Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 2025-09-02 in all areas

  1. Here's the translation: Hello, friends! I'm excited to share more updates about my mod, Worldrising. This time, I've made significant progress on the Japan map, which I'm developing with great care to bring an immersive and authentic experience. My goal is to create specific missions for this map, making gameplay even more strategic and engaging. Additionally, I'm exploring the possibility of implementing cutscenes to add depth and highlight important game moments. If anyone has experience or tips on creating cutscenes in mods, I'd be grateful! I've also created new structures, reworked units and buildings, and adjusted various parameters to balance gameplay. I've implemented technologies and upgrades tied to structures and units. For example, when advancing to the 2nd Era (Polished Stone Era), villagers are automatically updated and gain access to new constructions. Existing buildings, like houses, also evolve through technologies. I've created many new props and textures and refined some existing ones. Check out some images below and share your comments, suggestions, or tips! Challenges I'm still facing: Structure animation: Gatehouse animations appear lying down in-game, while they're upright in Blender. I've tried repositioning the wall, but the animation ended up inverted... It's a problem I haven't solved yet. Animal animation: They still have the same animation issue. Thanks for your support, and see you next time!
    4 points
  2. Ironically enough, trenches/ditches were definitely used by the ancients in pitched battles and during sieges.
    3 points
  3. I had an idea that you might like: If you capture an enemy militar building, you can recruit units of that civilization as mercenary units paying with metal and you can recruit only mitilar units that your faction don´t have as mercenaries. For example, if you are using Spartans faction and you capture a iberian barrack from your enemy, you can recruit iberian swordmen from that barrack for maybe... 100 metal. . If you capture a enemy workshop from Romans, then you can recruit a balista as mercenary units for maybe... 300 metal.
    3 points
  4. German Women -> German Civilians. @real_tabasco_sauce
    2 points
  5. its committed Feel free to try it by getting the nightly build, or by building the game.
    2 points
  6. I want to implement a system for unit speech/dialogue in cutscenes next, inspired by that mockup. Should I add a "next" button (to the bottom right probably) for the player to click through the dialogue themselves? Or always switch to the next line after a set amount of time, like a predefined cutscene? How do other games do it? It would of course be possible to provide both options and leave the choice up to campaign makers. Could that be worth it? Or would one option of those two be always be preferred anyway?
    2 points
  7. It used to be an unlocking tech, so that you were forced to choose cheaper techs or faster research before the full Forge tech tree could be enabled. Had that for a long time, but then decided it would be nicer for the player for it to be a choice they could make whenever it was convenient. The effects obviously have less impact the later you make the choice, but who knows what may come up. I agree that Special Buildings are a great place for such pairs.
    2 points
  8. In DE, I've actually pared down the number of paired techs significantly over past alphas. But one paired tech I've kept and that could be particularly interesting for EA in some capacity is in the Forge: The tech isn't required, but presents an interesting choice that helps you as you tech up. Since EA doesn't have the glory resource, the cost for Forging could be time, while Metallurgy costs resources but low/no time.
    2 points
  9. Add something like this to the unit template: <UnitAI> <DefaultStance>violent</DefaultStance> <RoamDistance>8.0</RoamDistance> <RoamTimeMin>2000</RoamTimeMin> <RoamTimeMax>8000</RoamTimeMax> <FeedTimeMin>15000</FeedTimeMin> <FeedTimeMax>60000</FeedTimeMax> <Formations disable=""/> </UnitAI>
    2 points
  10. Very awesome, successful games have these attributes. I don't oppose it at all.
    2 points
  11. I hate these. They make the game rigid so that you only have one way to play and can’t adjust to meet current game situations.
    2 points
  12. Choice Choice (I also don’t research it at either of these times, most of the time) ——- Just because you always research a tech doesn’t mean that there isn’t a choice involved in when you research it. You have a very simplistic view of the game that doesn’t represent the myriad of other choices out there. You can rush, you can phase up fast, you can skip techs that you don’t need, you can skip eco techs in favor or military techs, you can skip techs in favor or getting more pop, you can skip techs in favor of more buildings If things were as simple as you say everyone would have more or less the same economy, which isn’t obviously true.
    2 points
  13. Its not the techs themselves but this^ that is the core of the discussion. Recent gameplay innovations like mercenaries having a primarily metal cost in p2 has made the most extensive impact on skipping some techs, but of course most of the time the booming=turtling approach makes the most sense. I definitely don't think that adding tech pairs back into the game is a good idea except for some civ specific situations like the mauryans berry upgrade choice.
    2 points
  14. @Darkcity The USA would go crazy seeing all that oil on the map. Get ready to receive some unwanted "freedom".
    2 points
  15. I think this is a known issue, there are 2 solutions: 1. You can open your matchsettings_mp.json using any text editor and delete the entries relating to "seed". Save and close the file and it should not happen again. 2. Atrik has made a mod which resets the seed for map generation. This should fix the issue.
    2 points
  16. The new Civilian unit is just one unit with two actors randomly assigned at creation, male and female. It makes no sense and it's impossible to apply different gather rates to different actors that are sharing one unit template. You need two templates for that.
    2 points
  17. The genders are purely cosmetic, there will be no difference in gameplay. Only difference is that you will no longer have 5 dudes and 50 gals while booming
    2 points
  18. FYI: 3592814aa8 has been committed yesterday at 08:23 UTC.
    2 points
  19. I usually (if possible) use mountain ranges as walls, and just wall of the gaps. Same goes for plateaus and oceans. With a bunch of sentry towers behind the walls. I can shoot attackers to pieces while they try to break through. Then, by the time they do, I’ve moved all available soldiers to where they are.
    2 points
  20. I imagine this won't be possible anymore in Release 28
    2 points
  21. one element that might be fun would be market routes at the exit of maps. Something that you cannot control, but a point for your merchant, or merchant ship to reach. It is only interesting if the gain in term of resource are important compare to what's available on the map. All the players could send merchant to it all the time, the trick would be to protect the trade route
    2 points
  22. ...doesn't exist. It makes no sense to skip on any economic upgrade, as they are now. No choice this-or-that. It's just pointless not to get them, the question is only when. And, as a rule, we actually know when to get the most important upgrades. - Woodcutting Level 1 - either before or after Barracks. No question here, this is a must. - Farming Level 1 - After clicking to Town phase, or just before if you really need faster farming before Town phase. - Woodcutting Level 2 - Immediately after getting to Town phase. - Farming Level 2 - Immediately after getting to Town phase. - Metal Mining Level 1 - As soon as you put your first metal miners to work. - Stone Mining Level 1 - As soon as you put your first stone miners to work. - Metal Mining Level 2 - Just after Stone Mining Level 1. - Woodcutting Level 3 - Immediately after getting to the City phase. - Farming Level 3 - Do I even need to say it? Etc., etc... In short, economic upgrades in this game are there just to be there. Everyone gets them, it makes no sense not to, or you will fall behind. I believe that getting rid of the pair-techs was a wrong choice. And we absolutely don't need so many levels of economic upgrades in a game where booming is essentially the same thing as making military.
    1 point
  23. Both @Classic-Burger and @Deicide4u have some good ideas for singleplayer mode. If you want to playtest those ideas, I would recommend you to make a mod for yourself. That is much more efficient than raising suggestions on the forum that will very unlikely be adopted. If you encounter technical challenges, we are happy to help with specific coding difficulties and you can perhaps team up with @Emacz to make his Historical mod better. Changing anything in the base game will go through heavy scrutiny, especially when tweaking something that can affect the balance, such as your additional techs. Most multiplayers use only the public mods, therefore we have to keep in pristine to prevent game-breaking balancing disasters. If you read the changelog on the gitea, you will see that most balancing changes are very minor increments in stats and something as major as your techs must be tested in many TGs before being implemented. If you don't want to you go through all this hassle to convince the MPs, just do a mod and submit it to mod.io. Hopefully some like-minded players would download it and 1v1 you there. Back to the topic, I like how it's done in Delenda Est. The techs to take very long to research and some choice to accelerate it would be great.
    1 point
  24. I think you don't like the calls to "nerf" units , but that doesn't mean making the game more boring, to the contrary : what MPs players don't really like are too anchored 'metas' that make all games a bit too similar... Because one build or tactic is too hard to counter, and that therefor a players can repeat it regardless of the opponent being aware of what you he'll do. Ideally strategy, improvisation, adaptation would be rewarded over mechanically applying a cookie cutter build. You get a better experience from a game where you have to use your brain, teamwork, rather then just trying to be fast fast at spamming broken champ cav for example. Idk how exactly that translates for SP, probably just not being incentivize to make an army of 1 unit type, because it's stronger and isn't at risk to be countered, is already kinda giving the game an extra dept. Pretty sure that it's universal that players play RTS for the Strategy part (Even if I've been told that "Real Time" means it should be about being fast clicker or what not).
    1 point
  25. 100% agree. I actually suggested something similar the other day in another thread for how we could improve Ptol’s library. I don’t think it has to be a paired tech per se but it makes a lot of sense for it to be one. Maybe these meta techs are places where paired techs work well in general. Nice to see you implemented something similar.
    1 point
  26. They raise their hands to the gods on high, no matter which god. The gods are on high, except for those of the Underworld.
    1 point
  27. That's why the game never changes.
    1 point
  28. commit your changes here it's easier when help is needed to see the bigger picture. They have different workflows and standards though. Code will be reviewed and the idea needs to fit with the game. Sometimes you make patches and nothing happens with it. With that said you can learn a lot by making patches through input of other more experienced people and your code quality will improve. I'd suggest starting with small simple patches though to get into the dynamics. It's fine, 0 A.D. is the first game i learned modding and took me a while to figure most things out aswell and i'm still learning.
    1 point
  29. I agree that they are largely researched as soon as reasonably possible, with little variation, but the answer is not to force trade-offs by making them tech pairs. its better to diversify unit costs (we see more priority of the stone tech for slinger civs for example) and maybe reconsider the costs of the eco techs themselves. we can also make techs non-ubiquitous across civs.
    1 point
  30. The former. Egypt map is especially detailed and full of various entities. The AI bases are also fully built up. But, that isn't the primary cause. AI scripts and pathfinding are still the biggest issues. I recommend playing 2vs2 games with "Normal" size maps, at most.
    1 point
  31. Would be easier if you uploaded your project on github or something. You also need function Convert() {} on line 1, which is likely to solve alot of issues. I meant you can improve your code by using the tools available
    1 point
  32. could you upload this (replay) file please? Edit: I meant the save game
    1 point
  33. Hi @Seleucids I installed Linux MINT and I cant find the way to install the mod. When I download the file, I cant see a pyromod file to start. And I don't find the mods folder at /.local/share as it was mention on the video. Can you help me out ? EDIT : I understood how to use Pyromod ! It was the folder itself to open with 0ad! Its okay now
    1 point
  34. Implemented in PR #8062. https://gitea.wildfiregames.com/0ad/0ad/pulls/8062
    1 point
  35. Okay, correction, I do use women to farm, but I get most food by hunting and trading.
    1 point
  36. This is kind of already the case with certain civs/buildings, like the carth mercs. However, I think it should be made consistent unless there's some huge balance issue (like multiple discounts leading to 10 metal mercs).
    1 point
  37. Indigo blue of course with the Britons and their woad. This was quite a big deal as blue was hard to make. Persians had it too (from mines). But it was rare at the time.
    1 point
  38. Optimal farm placement in Imperia Vetera. Farms yield about the same food as the most upgraded ones in AoE2. Persians get a bonus 100 food per farm.
    1 point
  39. @user1 Malavita disconnected a rated 1v1 game when his cav attack failed. Attaching the game files here. commands.txt metadata.json
    1 point
  40. This mod fix the seed and mapscripts bug loaded persistently. Idk why I or nobody did it before... ResetSeed.zip
    1 point
  41. @Sesshoumaruin order to get your points you'll need to upload the commands.txt file from the replay's folder. You can check on the replay's section of the game, identify it and navigate to the file's path shown in the bottom section of the screen to get the replay folder
    1 point
  42. Absolutely. There will be a lot of fixes and improvements. Then again, it'll be further from A25 than A26. But I think it's always a good idea to port to the latest. Maybe plan on porting over to every other release?
    1 point
  43. IMO the fact that were this mod to exist, with: "ignoreInCompatibilityChecks": true set, it would be undetectable in-lobby (as I understand it) is more worrying then how the mod is perceived ethically. Maybe my understanding of mods is wrong, although from what I gathered from the proGUI thread is that this is still more or less the case. The discussion of "what's fair play re: mods" is an interesting one but seems way too porous and lacking (surprisingly) authority for it to be productive, so again IMO the ability to see what mods someone is really using seems more useful than 10+ people pulling at opposite ends of a "what's fair" rope. As with even the most basic semblance of lobby moderation and prohibition of racial slurs in usernames (has this happened yet?)—which was brought up numerous times on the forum to total inaction (and even push back)—I'm at least hoping that over time the total black box that is mod use will slowly get some attention. I suspect a few top players will change their approach (or at least lose some perks like totally revealed maps for allies and enemies) coincidentally around the same time.
    1 point
  44. my first RTS game. (1999)
    1 point
  45. Okay, let's split hairs then. Edit: as for your first sentence that I just noticed: unique does NOT always mean good. Wow, women give resources if killed. You need ot kill 50 !!!! women to gain back only the resources for a single soldier. Sure, this value can be adjusted by increasing the amount of resources per woman killed. The exp. point system is nice of course, but still. This game is in its current state about masses. How many units should a single veteran soldier equal out? If there is enough economy for pumping out 10 soldiers at once your veteran would need to equal out what? 5 soldiers? 10 soldiers? 100 soldiers? better arm it with a MG 42 then ... xD Joking aside. towards your last sentence: Are you a game developer? Did you create a working game that was played by thousands of players? I did, google "Company of Heroes : Eastern Front". In total there were around 500.000 players who play and played it in the past. When we released the first version we managed to crash the official game servers because so many people went online and started playing it. I also made modifications for Warcraft III which also are played by thousands of people. Furthermore, I played various RTS games in the past 20 years, starting from Age of Empires, over stronghold, Warcraft III, Rome Total war series, plenty of The Settlers, Cultures, Battle For Middle Earth Series and a couple more to mention, and I've been in the modding departments of a lot of these games. So I sort of know what makes an RTS good and what not. Don't try to lecture me.
    1 point
×
×
  • Create New...