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Thanks for letting us know about the experience, but don't forget to reinstall soon, otherwise it will count as a win for the hard bot. Oh wait! Did I get that right that it made you angry that the hard bot was... hard? It seems funny that you made it a lot about "the gullible people", but I'd see the requirement for non-challenging gameplay as a similar issue to focusing too much on the flashy visuals you mentioned. They are the reason why many of the big titles aren't even fun to play anymore. Because that's what people want. To look at pretty pictures and have their ego stroked for absolutely nothing. Wouldn't you also prefer to have a payment option to skip to the "fun part" in the game? Right, those gullible people. Why are they all like that?
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@HeWhoWanders 1. In order to attack, you must first select your units which you want to send into the fight, by holding down left click on you mouse then dragging across the region where your army is. Then, when they are selected, they will say something in Greek to greet you. Now, you just right click on an enemy and all of your selected soldiers will attack. Easy as that. 2. If you are facing a group of enemy, you might want to try attack move. Select your army then hold down ctrl + Q then right click on some empty ground. Your soldiers will go beserk and kill all enemy. 3. Yes this game can run on intel UHD graphics just fine, but with a better GPU, you can max out the graphics and you will get a very good-looking game. With that being said, I use NVIDIA not for gaming but for pytorch acceleration. 4. With some practice and advice from pro players (watch youtube), you will improve in no time and you will find yourself slicing through the helpless AIs. 5. Maybe start on a lower AI level, for example Sandbox (it will not attack you). Also choose an easy map like Acropolis Bay. This map gives you free towers so that you can defend against invasions easily. This game has no pay-to-win and no grinding, but it requires you to think, innovate and practice. That is exactly the weakness of the AIs in this game: the y have no strategy, only systematic aggression. Eventually, the human player will win; I can wreck 7 hardest AIs teamed up against me.
- Today
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Just relax man, the AI sucks when you get to a remotely decent level. You just seem to be lacking fundamentals and you haven't spent enough time with the game to go with the flow. Watch some of my games. The key in this game is not to attack relentlessly like the AI does and lose your units needlessly. The soldiers are a part of your economy, you can use them to chop wood or mine stone and metal. Keep women on food. Watch some replays of pros, also. Install the "feldmap" mod, it contains some popular maps that pros use.
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HeWhoWanders joined the community
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I am quitting after 1 week of installing. Nothing stops the Ai from completely demolishing me at a rate even a pro couldn't keep up with. I am decent at the game learned how to do almost everything yet your stupid ass "AI" can't stop attacking and destroying my hours of work every time. I set it to every single setting that might resolve the issue restarded hell even resorted to installing the autociv mod and still nothing. Classic retarded ass humans can't get a single @#$% thing right. See you did though thats why I am so pissed. You really had me excited and invested hell I might have even supported you creators down the line had your sandbox setting actually done jack @#$% instead of lulling me into a false sense of security that was prompty stripped from me the second the hard mode and beyond level AI molested the living @#$% out of my people and civilization. There are so many bugs I don't even know where to start why can I never properly attack enemies? Literally the war elephants refuse to attack enemies even when I set them to violent. They walk over and watch as they get stabbed to death by an enemy AI that shouldnt' have been there in the first place. You guys nailed what I love old civilization games with conventional weapons not the modern bullshit lasers that ruin everything fun and creative. You also got the graphics right not the 4k raytraced to hell bullshit nobody actually likes but they spend 2K on just the scam graphics card from NVIDIA because humans are so @#$%ing gullible. Well I am not and you guys ruined what was so golden. You ruined the one game I was actually excited about in 5 years. If you ever fix the living @#$% out of your game don't hesitate to shoot me an email and I will give you guys the fair chance you deserve as I already have done but it will be the last chance I ever give. Why are all humans like this I swear to God.
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Celtic Game Soundtrack Performance Guide Best Tracks (Celtic-style / Ambient): Skyrim: “Streets of Whiterun”, “Far Horizons” Witcher 3: “Ladies of the Woods”, “Fields of Ard Skellig” Assassin’s Creed Valhalla: “Out of the North”, “Ezio’s Family (Valhalla version)” Zelda: BOTW: “Rito Village Theme”, “Main Theme” Ori / Hollow Knight: Ambient pieces with folk-style adaptations Violin/Fiddle Acoustic Guitar Tin Whistle / Flute Celtic Harp Mandolin or Bodhrán Looper pedal (optional for layering) Style Tips: Instrumental only Keep it light, ambient, and mobile Smooth transitions between songs Ideal for line-waiting areas or casual crowds Notes: Short 15–20 min set is perfect Practice a few key tracks by heart Ask venues if permission is needed for copyrighted material (safe if non-commercial) Good Solo Instruments:
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mirkamay joined the community
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Any suggestion to start learning modding?
Stan` replied to Essential Strategy's topic in Game Modification
Could you share the path, maybe it could be added to https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths.md -
Any suggestion to start learning modding?
Essential Strategy replied to Essential Strategy's topic in Game Modification
It seems the flatpack version sets the mod folder on another path. I had to search for it manually through my file manager and found it, and worked. -
I how are you?
alvarolopezalesanco replied to alvarolopezalesanco's topic in Introductions & Off-Topic Discussion
I have zero experience in the game but seems cool... -
One vanilla 27.1 replay with Macedonians. MaceVSAthens.zip
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I how are you?
Boudica replied to alvarolopezalesanco's topic in Introductions & Off-Topic Discussion
How hi are you? I wish you luck for the 0 AC challenge! This summer doesn't seem to be extremely hot, so I believe it's doable. -
Since the discussion came up I checked my replays for the popularity of heroes. The script is much generated by AI quickly to get a answer, but the question isn't that complex. Every replay with a commands.txt and metadata.json is counted. No check for cheats or how good the players are. If you want to run it you need to place it in .local/share/0ad/replays/heroes/A_heroes.py. Edit: Now only the first hero per player in that game is counted. The first result was a bit less than I expected and this reflects preferences better. A_heroes.py
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alvarolopezalesanco started following I how are you?
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hello my name is Alvaro I am trying to play 0AC... I am big fan of age of empires 3 nice to meet you, I do not know a lot of programming experience but I if you need help on some opinion ask me...
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alvarolopezalesanco joined the community
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Jeittynoz joined the community
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Why some Civs has their heroes at Fortress?
Deicide4u replied to guerringuerrin's topic in Gameplay Discussion
Perhaps it's inertia from A23 days? The Fortress used to be the ultimate building you'd build to access some of your civ's best units/unique techs. In A24, it got demoted to a strong defensive building, but some things remained. I don't think we should change anything, though. WTF is a very strong tech that needs to be hard to get. Unique techs for some civs (like Mace, Han and Romans) make sense in a Fortress, as they are also very strong. Heroes can also turn the tide in a battle. Seleucid heroes being trainable from CC is just a civilization advantage. -
Why some Civs has their heroes at Fortress?
chrstgtr replied to guerringuerrin's topic in Gameplay Discussion
Yeah, I'm spitballing here. I'm just saying where the hero comes from for any given civ is basically random, which doesn't feel like good game design. Strong agree. I said this at one point and it was completely dismissed. -
Why some Civs has their heroes at Fortress?
ffm2 replied to guerringuerrin's topic in Gameplay Discussion
A rare case is if you can destroy the gauls just before vercingetorix can spawn. It's definitely necessary to bring an end to games that already drag on with one side having a clear upper hand. Or to break up a siege from maps like ambush. With only 14 % of players researching it, it is also more of a tech for the right circumstances, not something to aim for right ahead. And wonder is an exaggeration of this. I like the current status more over every thing discussed here with that exception of the roman hero from the camp. Also I think each civ usually has one very clear favorite hero. That could be balanced. -
Why some Civs has their heroes at Fortress?
chrstgtr replied to guerringuerrin's topic in Gameplay Discussion
Sure. But we're talking vanilla. Com mod is also disliked for that reason, among others, so I don't see that being implemented. And, if it is then @guerringuerrin's complaints will be even more valid. This just leads to booming and turtling. Makes more sense to make an offensive tech be some place else. No reason to give turtling offensive advantages in addition to defense ones. -
Why some Civs has their heroes at Fortress?
Atrik replied to guerringuerrin's topic in Gameplay Discussion
Thanks @guerringuerrin, yes forts should be defensive structure and not though as medieval castles. It could make sens to let one general purpose tech like wtf in it, as it give turtling another small advantage. In com mod they got buffed, they can 3 shot eles and heros when garrisoned basicaly. -
Why some Civs has their heroes at Fortress?
chrstgtr replied to guerringuerrin's topic in Gameplay Discussion
I never thought of it like that but you're right. I dislike it because it makes wtf much more unattainable--you have have resources to build a fort, you have actually build the fort, you lose eco time while building, then you have to research and wait for a very expensive tech. All my same complaints about wonders. Hoops just to have hoops to jump through. Agree. Although a lot of people just build a fort anywhere and it serves little strategic defensive purpose. This is especially true with current building AI/strength. Yeah. But there is not real reason for any of this other than being "different." All this could just as easily be put in any other existing buildings or new buildings all together. A more cohesive framework would be something like iber, a defensive civ, is the only civ to get heroes from the fort , a defensive building, while Rome, an offensive civ, could only get heroes from an army camp, an offensive building. Something else could be Mace being able to train it's siege hero from the siege factory while other heroes are trainable from the CC with longer train times. Right now, it just seems that the building any particular civ uses to train their heroes is random and without any actual purpose (aside from Sele that get heroes from CC more quickly than other civs can). -
Why some Civs has their heroes at Fortress?
BreakfastBurrito_007 replied to guerringuerrin's topic in Gameplay Discussion
It does delay the full offensive, but also the exploitation of some uniqueness of the civ. There are probably some civs that could stand to get their heroes earlier. Currently Seles are the only civ that get heroes from cc, which is a unique advantage. I think hero buildings could also include unique techs and some could be made available in p2 depending on civ balance considerations. Basically we have a wide spectrum of different options for how fast a civ should access its heroes and we can make those choices on a case by case basis. -
Why some Civs has their heroes at Fortress?
guerringuerrin replied to guerringuerrin's topic in Gameplay Discussion
yeah maybe thats the main reason. never liked WTF as it rewards ecoboting race and, as it's placed on fortress, somehow forcing defensive strat again Yeah might not need universal but feels like forcing a civ to build fortress for get the heroe feels somehow like just delaying full offensive strats. -
JamesEmeli joined the community
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Why some Civs has their heroes at Fortress?
real_tabasco_sauce replied to guerringuerrin's topic in Gameplay Discussion
I think this is one of those things that does not need to be universal/standard across civs. -
I'm not entirely sure how to post bug reports on the Git but I tried anyway, but I'm posting here as well in the hopes of it being seen sooner. I've downloaded the latest build from https://play0ad.com/ for Windows; I did not use the SVN, and one thing to bring up is I'm missing the Actor Editor. It's okay, though, as I can still develop the game without it (but would love to still have it.) From there, my .dae files for custom structures (NOT Infantry) specifically is causing crashes in the Atlas Editor. All except for one; the Barracks model. I will include two .dae's below, and what will happen is, one will cause the Atlas Editor to crash, and one won't. I will also include the crashlog. I'm using the latest version of Blender as provided by Steam as well to make these .dae models. Specifically, the blacksmith one will be the one that causes a crash, and the barracks one won't. Interestingly, none of my custom infantry has caused the map editor to crash; it's only been structures. As a result, I've been testing my art in-game by doing consecutive skirmish matches over and over and over, and making saves/loads/etc.; while taking screenshots of my units in the Atlas Editor for previews and thumbnails. It would be nice to be able to use the Map Editor to make scenarios with my custom civilization, but this is actively preventing me from doing so. Any help or insight would be greatly appreciated! avian_barracks.dae avian_blacksmith.dae logs.zip
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Why some Civs has their heroes at Fortress?
chrstgtr replied to guerringuerrin's topic in Gameplay Discussion
Balancing with how quickly/cheaply you can get a hero and wtf. I personally find hero-dedicated buildings annoying and cluttering of your mental space (i sometimes forget to make the building for civs I play less often, for example) and game maps (it takes up actual space in your base and basically never matters if captured/destroyed). I would rather heroes just train slower/more expensively from the CC than from a dedicated buildings. But I think others disagree and it’s not a hill I’ll die on. Already having a fort makes it easier to eventually get wtf. I don’t think that should be placed in a fort either but that’s a different issue and a relatively low priority one too.
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