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It makes no sense to nerf the build speed. Soldiers in ancient times needed to know how to quickly set up a base camp, repair siege engines on the spot, etc. If anything, they should get a build speed buff with experience, but that wouldn't be balanced.
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Citizen soldier gather rates are decreased as they gain experience and upgrade to advanced and elite status. As I see, their building rates are not impacted, is this correct? And is this intentional?
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geometrydashapk joined the community
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I prefer to capture towers close to the enemy town as well. Capturing Civic centers when possible makes a huge difference i think. And i think my favorite is to capture a Temple in the middle of the enemy town, fight around it, send wounded units into the Temple, rotate them so there are always tlsome troops harassing, and sustain the fight there.
- Today
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DerilaErgoKissenPreis joined the community
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Yes, they are one of the few buildings where it's justified to capture them. Even in real life, the enemy watch towers and other fortifications are usually captured first to provide an advantage. Is it fair that they fall so easily? No. I've recently played an alpha 18 game. Most buildings have at most 15 hack armor, including the Fortress, and capturing wasn't implemented yet. This makes it reasonable to use a swarm of melee units in case you don't have rams. But you still had to have a lot of units and destroy the enemy's army first.
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I noticed this too checking the commands per second for the auto clicker on the oddity mod. Would be better. Another thing is resignation at pause. Sometimes players get frustrated e.g. on a long pause to wait for one player of a game that is decided already and resign during pause and leave. The others then wait maybe even more for both to join and if they eventually continue only then find out one actually resigned. Currently saved&loaded, rejoined or late joined games are not stored consistently (maybe to save bandwith at the start). Would be better to have the complete game, e.g. load it if the connection is over a certain quality check or at pause. But it's a huge improvement that specs rarely cause lag.
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CarleyMohr joined the community
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I love capturing as much infrastructure as possible. I even have an elite force to garrison those structures (my "tower guys", eight elite spearmen with a dedicated ctrl group.) For towers it helps consolidate your conquests and can also help eliminating roaming stragglers, saving you from searching for them. Barracks let me fill up my inf should I loose some, temples just because (and should I need a healing pause), and in most games (depending on the civ I RNGed) I use captured stables to ever increase my cav champs.
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capturing also got way too easy with a27... Thing is, if you wanted to raze a city, youd breach the wall and lay a fire. And burning down a house is very easy, but in 0ad only very few units use fire, unlike in reallife, where basically every soldier could start a fire. This results in spearman infantry and ranged infantry being very bad at razing building from the outside, which is why I capture>delete.
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Which one do you prefer to do? Why? Why not? For myself, I hate to capture things as I find the mechanic unfair most of the time. It also makes towers useless. Capturing a unoccupied tower, barracks, or a stable is also very easy with a mid-size force. Once you capture the building, 90% of the time, it's best to delete it. Unless it's a Civic Center or enemy tower/Fortress, your best bet is to delete the building. That's why I destroy almost everything except rarely for the towers and Civic Centers.
- Yesterday
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Team based border line style
guerringuerrin replied to ffm2's topic in Game Development & Technical Discussion
I think it's a cool idea, and would be nice to have a way to configure it so player can choose use them or not, or maybe assign each style to desired teams -
I wanted to make a mod where the teams have a different line style. I spectate a lot, but never toggle team colors as it is clumsy and one has to untoggle soon enough anyway. I tried different line styles like dashed, dots and diamond. I think only the default + dashed works really well enough in my short tests. But in 99% of the games its just 2 teams anyway. Would be nice to just join a game and tell at first glance where the fronts are. The problem is art/textures/misc/territory_border.png is loaded in source/simulation2/components/CCmpTerritoryManager.cpp. So it's fixed in c++ code. I don't want to build a custom version. Would it make sense to move the path out in the future to be modifiable? How you like different line styles for teams?
- 1 reply
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- 3
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YanisVasiles joined the community
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Geùvadan started following unofficial 0.A.D discord made by me.
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I've seen a lot of people asking if the creators of 0.a.d have an official Discord. We all know the answer is currently no, so I decided to make an unofficial one. I made it mostly for people who like to make mods, 3D models, art, etc., and to meet more people who like strategy games in general. I'll leave the link for anyone who's interested. https://discord.gg/v4yHMRaQUv
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Original 0 A.D. civilizations
Genava55 replied to Deicide4u's topic in Introductions & Off-Topic Discussion
Top new gameplay features in this release: New Celtic Factions:Britons and Gauls will now replace the generic Celtic faction. Each faction features some unique characteristics, along with shared Celtic units and buildings: The Britons have chariots, longswordsmen and powerful melee soldiers. Their special building is the kennel, which can train war dogs. These are both inexpensive and great for hunting and combat. Also, their heroes include Boudicca, queen of the Iceni, who led a revolt against the Roman Empire. As experts of metalworking, the Gauls have heavy swordsmen and heavy cavalry. Special building: The Rotary Mill, which is available in Town Phase, and is set to increase the food production of nearby farms in mid- and late-game. (This feature has not been implemented yet.) One of the Gauls’ heroes is Vercingetorix, chieftain of the Arverni tribe and enemy of Julius Caesar. https://play0ad.com/alpha-11-kronos/ Top new gameplay features in this release: New Hellenic Factions:Athenians, Macedonians and Spartans will now replace the generic Hellenic faction. Each features some unique characteristics along with shared Hellenic units and buildings: Receiving significant naval bonuses, the Athenians are the rulers of the waves. Special Buildings: Gymnaseion, Prytaneion (“Council Chamber”) and Theatron. Macedonians have a wide selection of units and siege engines, for a combined arms approach. Special buildings (in planning): Lighthouse and library. The Spartans can’t build stone walls, but as their soldiers are top-notch, their men serve as their walls instead. Special Building: Syssiton (“Military Mess Hall”). (Also, along the same lines, we have decided to include more factions in 0 A.D., beginning with the Mauryan Indians! Read on to find out how you can help.) https://play0ad.com/alpha-10-jhelum/ -
I've experienced this as host. Max Lag for observer set to -1 on my case. Didn't test kicking observers. I've experienced this with at least 3 different hosts that often hosts games, including me as host. Idk, will ask next time I'm not sure but I think it happens with both versions. Currently using 0.27.1 but i'm not sure if everyone is using it
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BUG - Game incredibly slow/freeze at start because because of 1 player.
hyperion replied to Atrik's topic in Help & Feedback
Is it never observers causing this? Does who is hosting matter? What OS are the players on that trigger the issue? Is there a video that could be shared to have a better impression of what the issue looks like for involved players? What versions does this happen with, 0.27.0 and 0.27.1? -
Limit the amount of trainable heroes in Alpha 9
Deicide4u replied to Deicide4u's topic in Game Modification
Yeah, it's a bit harder than I thought Changeset that implemented the feature: https://trac.wildfiregames.com/changeset/12832/ -
Original 0 A.D. civilizations
Genava55 replied to Deicide4u's topic in Introductions & Off-Topic Discussion
In 2012: In 2013: -
Original 0 A.D. civilizations
Obelix replied to Deicide4u's topic in Introductions & Off-Topic Discussion
I was just wondering, when certain civilizations first popped up in these forums and started with the search for Gauls. It seems like they have been first mentioned in September 2003 by @Klaas. -
BUG - Game incredibly slow/freeze at start because because of 1 player.
Atrik replied to Atrik's topic in Help & Feedback
The host kick players 1by1. Then once the buggy player leave, simulation run again, once he rejoined, the game is stopped or incredibly slow (slower then x0.1). This never happens mid game, it's always at game start, but the player can rejoin and he'll still stop the simulation. -
BUG - Game incredibly slow/freeze at start because because of 1 player.
Stan` replied to Atrik's topic in Help & Feedback
How do you find out which one is slowing the game ? -
BUG - Game incredibly slow/freeze at start because because of 1 player.
Atrik replied to Atrik's topic in Help & Feedback
Yes that's exactly the symptoms. IIRC I've already been that player who slows the game and I didn't experience any lag, not network, nor pc. Every time this happens, the buggy player doesn't believe others when they say he is lagging ("My cpu is at 15%" "I've just run a speedtest"). But kicking him out clearly solves the issue. It really happened to a very wide variety of players, and with enough occurrences to believe it's a bug of the game rather then any external factor. -
It looks like similar behavior of game stuttering due to PC performance Are you referring to cases where no unit moves and no orders are executed, but the GUI and camera remain responsive? I’ve also noticed that in cases like this, hosts start kicking players until units begin to move again. But after the suspected bugged player rejoins, the game continues with exaggerated stuttering.
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ResetSeed - A patch for fixed Seed and MapScript bug
Atrik replied to Atrik's topic in Game Modification
Done, you were right. I was waiting to get the url of this thread to add it in the mod.json but forgot. -
ResetSeed - A patch for fixed Seed and MapScript bug
guerringuerrin replied to Atrik's topic in Game Modification
@Atrik oh u might want tu change it's label in mod.json to describe what it does -
ResetSeed - A patch for fixed Seed and MapScript bug
guerringuerrin replied to Atrik's topic in Game Modification
6 lines of brilliant code, thanks @Atrik. plz PR for the next release -
This mod fix the seed and mapscripts bug loaded persistently. Idk why I or nobody did it before... ResetSeed.zip
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