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Previously, I tried to make an AI player much larger, like increasing the population limit, making them build more clusters of buildings in different places to simulate an empire with multiple cities, but I could only modify the C++ files by changing a few values. I'm not even a programmer; modifying JavaScript files is beyond my capabilities.
- Today
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I’m actually not very familiar with coop-mode or Archon mode, so I wasn’t referring to those. As far as I know, those modes are about multiple human players controlling a single player slot. What I’m talking about is AI-only. Several separate AI players of the same civ, each with their own economy and territory, but behaving outwardly as one large coordinated bloc — sharing the same diplomacy and roughly the same strategic stance toward other players. The idea is simply to create the feeling of a massive empire without having to make one civilization overwhelmingly strong or unbalanced.
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You're talking about the coop-mode? Something like Archon mode in StarCraft 2?
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I’m exxplore the idea of representing a large, multi-regional empire in 0 A.D. by using several allied players of the same civilization. Something similar to how some historical empires often worked for example, loosely coordinated regions within the Achaemenid Empire, the Habsburg realms, or other multi-centered polities that acted as one bloc toward the outside world. In gameplay, this concept could be interesting, but there’s a major limitation: even if the players are allies, each AI still makes its own diplomatic and military decisions. They may treat other factions differently, choose different war targets, or behave in uncoordinated ways. So the “empire” doesn’t actually act like a single entity. My idea: Would it be feasible to introduce an optional AI mode, separate from standard “ally” behavior, where multiple players could: automatically share the same diplomatic stance toward all other players, follow the same external military target or general direction of attack, and optionally share the same color to reinforce that they are parts of the same overarching power ? The goal isn’t to merge them into one player, but to let them behave outwardly like one unified empire while still being technically separate players. I’d like to ask the developers and AI experts whether something like this is achievable within the current AI system, or if it would require deeper changes.
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Eilat joined the community
- Yesterday
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sure, just download the newest release candidate for your system here: https://releases.wildfiregames.com/rc/ If you find a problem this is how you report it: https://gitea.wildfiregames.com/0ad/0ad/wiki/ReportingErrors
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ervincypert changed their profile photo
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Can i help in testing?
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Outschi joined the community
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Added to previous post.
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This is only the "metadata.json". The "commands.txt" is the replay.
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True, I didn't pay much attention to the story. However, the part I did pay attention to (the end), is my main storyline critique. Why does Franklin have to shoot Michael or Trevor (I took the third option, but...). A much more fun option would have been to be Trevor and shoot Michael or vise versa, with the third option remaining the same. Then it would have made sense that T and M are friends afterward, since they chose not to kill each other, or that there is no bad blood, because one is dead.
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nifa started following 0 A.D's Built-in Encyclopedia and Hero Death Notification
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MatthewSot joined the community
- Last week
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New Map: Three Empires (Skirmish) (Problem of crashing)
Perzival12 replied to Yavin's topic in Scenario Design/Map making
It appears to be the later, based off of the names of your downloads.- 7 replies
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-Si le interesan los Dacios,@Lopess y estamos trabajando en ello en el mod Endovélico. Disculpen las molestias*
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New Map: Three Empires (Skirmish) (Problem of crashing)
Perzival12 replied to Yavin's topic in Scenario Design/Map making
That sounds like a problem with your .pmp file. I have encountered this, and it is caused by one of two things: #1: if you made the map using any mods, there is a chance that they might have terrains that are not in vanilla 0 A.D., which breaks the map, or, #2: your .pmp file is missing or named differently than your .xml file.- 7 replies
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- three empires
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Are you missing a terrain? This causes a very hard crash.
- 7 replies
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- three empires
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Buenos día o tardes; -Estaba pensando en crear a la facción Venedi/Veneti/Veneci o Proto-eslavos para el Mod Endovélico (período 500a.C-1 a.C)¿Tiene alguna idea para las unidades , edificios , símbolos etc...o referencias? Disculpen las molestias*
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Bridges should only be able to span a certain distance (20 long x 10 wide), while navy would be used for larger distances and faster transportation along rivers.
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When you compare GTAV’s story to GTA:SA’s story, V looks poorly written and sloppily put together, like the artists put too much work into making the drug store groceries shootable instead of writing a more interesting and less cliche’ story. What really turned me off for GTAV was just how crappy the police are. Sometimes they notice you when in real life they never would, while other times they walk right by you. And the fact that you couldn’t kill them without having every other cop in the radius know your exact location made it worse (though, granted, they are better than SA cops).
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SandraVof joined the community
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I am very biased regarding these two games (GTA V and RDR2) but all I can say was that Arthur Morgan's story was meant to be deep and disturbing. I don't really mind the fact that the protagonist meets a bitter end, I think it is more a metaphor on fate and the brutal lack of choice in life. The fact that you guys don't like the stories makes me think that maybe the gameplay itself prevented you to pay attention to the genius writing
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I liked GTA V enough that I played it repeatedly, 100%ed it in the 2nd run. I also liked RDR enough to play it repeatedly, 100%ed in the 2nd run. Coming to the topic, I absolutely didn't like RDR2; the open world stuff was ok enough that I had >50% completion, but I didn't like the people, thought the mission design was abysmal, and the story also didn't keep me interested. (In general we knew how the story of the gang would end, and specifically the end of the protagonist was spoilered for me, he dies, again.) Think I left it in the third chapter (of ten?), but admittedly a fair judgement would be above 3/10.
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wow, I never expected anyone to say that about gta V. Imo the story is one of the best, rockstar really outdone themselves with the attention to details. I think some players only expected gta to be an action game with no rules, when in reality they put a lot more effort in the worldbuilding and characters. You had to wait to shoot Stretch because the story progressed naturally from Lamar idolizing him to the betrayal.
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Intrinsic structure repair
real_tabasco_sauce replied to forestcomber's topic in Gameplay Discussion
its easy to think of some desirable behavior, but since it is maliciously compliant, its also important to think of the ways that the behavior might occur when you don't want it to. Some behavior could be useful in one case, but annoying in several other cases. -
YanisVasiles changed their profile photo
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This is a pretty big feature, and people have been talking about it since the A23 days calc would’ve been added by now
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