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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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    7. 561
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    • Your interpretation is not supported by the the text you are referring to. Saying a player's superior strategy should beat another player's faster clicking (with a poorer strategy), does not mean that the vision calls for removing aspects of the game that involve many actions like training units from your buildings. To argue that macros and scripts are not cheats because they handle inputs that shouldn't exist according to this misinterpretation is a bit illogical.
    • I ran several tests with the testudo formation and found that it currently doesn't seem to provide any functional benefit in terms of defense. Units in testudo are still taking damage from arrows even when they're fired directly at the shields from the front, and they don’t appear any harder to hit in melee combat either. This could be a great area for improvement, as enhancing the testudo to actually reduce ranged and melee damage would not only make it more historically accurate, but also add a valuable tactical option for players looking to counter archers or hold a defensive line more effectively.
    • I’m considering Neuro Calm Pro Tinnitus Relief Capsules for my ear ringing. The natural ingredients like black cohosh sound promising, but I want real user input. Has anyone tried it this year? Does it quiet the buzz or improve hearing? I’m 48 and fed up with sleepless nights. How long for results? Any side effects like upset stomach? Share your experiences, please!   http://neuro-calm-pro-reviews-real-relief-for.webflow.io/ http://sites.google.com/view/neuro-calm-pro-hearing-/home
    • This I cannot be sure. But personally I enjoyed A23 singleplayer the most, because back then, the AI games were sufficiently difficult and strategically interesting due to different mechanics. Furthermore, it had the biggest variety of mods available.  A25 is of a more modern style, very similar to what you have in A27 right now. You can first try A25 then move back to A23; there are many interesting mods available for both versions.  I think this has existed for longer than I have been player, probably one of the very early alphas. But before A25, the blacksmith (forge) upgrades were less prominent due to cost and limited efficiency. Infantry and cavalry had separate upgrades and nobody bothered to research everything. Maybe try A23 or A22.
    • You should try Leif's historical rebalance mod! Link to github attached in video description:  
    • I, too, find it VERY annoying when there is even a small amount of input lag, or a moderate amount of FPS lag. I haven't seen either of those in 0 A.D. (maybe I just have a better PC), but I have seen it in other games, and it severely reduces my ability to play competitively. Part of it is aiming with my mouse; when the screen is lagging, I must wait for feedback when moving the mouse pointer, whereas I wouldn't have to if there were no lag. I know how you feel here, but like you said, this is probably besides the point. I cannot say I have experienced this myself. When I struggle to concentrate, it is usually due to sleep deprivation, which has now become my primary limiting factor to becoming better at 0 A.D. (as well as everything else in my life, woe is me). Let me clarify. Suppose that there is a modified client that has multiple features. Some of those features can be described as "macros" (i.e. single buttons to do what would normally require multiple keyboard commands), and other features can be described as "scripts" (i.e. computer code that is capable of making in-game decisions on behalf of the player, using elements of the game as input or feedback). What I tried to say in both of those paragraphs, is that neither category of tool is considered unfair to use in rated multiplayer. Those to paragraphs are logically adjacent to each other, but not contradictory at all. In fact, they go hand-in-hand. My case is that the challenge, the skill, of 0 A.D., comes from strategy. Other factors, such as a player's reaction time or coordination skills, are not nearly as important in 0 A.D. as they are in other genres (though, that is not to say that they don't matter at all). This is supported by the 0 A.D. vision, which clearly states that there should be a "greater emphasis on strategy" in 0 A.D. than other RTS games, and I interpret this as implying that 0 A.D. will de-emphasize other elements of gameplay that I described above. Macros are easier to explain: they directly reduce the mechanical load for the player, but since 0 A.D. (ideally) already does not have a mechanical load problem (or shouldn't, else this needs improvement), and mechanical load is not considered part of the game (again, stated more or less directly in the Vision), then the use of macros cannot be considered cheating. People in this thread have frequently mentioned the macros of a mod called "AutoCiv", such as the ability to create a hotkey to select only specific types of units, and those types can be finely customized. I would not consider this cheating, as it only makes it slightly faster to do what a player would already be able to do, just with more keystrokes. Though speed does matter in a real-time strategy game, it does not matter on the scale of split-seconds that one would save by using a macro (more or less, depending on their overall typing speed), nor should it if 0 A.D. is going to maintain an emphasis on strategy as opposed to quick reflexes. Scripts are a little harder to explain: my original point was that it is true that scripts can be described as making a strategic choice on behalf of the player, even if they aren't actively thinking about it in that moment. This may seem like it enables the player to offload certain aspects of the gameplay from their working memory, whereas a vanilla player wouldn't have that luxury. However, I said that using scripts in this way would be a mistake; even though a script can make a choice on your behalf, the game is deep enough that a simple script would not be smart enough to make the "best" choice in every potential scenario. You would inevitably be leaving yourself strategically vulnerable in ways you don't even realize, and an adept player would recognize those weaknesses, especially if they are common to all matches that you participate in. You could attempt to improve your script to make it better able to make the "best" choice, but with so many potential choices and moving parts in a game as deep as 0 A.D., a script that could reliably and dependably handle an entire aspect of gameplay without any human thought would have to be so smart and complex that it would effectively be artificial intelligence, and I doubt any of the mods mentioned in this thread are on that level. Even if they were, I still wouldn't consider that cheating, because I think it would be an interesting experience to compete against a fully or partially automated player, though I already know many people would disagree. Fair point. Really, I'm just trying to say that they're comparable, which you already agree with. This is important because we generally accept that we can't control the fatigue levels of each player in an online match, even though this has the potential to greatly impact gameplay (For me personally, my performance in the game is directly proportional to the quality of my sleep). Again, this was originally said by @Atrik in the old thread which was deleted, and I apologize for not making that clear the first time. @TheCJ I know that I didn't address everything that you have posted so far, particularly your point that an auto-trainer, like the one described about ProGUI by others in this thread, does not replace the need for concentration, but it does make the failure to do so less punishing. I think this is a valid point, and I have an idea of what I can say for this, but I need more time to think about it, so for now... stay tuned!
    • Thank you very much @selecidas, this mod only exists because of @duilioga, she is the driving force behind this project, I am just the creator of the game, and unfortunately I am too busy to dedicate the necessary and expected time to this mod, but I still hope to always help and this type of post motivates me even more to work on the mod seeking improvements, I believe that when the mod is more structured, third party opinions will be very important, and even now they are; so welcome! We have many merely temporary units, so don't mind them, if you have any good ideas, be sure to share them!
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