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  2. They are not supposed to have these. EDIT: #8746 EDIT: #8747 I'll create Issues for this on Gitea in a few. The links will be added later to this reply.
  3. Hi, is that a circle placement with random player positions? i think thats not possible in the current state, but thats what i was talking about… am i wrong here? in case of misunderstanding: this is about teamwise shuffled positions in circular placement.
  4. I think gerbilOFdoom is the guy who owns/runs the website domain.
  5. Today
  6. This is pretty cool. Did you base this off of the A27 Petra or the R28 Petra? (with the amount of new bots on this forum, I’m thinking about compiling a mega bot pack.)
  7. They are not supposed to have these. The were previously able to build like mercenaries, hence the classes, but the champion designation helps clearly separate them from normal CS. I should have also re-created the icon in a red style, but I forgot to do this In general, I don't think the class of champion should be so constrained (by cost, attack, armor). So this is an example of a unique champion that isn't so expensive, but has a particular role.
  8. We should fix the bug of classication , they are champion
  9. I have seen you asking for a mod, there are many maps that already have the option for random placement (thanks @BreakfastBurrito_007) (th
  10. When I first tested German Civilization, I trained some of them for eco, cause they are called worker. Then I had no use of them. Sure next time this does not happen to me again. Albeit I think they should be usable like mercenaries as builder when not full workers. But it seem not to be necessary to make germans stronger.
  11. Looks like a very fast p1 unit to rush civic centers. it's same as p2 kushit maceman but weaker Also looks like a good combo using them along with log rams on p2
  12. it is weird. if it weren't a champion,it would be a regular infantry and would be at the left most part of the list in the barracks. However,this would make the unit be mistaken as a good fighter as well (which it isn't. it is a good building destroyer not fighter). this is why it was given the champion classification. @real_tabasco_sauce may confirm
  13. The description of Cimbrian Clubman puts them in the following categories: Classes: Builder, Worker, Soldier, Infantry, Melee, Maceman, Champion As I have tried, they can not gather, and do also not built, even do not help building. So at least I'd say the first two categories are false. Altough it would be nice in phase one if they can be help in eco. For a Champion, their health is only 100 like citizen Melee. Their resistance is even worse than spearman, so their only advantage is speed. Capture attack of 2.5 is also not on par with champion but with citizen soldiers. So, is this by design little weird, or is something off?
  14. The game has NO official Discord server and DOES NOT ENDORSE ANY!!! This is probably just a fanmade server, (one of many) where is this screenshot from?
  15. This is the ERROR I get when hosting a game with autociv: EDIT: Without any other mod except 0ad and Autociv, and with 6 AI bots
  16. many such common issues we miss out on during testing because we dont have multiple players trying out the release candidate :(
  17. The city of Han was built by Iron Tortoise (emerald green) and Petra (yellow).
  18. This bot's economic indicators are quite good when facing Petra
  19. I think it would be more interesting if we created AI bots with different mindsets and behaviors instead of just allowing Petra of varying levels to participate in battles. Here's a bot I created based on Petra but with a defensive focus, called Iron Tortoise. It defeats Petra in every battle with its unlimited population and abundant resources. Besides that, I think there should be separate bots with behaviors of nomadic civilizations, maritime civilizations, and possibly more. Everyone is welcome to try them out and give feedback. I'd love to hear your opinions. bot_IronTortoise.zip
  20. Fix for the line spacing bug ChatLinesFix.zip
  21. A minimal mod that replaces the default player colors with a more practical color scheme. The Problem The default player colors in 0 A.D. have several issues: Too many similar color options (hard to distinguish enemies at a glance) Colors are dependent of host settings (creates inconsistency) Some colors are overly bright/neon (unrealistic, visually aggressive) The Fix This mod provides a clean, simplified color palette that: Reduces color choices to only essential, distinct shades Improves distinguishability - no more confusing similar blues or greens Standardizes colors - consistent for all players regardless of host Tones down brightness - realistic, non-aggressive colors Changes nothing else - tiny codebase, easy to maintain across game versions Why It Matters Here's a real scenario that shows why this mod is needed: You're playing as a blue-toned civilization. You're attacked by two enemies - one with a similar blue tone and one red. The red enemy holds 30% of capture points, the blue enemy holds 20%. You miss the blue enemy entirely because their color is too similar to yours, while the aggressive red tricks you into thinking the threat is only 30%. By the time you realize the real danger, it's too late. Why not another color mod There are several other color mods. Some offer 16 color changes, the more colors the less distinct they can be. Some touch areas one might not be interested in. I had issues with the others and ended up making this. The python script is there if you want to replicate it with a different approach and a picture with the background blurred to show how I got the backgrounds. I started with the the tableau colors that I know and like from matplotlib. Install by putting the zip in the right folder: On Windows (Vista or newer): C:\Users\{name_of_user}\Documents\My Games\0ad\mods\ On OSX: ~/Library/Application Support/0ad/mods/ On Linux: ~/.local/share/0ad/mods/ (may be found in GUI via Home/.local/share/0ad/mods/) color_by_distance.py ffm_simple_colors.zip
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