Forums

  1. Welcome

    1. Announcements / News

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

      2,691
      posts
    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.

      31,354
      posts
    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!

      8,095
      posts
  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.

      30,217
      posts
    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.

      5,888
      posts
    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.

      25,984
      posts
    4. Art Development

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

      13,387
      posts
    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.

      17,318
      posts
    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.

      123
      posts
    7. 157
      posts
  • Latest updates

  • Newest Posts

    • @fcxSanya :The new error occurred again: root@tom:/home/tom/usr/tools/XpartaMuPP# python3 XpartaMuPP.py --domain tom --login wfgbot --password 123456 --nickname WFGbot --room 22 2017-05-29 21:31:43        ERROR    Could not connect to 52.40.92.38:5222. Socket Error #111: Connection refused   I find it strange that there is no such information: INFO     Negotiating TLS
          INFO     Using SSL version: 3
          INFO     Node set to: wfgbot@lobby.wildfiregames.com/CC
          INFO     XpartaMuPP started   BTW: Should I uninstall python2?
    • and is posible restriction game normal in more wars  no wonders and no walls?  
    • Every option is designer's failure to make it right. Imagine, you want to play a game, you don't know much about the rules, you just want to play. So you start a game and screen with 20 options appears. Now what? Should you check this one or that one? Is it better to play for 30% or 80% of something? How long the timer should be? Try to answer these with only basic knowledge of the game. The game should provide only few options without unnecessary details. If the victory condition should be "control majority of land", then you as the developer or game designer, should figure out what "majority" means and how much it is for the best game play. If there is a timer, you should test how much time is needed to save the day. Don't be lazy, don't leave it to users. For advanced players and developers, there should be a custom mode with all options available. You, as the developers, will need theese options to test the game. But these options should be hidden behind an "advanced options" button, configuration file, or something like that. From the implementation point of view, it is a very good idea to keep all these values as configurable parameters. Even better is to keep them in a separate file (one file per game profile/mode; presets are loaded from two directories - game defaults and user's profile) which can be easily shared and discussed between developers/players. This way you can avoid the "advanced button" as you can edit/create a config file with many many parameters and tune them over time and switch between the files/profiles easily.
    • I think the current idea is to refactor the "helper" Library functions so that they can be called from arbitrary places in the code, then create proper encyclopaedias and trees everywhere needed. It's basically planned, but progress is slow and steady.
    •  A list would be perfect I prefer to work that way. It's easier to keep track of everything that way as long as the list is maintained. Also if done properly it could work as a roadmap. Moreover if some props like scabbards and stuff can benefit the main game it's great.  
    • Couldn't the skirmish formation be used (when it is implemented) also for melee units? They would approach, hit and retreat automatically for a while before repeating. This would end up being effective only for the slower attacking but fast moving units (like the Spear Cavalry). Of course, there is always the choice of using other formations and do the micromanagement.