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About azayrahmad

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  1. 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.
  2. 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.
  3. 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
  4. Very nice... I think you could reduce the damage variants to only 3/4 variants. Now I've got an idea of spreading fires through palisades... I've also thought on removing defense and dropsite capability of civic centers. However I realized that civic centers in 0 AD is based on AoE games, which is meant to be the first and eventually the last building you'll ever have in the game, and thus needs all basic economic and defense capabilities for a city to survive. My suggestion is to do it like Stronghold games, by giving free first granary and stockpile. In 0 AD case, free first farmst
  5. 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
  6. Why didn't I spot this thread sooner... These status effects icons are cool, and foreshadows what may come to 0AD (frozen effect, terrain/biome effects are coming to 0AD?)
  7. 0 AD has TvTropes page analysing popular tropes found in the game. https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/ZeroAD Feel free to add or edit the page as I think some of the tropes are outdated.
  8. I think someone has proposed here in this forum that deleting building should decrease building HP gradually, and I agree with it. This proposal sounds similar. In addition to this idea id also like to add that building deletion should be able to be cancelled. This is useful to prevent accidental deletion and allow opponent to retake captured building and stop the process. Also I think instead of calling it deletion it should be called salvaging since we got loot from it.
  9. This is achievable using Significance, which multiplies morale regenerate rate effect and death instant morale damage/bonus to nearby enemies/allies. However I avoid editing template files for now to keep compatibility with as many Alpha versions and mods as possible. I'd probably release template changes either as separate mod or as part of City Building mod.
  10. Overview This mod adds morale system to 0 A.D. Please read an overview of morale in Wikipedia page here. This mod tries to represent military morale and to some extent also employee morale (for workers). Morale system here is inspired from a mix between Total War and Stronghold style morale. So basically the higher the morale, the better your units at gathering, building, and fighting, and vice versa. Morale is influenced by unit's health, being attacked, being near other units, etc. On a very low morale, units will flee the battlefield. I originally develop this mod for Happine
  11. The original Rome: Total War is remastered, guys! Gameplay preview:
  12. For now it's just injury and being near allied/enemy units. Still working on unit death effect on other units in range.
  13. Thanks @wraitii for your help! It turns out that OnRangeUpdate seems to not detect entity once it is destroyed, so the solution is to reverse how ApplyMoraleInfluence and RemoveMoraleInfluence work. Previously the unit applies aura to other units in range, now I reversed it so all units in range applies the effect to the unit instead. I haven't tested this thoroughly but so far it seems to be okay. OnDestroy seems to be what I just looking for. Perhaps for morale damage on death instead of mucking around in Health component. That stackability trick is neat. I wonder why Aura com
  14. Preview of upcoming mod, Morale System, using We are Legion scenario demo map. Framework is mostly done, but many variables need to be fine-tuned.
  15. I mean the huge screenshot (higher resolution), hotkey Shift+F2.
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