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Perzival12

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Perzival12 last won the day on December 1 2025

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  1. I would recommend scaling them up, at least a little bigger.
  2. Depends on when those tournements will be held...
  3. It's great to see more use of this, only the Iberians even have this in vanilla 0 A.D.
  4. I recently replayed the tutorial (for campaign inspiration), and the vegetables reference is given as you are ordered to gather berries, soooo......
  5. Is there some way I could download the patch? I have been looking for a could campaign chat for a while, and this seems perfect.
  6. That is why I prefer Conquest Civic Centre mode. However, it would be nice to make demands of your opponent, like requesting tribute before agreeing to an alliance or demanding a surrender.
  7. Hey, so I have some friends who want to try 0 A.D., but they don't have computers. Would it be possible to make a mobile version of 0 A.D., for phones and tablets? I know that there is a lot of work there, but it might be worth looking into. While most RTS gamers use their computers, it would also be interesting to play 0 A.D. on the go, like in a car or while your laptop is down.
  8. This would be best made as a mod, to figure out how to do it, then integrated (as the Han were for A27). It's all good and useful to outline a campaign, but someone needs to code it, figure out cinematics, and do that type of stuff. If I were you, @CheckTester, I would refer to the Modding Guide and turn your idea into a mod, for insertion into A29 (it's probably too late to be added to A28).
  9. It isn't a real problem, it just looks very strange.
  10. I was just playing an MP match, and my opponent built up close to me, and look at what happened: What caused this???
  11. https://en.wikipedia.org/wiki/Slavs Here is their Wikipedia, it should have most of what you need, and links to other resources. Hope this helps!
  12. I can find some, but make sure you contact their authors before you post it.
  13. The armor system should definitely be reworked to a 1-1 basis (I.e your 6 armor=6% resistance, while 65 armor=65% resistance). That would make it easier for both players (why does 6 armor mean 47% resistance?) and modders (how do I know if this is balanced I or not?).
  14. I definintly agree with the idea of unit-specific upgrades (which would also contribute to civ-specific tech trees). Then you can also counter the tactics of your enemy (possibly nullifying their snowballing). For example, say the snowballer has tons of cav, research better spears, train spearmen, snowballer loses most cav. Then, as the now weakened player (who spent most of his resources on cav), figures out his opponent's tactics, he can counter (tons of archers an swordsman). Defensive buildings are a little too strong in some ways and too weak in others. They have too little life and resistance, and way too much damage (especially when garrisoned). This should be slightly reversed, so that towers can shoot less arrows, but take longer to destroy or capture. Fortresses are also very OP, though maybe that is a good thing. I think that the biggest thing involving CS is their lore and reason for existing. The idea is that they are everyday people who take up arms, not professional soldiers. But, professional soldiers are all champions which, A: doesn't make sense (champions, not professionals), and B: makes all actual soldiers too expensive and OP. For loot, I think the entire lootsystem should be done away with, and replaced with a treasure dropping system. I have two reasons for this. The first is that, in reality, in the middle of a battle how are soldiers carrying suits of armor and other looted items from the dead bodies, while still fighting unimpaired, and two, when I lose most of my army, it would be nice to have a way to get it back, by sending people to collect the treasure that both armies have dropped.
  15. Okay. For your two unremovable objects, open the .xml file in a text editor, search for their names, and delete them. Second, I noticed that in the same .xml file that the players are garbled. The problem might stem from the fact that some players are pre-selected and other players aren't. If resizing the map fixes the problem, it might be too large, and need to be resized permanently. Yeah, I just tried, and the map crashed 0 A.D. strange thing, it did something that I have only seen it do once before, when I did something the engine coudn't have... Anyway, try out what I said and see if it works then. Let me know how it goes.
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