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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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  • Latest updates

  • Newest Posts

    • Well, I never played with proGUI, so I am by no means an expert. Your words directly contradict Atriks description of what the mod does, and I believe neither of you has an objective view on this topic. But your example is only valid if the rushed player is significantly worse at the game then the proGUI user (when hes using proGUI), thus the fault lies with the host, who didn't do a good job with the balance.
    • ...to be more precise: you should call it "autotrainer welcome" because this part of ProGUI is what is relevant. Not the GUI improvements
    • How else is anyone to learn that you're using this cheat? you certainly don't discuss it during game setup. Also, if a policy is made for tagging hosts that allow progui, I support that. For hosts that don't allow progui no tag should be required as in games its implied that cheating is not allowed, and that also prevents hosts who don't know about progui from being preyed upon.
    • Like Atrik, who overestimates how many players know that he's using proGUI, I believe you overestimate how many players have a problem with it. Most 0ad players I know aren't that competitive, we just want to have some fun and play some games. And even if Atrik would be a little "overrated" since he's using proGUI, when the host knows how well he plays (with it), the game will still be balanced.  If someone always uses proGUI, his skill will be estimated accordingly, so it will not affect balance. That's not an opinion, that's a fact. Only when somebody suddenly starts using proGUI, he will be underestimated (as he "suddenly got stronger"), until the other players learn how good he plays with the mod. Thus, I believe most players really do not care that much, even if you might disagree.
    • @TheCJ I'm not sure if you've closely watched progui in effect, but the key difference is that autociv building selections still require a 1:1 action ratio for the each task. In progui 0 cumulative production building idle time can be achieved without so much as a thought let alone an action. Progui basically manages all of the unit production for you, so that your economy automatically grows at the optimal rate while you focus on rushing someone. In this situation the rushed player is overwhelmed with required actions, having to manage economy and micro at the same time while his opponent can simply focus on the fight. To compare autociv and progui as equals is nonsense.  Fortunately its very easy to detect. But if you know someone who uses it and would like them to stop, you'll find it very hard to even get a response out of them. Meanwhile hosts simply don't want to deal with drama and would rather start the next game. When I bring attention to cheating its not me that is making the drama its people getting away with cheating.   
    • I like the concept of assimilation.   It should not be too penalising however, and one should not loose "ownership" of it during that period.  I am thinking capturing a tower in enemy territory. To make it a worthwhile effort, the assimilation period should be short, and maybe we should still have the ability to garrison troups in it to protect them, even if the tower does not fire any arrows during the assimilation time. At the same time, it is in ennemt territory, but I don't think it's ownership should change "organically" during the assimilation time.  Of course, if the previous owner send a team to recapture it during this time, that should be possible. For the rest of the rebalancing, the capturing process should indeed be more onerous than the destruction, as the idea of capturing to destroy is a bit pointless. At least that should be the case with units with average to high "hack" attack. Regarding expanding the tech trees, I think that's a good thing. More things to choose, how to spend the resource, etc. And I like the Delenda Est proposition where oen can choose between tech options, giving the option to evolve differently.
    • That's definitely helpful and I'm sure nobody will mind if you do it that way.
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