, so let's leave it at that. My nick dates back to the years when I was a pretty big Bleach fan. Fans will know about the "Deicide" manga chapters and what happened in them.
    1 point
  21. This an interesting take. I really like how melee units play in a27, but I'm fairly sure that melee actually die faster in a27 than they do in a26 due to the armor nerfs. The main feature has been their much increased damage that makes them contribute more to a fight besides their "meat shield" characteristic. I suppose faster rank ups due to increased damage might actually make them die slower in some situations. Definitely I notice the increased damage most.
    1 point
  22. All civs built mounds and dug trenches. The Romans were just better at it. If trenches were added, they should be available to everyone.
    1 point
  23. Romans built bathtubs everywhere I've been to Bad Kreuznach and Baden-Baden
    1 point
  24. New (gitlab): Queuing techs when selecting multiple buildings will go to least busy building (AOE-like) instead of all to a single one. New GUI Builder/Configuration Assistant. This is supposed to be a great step to be able to call the mod a 'modular GUI': Get guided with a series of small walkthroughs to customize the GUI panels, the GUI updates live so you modify it in real time. Much easier, funnier and digestible then the 50+ options of ModernGUI in normal options page. I'd love to get feedback on this last one ... Give it a try: open it by clicking the gear icon near minimap!
    1 point
  25. The roman definitely used defensive ditches around fortified camps. I don't think you could easily bring a ram to it. I would see a point for such tech with some civs. Then there is always the risk to make the roman too good if we give them everything the romans did
    1 point
  26. Sadly, It seems that I will not be able to make the Darknuts, at least not at the moment. Almost of their buildings require the plot code, and so they would look ugly unless players built them directly off if the civic center. I will probably combine them and a few other lesser races into one Ancient or Automaton race. Now, look out for the Deku Scrubs!
    1 point
  27. @ffm2 3 different saves from the same game. savegame-0014.0adsavesavegame-0013.0adsavesavegame-0012.0adsave
    1 point
  28. Oh wait didn't see the out of memory. You probably reached the 4GB limit...
    1 point
  29. Yes, it should. Using a VPN would be another option. Also check out the FAQ entry regarding this topic https://gitea.wildfiregames.com/0ad/0ad/wiki/FAQ#what-shall-i-do-when-joining-multiplayer-matches-fails-with-an-error-message In that case you just require a public IP address from somebody else (Cloudflare in your example). Some kind of public endpoint at which a host is available at will always be necessary. In future we might improve the situation by also supporting IPv6, but that brings its own set of challenges. See https://gitea.wildfiregames.com/0ad/0ad/issues/4301 for details. You can join games where servers are hosted on public IPs without NAT being involved. That's true for Minecraft, Wuthering Waves, as well as 0ad hosts who do proper port forwarding.
    1 point
  30. Engine.QuickSave and QuickLoad might make the trick for you if you want to return to a point in game, example : when the overlay is closed, return to the point of when it got opened. It's instantaneous.
    1 point
  31. Unit specific techs are an untapped treasure trove of gameplay value. I don't think we should get rid of the blacksmith techs of course, but I think unit specific techs could have more creativity in addition to rewarding focus on unit compositions.
    1 point
  32. It would be nice if you could move earth with workers. That way you could build earth mounds or dig trenches in your defense line. (After all, this game is supposed to be historically accurate, and that was a common tactic at the time).
    1 point
  33. This one is not new, but I saw it somewhere and thought @Seleucids might like that. Would you agree that it's not that easy to predict what anyone would consider funny? Do you ever actually laugh when watching funny images? Best I can really do nowadays is smile, but that doesn't mean I wouldn't appreciate good attempts at humor. Perhaps it's hard to come across something conceptually new and original as you get older. I thought I'd add a little more context for the non-technical people to better understand the joke, but it's a really big spoiler:
    1 point
  34. I don't think walls should cost less. It's going to get awful if that's the case. In the current situation, with a few hundred timbers, you can protect yourself from a disturbing attack quite early. Of course, you won't stop them if they're very motivated, but you'll buy enough time. Building + few palisade and you are ok Stone walls are quite solid and balanced in their construction time. What bothers me most is how catapults are so tanky against melee units. They should melt more if attacked in melee.
    1 point
  35. Walling in 0ad is costly in both resources and the mental capacity required to make sure they are actually sealed. palisades and stone walls need to become easier to seal and place if they are to become more impactful on gameplay. I've had moments before where palisades were remarkably successful in protecting my base from large amounts of cav in p2, but its quite rare to see palisades actually accomplish what the player envisions when they are built.
    1 point
  36. I think in games where champ cav are banned, the civs with the cav mercinaries in mass have the same dynamic as the champ cav previously had. Only available to some civs which are the ones that usually didn't had champ cav. Last time camels worked great against the fanatics. Just back them up in time. Use 2 groups supporting each other. Occasionally use citizen soldiers when they are nearby - but don't chase. As the game progresses one should move away from only citizen soldiers. Elephant archers or siege towers in mass are good too. Just because a tactic can be applied successfully doesn't mean it's OP. One could make some game specific balance like here, but I don't think it's that bad. I would even include champ cav in games.
    1 point
  37. I have a different suggestion. How about the 20-30 top-rated "competitive" players agree on a "multiplayer balance" mod, and y'all start using this mod in your games? Leave the "broken" units alone. Every single RTS has them.
    1 point
  38. This mod fix the seed and mapscripts bug loaded persistently. Idk why I or nobody did it before... ResetSeed.zip
    1 point
  39. 1 point
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