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    1. Announcements / News

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

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      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

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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

    • Ok, I just installed this and have a few questions: -Regarding "new quotes and tips" in the game load screen, it goes away too fast for me, I can't read it. As suggested at some point, "press any key to continue" could be implemented. -I have no Scenarios under Campaigns anymore, like I had with R27. And as suggested at some point, I'd remove the redundant "Continue Campaign" option from the main menu and leave only the one under "Single-player". -I like that civilians are both men are women now, but has there been any discussion regarding gendered roles according to each civilisation? I'd like to see more female priestesses for the Greeks for example.
    • While developing stevenlauBot, I read a whole lot of 0AD source code.  I got a closer look on the behaviour of attacks, which isn't available in user guides / manuals.  Advanced players might find this useful. Dodge CC arrows with 5 cps Consider the simple case in which some enemy units are constantly running under a defensive building.  The building is angry, and would shoot all arrows evenly in the first quarter of repeat time, i.e. 4s / 4 = 1s for CC.  During that 1s, the arrows are shot evenly in 5 batches.  As a result, to dodge under CC, you do 5 clicks per second, then you have 3s of free time.  For stone tower the repeat time is shorter, so you have to click a little bit faster.  In addition, the arrows are shot to the same target until it dies, so you only need to dodge one unit, which is by default the closest one. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/components/BuildingAI.js#L292 Snipe a formation by enclosing them When attacking an enemy formation, you can't choose to snipe an arbitrary formation member.  The member closest to your unit will always be attacked.  You could theoretically surround the enemy formation with snipers, so each sniper will see different "closest member", and achieve certain extent of sniping.  To attack you just have to right-click the whole formation and the closest member will be chosen automatically. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/components/UnitAI.js#L5407 Shoot farther on turret or mountain Suppose the maximum attack range of a unit (CC, archer, jav etc) is said to be 60m.  The actual maximum distance is different when the unit is on mountain or turret.  It is calculated using the formula: actual_max_distance = sqrt(max_distance^2 + height * max_distance * 2).  While this formula produces plausible numbers, I don't think it is physically realistic.  It is parabolic but it doesn't represent an actual projectile curve.  Anyway, what it means is, if you stand higher, you shoot farther (with larger spread though; and spread considers horizontal distance only).  If you stand so low, like 30m below enemy, then you can't shoot them at all.  The max height (30m) is half the max distance (60m), which is arbitrarily fixed by the 0AD team. All units and buildings are considered equally on ground level (0m) except that outpost is 8m, sentry tower 9m, stone tower 15m, and Han great tower 20m.  So stone tower actually shoots as far as sqrt(60^2 + 15 * 60 * 2) =  73.48m.  An archer turreted on wall (roughly 10m tall, different with civs) will shoot at sqrt(60^2 + 10 * 60 * 2) = 69.28m.  What about fortress?  Although we see fortress shoots arrows at a height, it is still considered to be on ground level (0m), so the max distance is still 60m.  This might have to be fixed. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/simulation2/components/CCmpRangeManager.cpp#L1387  
    • Yes, it doesn’t work when using Shift. It’s only meant to prioritize a single order. If you want to queue multiple houses for construction, the best approach is still the standard method using Shift.  You can use this command in multiple ways. For example, if you only need a small amount of food, stone or metal, you can use “Order one unit” so they deposit the resources and then immediately continue farming/mining. It doesn’t work quite as well with wood, since they might end up chopping a tree that’s far away from the dropsite. It’s also useful if you have a production queue and want to prioritize a specific unit or technology. When you queue multiple houses using the traditional method (Shift + click), units won’t go and build any pending farm foundations until they finish their previously assigned tasks. On the other hand, queueing the construction of many houses using Shift + click is not very efficient from a resource utilization standpoint. That said, there are situations where it doesn’t hurt of course, especially if you have plenty of spare wood. IMHO the situation where a farm is left unbuilt and civilians go back to it after finishing all assigned houses/buildings is quite an edge case and easy to handle with a bit of practice. So I wouldn’t treat farms differently from other buildings in this regard.   The trick is that this old farm is already occupied. So, the units that just finished building the first farm will try to go and gather there, but since it’s already taken, they’ll get reassigned to the new farm instead. Meanwhile, the remaining five, seeing that all farms are occupied, will move on to build the next one.  This way, you avoid having all 10 civilians build both farms before starting to gather. You shouldn’t send them to gather from a distant occupied farm, but rather to the closest one relative to where they’re building to avoid them to walk a long distance for nothing. It works quite well for me. Give it a try. Btw, I’m not saying this to defend the current behavior. It's just a small tip that might help you in the meantime.    Ah, got it. I don’t have an opinion on it. It would be a significant change to the game’s dynamics tho. It might work well. I’m not sure. I do know there are some approaches in this direction in the @Emacz mod with the Serf units.     Sorry for the long reply.   
    • Honestly, I strongly believe the ModernGUI mod should have its compatibility check permanently enabled, with no option to disable it. This isn’t because of the GUI itself, but due to the autotrainer. There are multiple players exploiting this and receiving credits they haven’t legitimately earned. Same that Delenta Est, Aristeia, even Feldman I think must apply to this mod too. I am not interested in games with this setup. Gray letters to the ones that uses autotrainer pls! So others can make informed decisions.   
    • No, not really, I've mostly just messed around. I did make this though: https://jeff-web-sketch.github.io/minecraftmods/index.html
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