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Narrative Campaign General Discussion?
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Gameplay Discussion
The tutorial could definitely be a "lead in" to a full fledged narrative campaign. I think that is how a lot of games structure their main campaign now. The first few scenarios are for learning, more than anything else. -
@Emma, I wonder if working on German buildings and props would interest you. The new German building set is fine for a first draft, but I think could either use some iterating or additional drafts to bring those assets up to the quality of all of the others. No rush and no stress. Just something to look at.
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It would be great if the game (and in Atlas) there was a map filter for "Real World" maps as opposed to the regular more abstract maps in the game. The filter (keyword) can be used for skirmish and random maps.
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Its all fixed after re-installing the game so its all good now and I can see other players too in the lobby.
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Buenos días ,tardes o noches: -Aquí les dejo un avance de los bocetos de todos los mapas americanos de Tipo Escenario: Civilización------(Mapa) 1. Adena (Apalaches) 2. Anishinaabee(Grandes lagos) 3. Arawakos(Antillas Mayores 1 y 2) 4. Chibchas (Istmo centroamericano) 5. Guaraníes (Pantanal) mato grossosence 6. Hisatsinom (OasisAmérica) 7. Mapuches (Wall Mapu) 8. Mayas (Mundo maya) 9. Mochicas/Moches(Chala) 10. Paiute(California) 11. Pámpidos (Patagonia) 12. Swift Creek (costa del Golfo) 13. Tiahuanaco (Lago titikaka) 14. Tupí (Marajó) (El 16 ya existe en otro mod y solo hace falta agregarlo) 1. Adena (Apalaches) 2. Anishinaabee(Grandes lagos) 3. Arawakos(Antillas Mayores 1) 3. Arawakos(Antillas Mayores 2) 4. Chibchas (Istmo centroamericano) 5. Guaraníes (Pantanal) mato grossosence 6. Hisatsinom (OasisAmérica) 7. Mapuches (Wall Mapu) 8. Mayas (Mundo maya) 9. Mochicas/Moches(Chala) 10. Paiute(California) 11. Pámpidos (Patagonia) 12. Swift Creek (costa del Golfo) 13. Tiahuanaco (Lago titikaka) 14. Tupí (Marajó) Mapa de tipo Escaramuza: 15.Hisatsinom (Gran cañón del colorado ¿Qué opinan? Disculpen me por las inconveniencias *
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Sorry I don't quite understand: Is this an existing implementation or something you propose?
- Today
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Dual 0ad installation on Windows
real_tabasco_sauce replied to guerringuerrin's topic in Help & Feedback
Right now, its actually the easiest it has ever been. You just need to "uninstall" the existing version, but it will actually uninstall the nonexistent directory 0 A.D. Empires Ascendant, leaving 0 A.D. alpha intact. Then when you go through the next steps it will install to 0 A.D. Empires Ascendant. -
Lobby won't load and ToS also shows error
real_tabasco_sauce replied to RavenKry's topic in Bug reports
The build is dated Dec 7th 2024, which is right before a27 released. (almost) All the MP players are on a27 at the moment, so that's probably why you don't see players. -
When choosing Watch Replay, my units do nothing
Gurken Khan replied to Thalatta's topic in Bug reports
I had to finish a complete replay, but here it is (should be); the break broke the ai, but at least the actions of my peeps could be mended. replay17-19jan.zip -
@RavenKry you are using A26, the current version is A27 and soon will be R28. === We can note that If the errors occurs because a remote resource is unavailable, might be worth looking into and fix that.
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Do you happen to have two or more partial files ?
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Can you try changing the language in the options to see if that helps ?
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@Stan` Thanks for the explanation. (I'm not personally affected since I'm totally fine with just one installed version; I still wanted an answer. And further encourage a more user friendly approach.)
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My Lobby won't show any other players and a "server unavailable" error will pop up in the chat, also The ToS & Privacy policy won't pop up, instead some random error codes will occur. I am playing from Linux Mint if that helps.
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There is also the Profiler2 UI https://gitea.wildfiregames.com/0ad/0ad/wiki/Profiler2 Although I'm not sure what'd you expect to see, as identifying bottlenecks isn't exactly simple usually
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3D Modeler and Texture artist Application - Emma Anufrij
Stan` replied to Emma's topic in Applications and Contributions
Hey @Emma Sorry I missed your message, you can get in touch with me as well. I'm available on most platforms in order of preference IRC, XMPP, MATRIX, DISCORD, SIGNAL TELEGRAM WHATSAPP and FB Messenger. I just took a pic in your portfolios and that's some really nice stuff. You could help improving the quality of the current flora if environnement art is something you're interested in. Otherwise we need a new germanic wonder I'm sure @Genava55 could hook you up with some nice references. Regarding 3dmodelling and texturing I'll be guiding you through it. I would recommend learning how to get the SVN version and checking out the art documentation. See https://gitea.wildfiregames.com/0ad/0ad/wiki#for-artists Let me know if you need any help. -
RavenKry joined the community
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I believe the reason was that it was expected that people would always play the latest versions. This is also why there is only one folder for Saves, screenshots and mods. The game is totally portable though, (it doesn't care where it's installed as long as you have rights to that folder). Until the installer is changed to allow multiple installs, you can just rename the folder where it is installed. If you want each version to have it own mods etc, you need to run the game with -writableRoot. cc @Itms
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Why is it such a pain to install multiple versions of 0ad?
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Narrative Campaign General Discussion?
Thalatta replied to Lion.Kanzen's topic in Gameplay Discussion
@Vantha I think your idea around Carthago Nova as a tutorial is really good, but I wonder if this could be put in the framework of a larger campaign. Stories are interesting when they are character driven, and one of the most interesting characters around that time is Hannibal Barca, and as I see it there are 3 options: to have just Carthago Nova and miss Hannibal's story, to have both separate and risk being thematically repetitive, or what I like most, for the tutorial to be a prelude of a Hannibal campaign. The whole campaign wouldn't need to be ready for just the tutorial to be released first, it could later on be incorporated into the campaign when it's finished. Regarding how to narrate it, I was thinking about how the Mongol campaign in AoE II is done, the author of The Secret History of the Mongols (as revealed at the beginning) narrates it in cutscenes for each scenario. No cinematics, just drawings, which is how things could be done at first. I think movies like The Last Samurai are nicely told (historical accuracy apart), with the narrator (who takes part in the movie, one realising it at the end) saying something just at the beginning and the end, as an epilogue and prologue. The middle of the campaign would be like a movie, or Starcraft campaigns, for more immersion. Hannibal’s campaign would be the only one with a prelude (tutorial). In it, hints would be given to the player (checkboxes is a great idea, like StarCraft II), but not by the narrator since I feel that cheapens the experience (having some ancient author telling you to click here and there). So, I’d structure them like a book, also with a foreword and afterword (explained in a bit). Combining all these ideas for a Hannibal campaign, a foreword would briefly explain the contents of it, then as prologue a narrator with drawings could tell about Carthage’s defeat in the First Punic War, and the prelude would be the tutorial, starting with Hamilcar (Hannibal’s father) and Hasdrubal the Fair (his son-in-law) taking Hannibal as a child to Europe, founding Carthago Nova, etc. Then the main campaign would start with Hannibal in command, and end with his defeat in the Second Punic War, with many battles being interesting to have (I hope camouflage will be a thing in the future, for Lake Trasimene, and an ability of Numidian cavalry for Cannae). An epilogue would mention his exile and the later destruction of Carthage in the Third Punic War, that the narrator, revealed around this time to be The Histories author, Polybius, witnessed. An afterword would then mention that he’s remembered as one of the most brilliant tacticians of all time, that Rome would end having his monuments because they considered him their most worthy foe, and that later on the Roman emperor Septimius Severus would be born in those lands, being himself a native Punic speaker, to end on a not so grim note. I hope all this is somewhat relevant and doesn't deviate too much from the present plans. -
To players who haven't beaten Petra and don't want to learn how they work I've spoiler some bits of info. So I've checked and noted the AI's limitation and I'll be using pop per minute[PPM] as the term: VE will have max pop(300) at min 60[5PPM], E - 45[6.7PPM], M - 35[8.5], H - 30[10]. VH - 25[12]. New players will be ending the game around 1 hour mark, so [5PPM] is quite simple albeit if they can survive, tbh let it stay limited. - The AI on Medium and above will dedicate so there is quite a lot of idle time when they could use it to gather more resources, I understand its use for harrassing, I will still beat them, they will have to rebuild it = stunted economy. If they could transition from gatherer to non gatherer in late game(min 25-35) then it will be beneficial. - In terms of Very Hard from what I observe when they solo, its possible they could reach 15PPM which is my current level(Max pop at min 18-23), 15PPM for VH will be an actual pain to fight but its what I recommend because its meant to be difficult but possible to win. So players who intend to fight 2 VH[26PPM], will have to unfortunately fight the improved [30PPM] lol.
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phosit started following Game too difficult !
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Making "goodness" quantifiable is a good input. This way AI devs know what to strife for. As I understand the hard AI should produce 10 pop per minute (or ppm to introduce a unit ) What ppm should the very easy and very hard AIs have? Is pop per minute a good measurement? Maybe points per minute is better.
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"However, artillery being captured, turned around in the heat of battle, and starting firing on the troops of its previous owners? Unlikely." That's probably right (can't remember any counterexample), but the same argument could be applied to ships, and that's going to be in the game now. It’s like proposing removing the building of towers because that didn’t happen while a battle was taking place meters away. It's all a representation of things, numbers and time are shrunk with respect to what in reality would have been, it seems to me that completely removing something that happened just because it didn’t happen in the same battle is the wrong call. Capture times would have kind of prevented turning things around in the heat of battle, and if not, a “use cooldown” could be implemented, one being able just to move the piece in the meantime. Edit: I think something like that was proposed for towers and fortresses, to avoid turning them around fast, although more from a gameplay perspective than a realistic one. For ships it would also make sense to have a use cooldown.
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Here the opinion of Nescio:
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If one's civilisation has the arsenal, then it should be assumed that there would be engineers in the army that know how to handle equipment, it makes no sense to remove something that happened in reality because there’s not a differentiated engineer unit in the game. I’d even argue that even some things like rams could have been used by anyone. Without the arsenal maybe one could capture and move, but not use (the Rhodians captured very complex siege equipment from the Macedonians, which they sold to finance the Colossus). In reality equipment was even reverse engineered (the Romans used Carthaginian techniques after capturing one of their ships), but this would be too much, so what I mentioned before (having the arsenal) should be a reasonable minimum requirement for using captured equipment, without altering what one’s civilisation can build (which is harder than just using), to make things simple.
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