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  1. Past hour
  2. Yes, and this is a major problem. Some games have AIs that just group units some distance away from the targeted base and commence the attack from there. I know for certain Brood War does this, but it's buggy. Units will still sometimes ignore the player's units while going to their grouping spot. Other times, the grouping spot will be inside the enemy base, so the units will be in a single line anyway. It's not easy to code good grouping without the AI actively using formations. In the older alphas, AI would have grouped his units properly because formations were hard-coded.
  3. I mean, can the AI be programmed to always do that, while the player will certainly do it?
  4. I mean, the longer the march, the worse this problem becomes. But anyway, the player won't be affected by it. I forgot to mention that the AI is the one affected, AI controlled troops are simply walking into their deaths in a single file.
  5. Today
  6. Hello Kreise and welcome to the forums! Do you have a replay or some other hints so that someone can easier start an investigation?
  7. The pull request has been merged by @Vantha. Thank you very much for reviewing Vantha and @wowgetoffyourcellphone!
  8. A similar issue was recently addressed: https://gitea.wildfiregames.com/0ad/0ad/issues/8580 https://gitea.wildfiregames.com/0ad/0ad/pulls/8589
  9. That's not exclusive for large maps or units with different speeds. If you have no formation: Each unit try to get to the destination without collision resulting in this line like ducklings. You can set the destination before the enemy base to regroup. Formations have big problems on their own for path finding. Some players (not me) just activate formation short before a attack so the units run in the formation (a speed slightly faster that normal walk). For new units from the barracks you could make batches. But loose unit groups are vulnerable. If you find such a line and can attack it with a group you can take out a lot of units with without taking much damage. A basic aspect is to attack few units with a lot. It's the players duty to run from outnumbered fights or attack when you are stronger. So: Yeah, but what do you want the game to do about it? You can set the regrouping point before the battle and send them in when you feel ready.
  10. There's a problem with playing on large maps: the movement of units. Units have different movement speeds, and those that arrive first tend to attack first. Sometimes these units wait for those who arrive later to regroup, but more often than not, they don't. The result is a long line of soldiers charging headlong into death. Could this be improved by choosing a regrouping point and making the attack only begin when enough units are present?
  11. Yesterday
  12. I would recommend scaling them up, at least a little bigger.
  13. Depends on when those tournements will be held...
  14. It's great to see more use of this, only the Iberians even have this in vanilla 0 A.D.
  15. https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/07129174E4E700DA I wont spoil much, but I will say this: you will never guess who won in the end HAPPY WATCHING 2025-12-29_0001.zip
  16. For the case that the "capture the wonder" will victory condition will be included someday, I spent some thoughts on the "game type" menu, which is somehow counterintuitive imo: For the game speed and ceasefire, there's the category on the left, with the options on the right. For the victory condition, there's no category, instead the options are on the left, with the on/off buttons on the right. The "No"s are also kind of confusing. So what I was thinking of: 1. Put the category to the left: "1. Victory Condition" 2. Add a dropdown at the right to choose from all possible victory conditions 3. Add a second "2. Victory Condition" with the option "none" 4. For every further victory condition that is selected from the dropdown, add another victory condition with "none" This way all unused victory conditions are hidden in the dropdown. Since the victory conditions only appear after the previous one is chosen, at the first look it will be less text, so less overwhelming for beginners. This would allow to add more victory conditions in the future without overcrowding. Options for each victory mode could be shown directly under each one, not at the end like it is now. Also the logic between the victory conditions are clearer, as all conditions right now are alternative, not additive, ways to win. Later a button could be added to define for each condition whether it is necessary or non-mandatory to win. This could look like this: This could be the layout for the options:
  17. You can find the meshes here: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/meshes I don't think the units are suitable for 3D printing though, you might try to print one of the statues instead.
  18. Might this tool be added back into the regular game install again? Seems like a very useful tool to modify actor entities with. Been trying to get into modding myself, the only thing that's been an abolute pain has been editing actor models in plain text.
  19. Hello All, anyone here tried to print 0.AD units ? i bought a very small 3d printer and i want to try some of units and see how it goes. Would you please remind me where can i find 3d model files ? which folder is stored them ?
  20. @real_tabasco_sauce @Deicide4u@PiqetCroq @Stan` Thank you for suggestions , i tried to install again today and test it. i didnt face problem i used to have problem with automatic switch between my two GPUs is it possible that was the problem ? anyway , thank you all for advice and solutions seems like it is working fine now
  21. How does one "set the trading ratios for ressources fixed for every game"?
  22. Last week
  23. Cannot reproduce either. Not on a28 either. The replay perform correctly with the changed amounts.
  24. I can't reproduce this in a27. @Kreise are you playing a27? Also, what do you mean by ?
  25. Hi @Arup, the way to open tickets is to make an account over in gitea (https://gitea.wildfiregames.com/0ad/0ad) and then make a new "issue". As for melee champion cavalry, I merged a PR recently to address their balance: https://gitea.wildfiregames.com/0ad/0ad/pulls/8380 The other points would be good to submit issues for.
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