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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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  • Topics

  • Posts

    • I just heard about this from popular mechanics. https://www.popularmechanics.com/science/archaeology/a70698814/archeologists-uncovered-evidence-of-a-2000-year-old-machine-gunand-the-damage-it-did/ would be a cool thing to have in the game if it is real.
    • Thanks. But did this capability exist before  Release 28: “Boiorix”?
    • P.S. my experience about related topic: OpenRA Red Alert (open source CnC games project) as you know has infinite queues and it never runs out. As result, we have players that queue 1000 units in queue and never check it again. I ran experimental tournament with idea to reduce this queue sizes to 5 or something and there was intense discussions. Some people said that it's retarded change and some were for that. At the end people wanted balanced solution of 50 or 100 units.  Most of competitive players were FOR the change and smaller queue sizes. Unlike casuals.
    • @seregadushka Hi.  "Fighting UI" is pretty popular discussion in RTS world.  My opinion is that 1) RTS should not be played like (turn-based) strategy games (like Chess, Go, Civilization, HOMM, etc.). You still need "real-time" element. Some people prefer more clicking and some people more thinking. I'd say RTS genere is balance between the 2. Between chess and Counter strike or similar games for example. 2) For easier discussion, people mentioned BW and AOE2 (I'd add Warcraft 3) as very success ~30y old games with old mechanics that still works and a lot players play it. I'd add to discussion: there's different type of successful RTS games that automated a lot of things: Supreme Commander FAF and it's ascends Beyond All Reason and Zero-K. Even if those games are automated, they are also popular (well BAR is). But you still have clicking there, more or less. So what's catch?  I think it's about switching focus of clicks. In BW/AOE most of clicking is focused on production and micro. In SupCom-type games it's switched to general macro. In PvP (player vs player) clicking in RTS is inevitable.  3) I would also add BattleAces as failed game. There's no macro and everything is automated and it failed hard. TBF, I don't say it's same as what you suggest. You will get point why I added it to discussion. 4) Regarding this automation discussions, there will always be different vision between competitive players and casuals. B/c of this, you will always have unsatisfied group of people however you balance it. So it's about authors to decide how they balance it. 5) I will add 1 more example: NBA basketball 3 pointer range. This is short history: - 1979 (Oct 12): NBA officially adopts the 3-point line, initially viewed as a "gimmick," with a 23’9” radius and 22’ in the corners. - 1994-1995 Season: The NBA shortened the distance to a uniform 22 feet around the entire basket to boost declining scoring, a change that lasted three seasons. - 1997-1998 Season: Due to higher percentages and increased usage, the NBA reverted the line back to the original 23’9” distance (22’ in corners).   You can blame NBA for what they did in 1997 as artificial made obstacle. We can say "hey decrease range and make basket 2x bigger". And some people will like it I am sure, but NBA would lose a lot if doing that.  My personal opinion is that 0AD is already a bit too much automated, but it's still fine. Adding more could ruin game.   
    • Hello @seregadushka and thank you for sharing your opinions about this feature. As mentioned earlier in this thread, we value feedback, but we're never in capacity to address it all due to lack of sheer developer resources. That's why we usually encourage those who can to go the developer route or to find someone that can, because that makes changes much more likely to happen. I understand this is frustrating, but that's just how it works. Everyone here is doing things for free on their free time so no one can really be forced to do anything. As you saw in this thread what seems to be the biggest pain point you have in the game is inconsequential for some (but surely not all) other players. Everything here is about balance and compromise. Now to address your concern itself it was discussed at length in the past, and the developers made the choice to go one way and autociv (the mod) went the other way. Relevant links with documentation under the form of discussions   https://wildfiregames.com/forum/topic/38261-auto-queue-for-0-ad/ https://gitea.wildfiregames.com/0ad/0ad/issues/6669 https://gitea.wildfiregames.com/0ad/0ad/issues/6743 https://code.wildfiregames.com/D3865 https://code.wildfiregames.com/D4144
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