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Yes. I'm talking about battalions between. 15 and 30 units (max). @Radiotraining: And then you get that personal "immersion" or "attachment" in how you can upgrade each battalion individually and make them unique. Add an officer, a noise maker, upgrade their armor and weapons, etc. Maybe even have a meta where there's a screen outside the match where you can customize battalions and they show up in-game available to train in the UI.3 points
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NNNNOOOO BBBBAAAATTTTAAAALLLLIIIIOOOONNNNSSSS!!!! Believe me, I have seen how battalions ruin 0 A.D. @Exodarion added them for Hyrule Conquest, and they ruined it. They made weaker units feel like cannon fodder that's only purpose is to march to their doom, and stronger units feel less unique, as having a group of Champion units (which, in HC, are often monsters or demons) looks like they are overwhelmed by armies of battalions. I think Battalions could only work in vanilla 0 A.D. if they simply are an updated version of Formations (which are, in a way, just Battalions).2 points
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Hi @Adriano0ad, I'm guessing what you mean is that you resized the panel and now you want icons to fit better in the panel. The spacing is calculated dynamically so you should only have to increase the number of items per row. In the selection_panels.js for example : g_SelectionPanels.Construction = { "getMaxNumberOfItems": function() { return 40 - getNumberOfRightPanelButtons(); }, "rowLength": 10, // <<<< INCREASE THIS NUMBER to 12 for example "getItems": function() { ...2 points
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On the Formation control "No override" setting: Is this now actively decided that it shall be in r28? I noticed it's still in there. I'd vote against it if there would be a vote. The highest effect of formations are currently at the mining and capturing. And it makes no sense. It doesn't require much skill. The player only needs to know there's a weird setting and then set the units at the mines on a formation. Like you just need to set "fast mining".2 points
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+1 Once again really nice work @nifa I would add some details on the back, column cracks, maybe some more ivy to make it less clean. For the little entrance with the wooden beams you might have to adjust it so it looks believably high.2 points
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Hey everybody! The newest release is out, Version 0.6.0: Aquamentus. This release adds the nomadic Zola civilization, several new maps and GUI tweaks, and two new unit systems: Stealth and Camouflage! Check out the download pages to learn more: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-060 and https://github.com/Perzival123/Hyrule-Conquest-Revival/releases/tag/v0.6.0.2 points
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Los incas del siglo III d.C., al igual que varias ideas del mod, me hicieron cuestionar ciertas cosas jajaja1 point
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What? One battalion of champions would destroy several battalions of CS. Which is why battalions would need to be a togglable feature, similar to grouping in AoE1. Just in a proper formation. You'd select a group of units that is eligible to form a battalion and you'd click on a "Form Battalion" button (or use a hotkey). Now, any time you select one of the units in a battalion, you will select an entire battalion. Similarly, with a battalion selected, you would click on a "Disband Battalion" button to un-group the units. It's simple in theory, but the implementation will be more complex (as will be adding any bonuses to units in a battalion).1 point
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Reminds me of errors I had when pulling without git lfs. If you pulled without git lfs, try again with it maybe.1 point
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Thank you very much for the explanations. I ended up uninstalling and reinstalling the game to get it back to normal haha. Now you can try modifying the layout and adjusting a few things again. Thanks for the help, and I'll come back and share the results later =D1 point
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Ah, I was wrong indeed, thanks @Mentula, the items margins aren't calculated dynamically relative to the containers size. Unlikely that you want to create proxies to re-overwrite them thoughts, if you changed them or if there is a issue with the icon size, better fix it.1 point
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Ok, it seems that talking about battalions has inflamed the debate ahaha but is good! There are so many different visions, but the core game keeps improving this way! Another mentioned aspect was about resources placement on the map and I just wanted to say how I really like the big stone quarries that I've seen in some recent maps (Oases, I think?). Is a very interesting visual detail and maybe a path to go in future maps and releases. Instead of many boulders randomly placed, some big extraction areas in few strategic points of the map. This would "force" a more proactive gameplay towards map exploration and strategic control. Definitely can add "flavour" to the game experience Anyway I'm just returning to play again due to winter holidays and the game is still as fun as ever ahaha1 point
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I think Starcraft 2 had something similar where you could set workers to auto-repair.1 point
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Hi @Adriano0ad, Here is a solution if you want to control the margin between buttons dynamically. No file replacement needed. If you want to change the margin for all panels: setPanelObjectPosition = new Proxy(setPanelObjectPosition, {apply: function(target, thisArg, args) { const vMargin = 3; // Vertical margin between buttons const hMargin = 3; // Horizontal margin between buttons target(args[0], args[1], args[2], vMargin, hMargin); }}); and place this code in a new file gui/session/unit_commands~MyMod.js. If instead, you want to change the margin for one/some panel(s) only (f.e. "Construction" panel): g_SelectionPanels.Construction.setupButton = new Proxy(g_SelectionPanels.Construction.setupButton, {apply: function(target, thisArg, args) { const ret = target(...args); // Run original function const vMargin = 3; // Vertical margin between buttons const hMargin = 3; // Horizontal margin between buttons const data = args[0]; setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength, vMargin, hMargin); return ret; }}); and place this code in a new file gui/session/selection_panels~MyMod.js.1 point
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That would be a completely different game mode. You'd have to create entire battalions. Like in Battle for the middle earth. It would also resemble praetorians in that sense. That's understandable. You would also need an AI that emulates the movement of an RTT. And that the formations maintain and fight in formation(single formation).1 point
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Maybe because that was 4 years ago and my views and understanding have evolved. The way you approach things is very off-putting. What an idiot I was 4 years ago to not realize the two versions of the pantheon looked different!1 point
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By Augustus, I assume you mean Gaius Octavius the first emperor? Then why asking for a later version of the pantheon when it has been reconstructed by Hadrian ?1 point
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As casual player, I have to say that the game doesn't *necessarily* lack anything: visuals are really beautiful and keep improving each release and overall is a solid, reliable game that I like exactly because it stay true to the pure rts formula. Which is rare nowadays. But at the same time, if we are to improve something, I would also agree that the game tend to stale in the lategame part, because of lack of "extra" techs or elements that keeps playing engaging after reaching the final stage. I think Burrito is really onto something when he mentiones "dopamine effect" that comes with feeling of accomplishment. Probably this is an element that can elevate the game feel overall. What AOE did really well, was marking each phase with great visual improvements. You really have a sense of accomplishment after each stage, especially in how buildings looked. Something missing a little in 0ad. But this is all easier said than done: making new skin/buildings for each stage requires a massive effort from art department, extra disc space in the final download and lot of time to develop. However is an element to consider. With units would be the same, but I think even small cues, such as naming a more experienced soldier into "élite" or whatever synonym, could add this sense of improvement, like going from basic Hastati 》 Royal Hastati 》 Élite Hastati or something like that, to mark a difference between each improvement, could add to the experience of progression. Just a simple idea. I used to play a game as kid, Imperium by Haemimont Games. There was also unit experience there and a visual cue was their shield and armours would turn more and more gold the higher up they went. Maybe a simple visual element like that could also work without re-making every single unit? Just another simple idea. All of these are not "necessary" changes, but tweaking on this idea of progression can improve the game experience to the late stage. About battalions. While they may be interesting, I'm not sure is the only way to go. I really like the current concept of "soft battalions" that form naturally if you click a group of units, while keeping each unit singular. Maybe the same concept can be "hardened" with a specific button to merge a group of units into a battalion and eventually disband them. But the reason I'm not completely a fan is because I used to play also another game that combined this with rts: Praetorians. And the whole battalion thing, while being cool to play, it also bored me quite quickly, because it lacked another concept that is "human immersion". Big group of units quickly feel like mere cannon fodder and there's something a little special about starting with few units, or make them survive from an enemy or make them "grow" etc.. is a feeling of classic rts that may be worth keeping, while adding other improvements. I hope I could give some constructive opinions. As I said, is only a perception from a casual player. The game is already fun and cool to play1 point
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Is it just me, or do these people above have bot-like names?1 point
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It sounds ambitious, it would be interesting...it would be less frenetic and more deliberate. Like a less developed Total War. I agree that the game should take the risk of ceasing to be an AoE clone.While still being an RTS. Real Time Tactical. There have never been many games that combine base building and tactical battles. In fact, almost none. Manor Lords...But it's a city building with RTT.1 point
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The dopamine circuit and progress. Video games emulate life. In life you gain happiness and dopamine from making progress. The brain of the competitor is different from most of people. That's why mobile gaming can be addictive. The feeling of accomplishment. An RTS is a step-by-step progression path. The game has mechanics but there's no sense of progress. There is no PvE at the start of the game. Overcoming nature and the environment is the first part of each game. The promise of these is to be a small and humble village until aspiring to be an empire. If the reward is easy to get, it's not fun. That's why it's important to nerf the economy of 0AD. You need a variety of modes and things that give that feeling of effort and novelty.1 point
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That is more up to the map makers more than the game itself. Maybe some maps should be realistic in how resources are placed, instead of babying the player with all resources right up front.1 point
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That would be an interesting idea. However, it doesn't really make since that the farmer just being near a building should repair it, since he is just standing there. However, what if idle workers (defined that way because their last order was to build, gather, or repair) automagically would start repairing buildings?1 point
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The Massagetae are neighbors of the Dahae. They live near the Aral Sea. The Persians mention several peoples among the Saka/Scythians: Sakâ Haumavargâ – Scythians who prepare the sacred drink haoma Sakâ Trigraxaudâ – Scythians with pointed caps Sakâ tyaiy paradraya – Scythians from beyond the sea Sakâ tyaiy para Sugdam – Scythians from beyond Sogdiana It is very likely that the Sakâ Haumavargâ are the Amyrgians, a people difficult to locate but who must have lived close to the Massagetae. The Sakâ Trigraxaudâ are generally identified as the Massagetae. The Sakâ tyaiy paradraya are the Scythian peoples of the Pontic steppe, north of the Black Sea. They are divided into several groups, but the most powerful call themselves the Royal Scythians. Finally, the Sakâ tyaiy para Sugdam are probably distant Scythian peoples located north of Sogdiana, perhaps the Saraucae, who would invade the kingdoms of Bactria and Sogdiana in the 2nd century BCE. For me, there are several Scythian-related events that are particularly interesting. First, the campaigns of Cyrus the Great against the Massagetae and the Amyrgians. Then the campaigns of Darius against the Pontic Scythians—a long expedition around the Black Sea. There are also the campaigns of Philip II and Alexander the Great against the Scythians near the Danube, difficult wars that even caused a few defeats for the Macedonians. There are the wars between the Scythians and the Greek Bosporan Kingdom in Crimea. Finally, the destruction of the Greek kingdom of Bactria, the successive deaths of Phraates II and Artabanus I, and the eventual creation of the Indo-Scythian kingdom in northern India. It is a very rich history spread across a vast territory with many peoples. Most remain nomadic, but some Scythian groups do become sedentary. I think the Royal Scythians, the Massagetae and the Sakaraukai/Saraucae are all three interesting nomadic Scythians from different areas. This is a good idea but maybe it should be directly integrated into the Parthians civ. Starting as a nomadic tribe and becoming a Persian empire is original.1 point
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"An Offering of Flesh" or something like that. Raw, savage, but still subtler than outright spelling it out.1 point
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A tower cost 200 resources, same as 2 infantry, we'll take account build time and say 3 infantry... Considering this, you can see why building a tower SHOULDNT be too strong as to for the enemy spend excessive time to take it out. When the building balance is making buildings too strong, then game stalls and it's boring. Which is why this alpha (a27) is refreshing because building are balanced. We can make the same comparison we did with towers with other buildings like CC and forts both as costly as 9 infantry. Yet a CC even being easier to capture now can score 80 kills as I often witness in games, and forts even more (100 not being uncommon even saw 169 once). The towers enemy capture in your own territory, decay 10 capture point/sec iirc, so recapturing them is actually much more at the advantage of the original owner. Next alpha, CC and forts will be back at being almost impossible to capture, which I regret because it will close strategic options, forcing players to always go for rams, even when you only need to defeat a naked CC. But I guess the majority of people think that's how it should be..1 point
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Please be more respectful and appreciative of other people's work. The addition of the Germans was certainly not rushed; the pull request was open since well before the release of A27 and being reviewed for a full year before merged. And that time doesn't even include much of the work of creating the content itself, like researching, brainstorming, making the 3D models, the portraits, and putting everything together. Creating a complete new civilization takes tremendous effort and we should all be grateful for the wonderful people who dedicated their free time to achieve it. And in my opinion the Germans are definitely up to the standard of other civilizations in terms of art, historical accuracy, uniqueness, and balance. Stuff like custom phase names are just the cherry on top and can very well just be added in the future.1 point
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There's only a limited amount of metal on the map. Later in the game especially I feel like I'm getting a good deal if I can trade 100 food for 25 metal at the market. At that rate mercenaries are much more expensive than citizens. Doesn't metal also take more time to mine than food or wood?1 point
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Are they? When I look at the Roman swordsman from the castra (who is advanced rank if I'm not mistaken) and some merc swordsman (also adv. rank) I see the same values for their sword attack and worse for capturing (plus the merc can't gather).1 point
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Palisades should be upgradeable to stone walls, for slightly less cost and time than building them. Then, palisades stop being useless late game, since you can turn them into much stronger walls.1 point
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World Rising Mod Update! Hello everyone! I'm excited to share with you the latest updates on my World Rising mod! Maritime Units - War Canoe: now with 4 crew members, including 3 javelinists and 1 rower, with attack animation! - Merchant Canoe: with a javelinist for defense and trading capabilities. Hero Yoru - Weapons: now可以选择 between 2 axes or spear and shield, increasing flexibility in combat! New Buildings and Technologies - New Buildings: added to enhance gameplay experience. - Technologies: updated to provide more options and challenges. Resources - Copper and Gold: new resources added to increase economic complexity. Upcoming Goals - Copper Age: introduction of the 3rd era, with new buildings and technologies. - Primitive Market: creation of a market with individual shops that generate resources passively. - Primitive Military Building: development of a building for training and defense. Feedback and Ideas I'd love to hear your feedback and ideas to improve the mod! What resources or buildings would you like to see added? Thanks for your attention and support! Until the next update!1 point
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The debate around the use of mods is a broad and somewhat controversial topic that I’ve observed since I first became part of this community. I’ve noticed that, whether in favor of or against the use of mods, many argue that it’s impossible to prevent them. Even if all players in a match (not just the host) could see which mods are active, they claim there’s no point in adding such a feature because it’s very easy to rename a mod to disguise it as something else and hide what’s actually being used. One could even inject a mod inside another mod and achieve the same result. Below, I’m sharing a sort of "white paper" outlining what I believe is a possible alternative to this issue. While it may not be free of weaknesses, it could make it significantly harder for players to deceive others. Mod Integrity Verification in 0 A.D. Objective Prevent the use of hidden or modified mods that provide unfair advantages in multiplayer games, through automatic integrity checks without compromising player privacy. Context Currently, players can install mods in two ways: As folders, which are easily editable. As .zip or .pyromod files, which are harder to modify without leaving traces. There is currently no native mechanism that allows the host to verify whether a player is using a modified mod. Proposal Implement local mod integrity verification using cryptographic checksums (e.g., SHA256), and report this data to the host. How it works On the client (player) side: When launching the game or connecting to a match: The client calculates a hash (e.g., SHA256) for each enabled mod. It generates a list with: mod name, hash, and enabled status. This list is automatically sent to the host. On the host side: The host receives the list of enabled mods and their hashes. It compares them against a predefined whitelist (for a tournament, server, or community). If mismatches are found, the host may block the connection or issue a warning. Security and privacy No file content is transmitted. There is no remote access to the player's file system. Only mod names and hashes are shared. Forging these values would require tampering with the engine or core scripts. Advantages Makes it harder to use undetectable modified mods. Promotes transparency and fair play in multiplayer sessions. Scalable for tournaments, ranked matches. Suggested implementation Add SHA256 hash computation during mod loading. Extend the multiplayer connection protocol to include mod hash information. Allow hosts or servers to define and enforce a list of accepted mod hashes. Technical considerations This system is not intended as a foolproof solution against all forms of malicious modification. While verifying and reporting mod hashes locally significantly raises the difficulty of using altered mods without detection, a technically skilled user could still modify the game engine to falsify the reported hash values. It’s also worth noting that 0 A.D. is widely used on Linux, where many users compile the game from source due to delayed updates in official repositories. In such cases, the compiled binaries may vary between users even if the source code is the same. However, this does not affect the validity of mod verification, as hash comparisons are made on the downloaded .zip or .pyromod files—whose hashes remain stable as long as their content is unmodified. Despite these limitations, the proposed system represents a meaningful step toward improving transparency and reducing the prevalence of undetected mod-based advantages, without requiring invasive anti-cheat mechanisms.1 point
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I started working on an olive oil mill building using the references provided by @Lion.Kanzen and this is to get a first impression of how it could look like in the end. Any ideas about the general setup of the building? How many wings and roofs and in what directions? I tried to keep it comparable in size but distinguishable from the farmstead, storage and corral.1 point
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Another idea I had was making olive ~fields that can cling to mountains; on maps like Hellas it can be difficult to place regular fields. In addition we could make them work a bit different as you suggested.1 point
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Exactly. If it's used as intended, then it's also not part of the roman set of buildings, instead supposed to be capturable to all civs.1 point
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Well, not really. Depends on how precisely we would want to make it. If we use just the existing texture, it looks somehow like this, using only rome_struct.png: But then besides the inscription there is a relief on the front of the pronaos (maybe an eagle with a civic crown), which is missing. Also some of the references you posted have different textures for the walls on the different floors, which aren't existing in the roman texture. Rome_struct.png has only one wall brick texture. I think it would look nice to give each (especially the highest) floor its own texture. The other existing roman texture isn't more useful. How would we include the inscription when using the existing texture? Not at all? Or with a prop? I thought that's bad for performance as well? Anyway, I'm fine with both, just want to have it finished (and committed). Let's see what they say1 point
