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anjhella76 joined the community
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It can be implemented progressively, starting with a non-editable version generated by a script.
- Today
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played multiple 5v5, one 6v6 with others here, and I can say its pretty darn smooth than expected! quite good compared to what everyone would assume it to be... and @kheeva I had the mod installed and I also could not join his 1v1.. it seems to be problem of him.. I am currently in the game you are playing haha even though its without the mod
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There is a way to make mods not required on for everyone, like bigger mini map, or what you were saying. It changes how the mini map looks for me, but not everyone needs it, I wonder if that could work for this. I'm just not sure how to do it Sorry, I think I took out a word or 2. What I was saying was, you are right. More teams is kinda useless, maybe except for 5-6 teams, in some specific situations
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image u joined as a new player. u should install feldmap, extraplayers, otherverycoolmodfromnowhere. cool if mods dont break ability to play without them, otherwise this mods considered harmful
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I don't understand the argument. The difficulty of AIs is independent of teams.
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the more mods the less new players. i couldnt spec Appa02's 1v1 coz of unknown network error. He had this mod installed. I think mods should not break back compatibility, otherwise they kill this game.
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Settlements conceptual art.
Nicolaus_von_Kues replied to Nicolaus_von_Kues's topic in Tutorials, references and art help
Playing around with some ideas. It contains a well. 3 main buildings: perhaps dwellings/houses. A chicken coop or corral. And perhaps a basic watchtower similar to an outpost. -
You mean the overlap of fields you see in game? They actually are not overlapping. The "core" part of a field is smaller, and I'm computing based on that core part only. In game, they render a bit more field outside of that core part. That part cannot be farmed, and is for aesthetic effect only.
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You are not considering Field overlapping?
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RichardTox started following when update?
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Six months has passed. Development of stevenlauBot did not stop, but I have been dealing with a really difficult problem - optimal field placement around CC. The algorithm improved over and over, and now reaches an optimal solution worth sharing. Before I go into technical details, here are some screenshots of optimal placements in random Mainland. Pink represents the region where we can place field freely, and blues are the fields. Now I am writing some technical details. I first define Gap and Hang. Gap Ideally we want to let a field to touch (snap) the CC (or actually any dropsite), so that farmers can efficiently drop resources without walking. However, since farmers have a size and dropping range, we can actually leave a gap (around 5.6m) between field and CC and the farmer can still drop resources without walking. Leaving such a gap might allow more fields to be placed. Hang In games, we often see players put field snapping at the corner of CC. This is not ideal, because farmers will have a walk a bit to drop resources. We name this case "hanging" entirely outside of CC. If we now shift that field a little inward toward the CC, it is still hanging, but only part of it is hanging. Then farmers can farm in the part where the field is not hanging, and they can drop resources without walking. That non-hanging part is around 8m. Now to state our problem more precisely, we want to place maximum number of fields around CC, allowing gap between CC, but keep certain non-hanging part. We disallow rotation. Although rotation might give better arrangement, the problem will become too difficult. In fact, disallowing rotation is the sole assumption of our algorithm. Under such assumption, our algorithm gives optimal placement. I also claim that if we allow rotation, no efficient algorithm exists. People who are familiar with algorithm, especially computational geometry, should realise this is a very difficult problem. This is shape arrangement in continuous 2D space, and deterministic algorithm might not even exist. Scientists usually do heuristics to find good-enough (but not optimal) solution in these problems. I had also been working on heuristics, but as I keep improving my heuristics, I found that our problem is quite special and is much simplified. It turned out that we can work out a combinatorial algorithm to really find the optimal placement. We basically do trapezoidal decomposition of the region, that we do sweep line algorithm over all such trapeziums, exhaust all combinations, and merge linearly related constraints. The algorithm is super complicated, but I think I made it. Do you like it?
- Yesterday
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LloydMef started following What do you think 0 A.D. lacks?
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EDIT: In the Settings I found a Hotkey to activate a build-in FPS counter, which works just fine, so I guess this can be considered solved.
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Early Romans (Pre-Camilian Romans)
Nicolaus_von_Kues replied to Lion.Kanzen's topic in Rise of the East
Some YouTube channels are making good use of artificial intelligence to create illustrations with a certain degree of accuracy. -
Linux Synaptic Package Manager
Nicolaus_von_Kues replied to Wijitmaker's topic in General Discussion
What do you mean you weren't even trying? In my headcanon it was literally because of being at the top. -
Can we get a slight buff for spartan champion hoplites?
Mernida Ave replied to Gio's topic in Gameplay Discussion
Ngl this is so true. picked sparta for the exact same reasons but their vanilla balance is kinda a clear disappointment when you actually try to fight end-game macedonians 1v1. the community mod definitely fixes that vibe though making micro-managing a small elite squad actually viable against huge eco groups. honestly this whole high-risk high-reward elite infantry playstyle always reminds me of min-maxing a warrior in wow. whenever i get tilted by 0 a.d. balancing issues i just go scratch that shield and sword itch there. remember reading a class breakdown, and it says here that the character must be leveled and geared for a specific spec just to survive their slow starter eco without completely draining your gold pool. as for the topic - olympic champions in p1 are fun but if you don't secure treasures early on a standard map you're still getting outscaled hard. -
Ah thanks for clarifying that @real_tabasco_sauce because i was literally clicking around the fort waiting for units to spawn lmao. honestly paying that much metal/wood just for extra default arrows feels kinda bad in a27. unless you are hard turtling those mats are way better spent on your actual army or rushing town centers
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Classic-Burger is absolutely right, the core capture system needs a major overhaul before we even think about adding complex mechanics like faction unit recruitment. Right now, without a proper cooldown or assimilation process, introducing cross-faction recruitment would just lead to insane snowballing or broken 'cheese' strategies in high-level matches. I love the tactical depth it could bring to protecting key tech structures, but the balance nightmare of mixing faction bonuses and counters might be too much for the current meta to handle.
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In theory, tunnels are a point A and a point B.They don't always appear as such, but they are more common in sci-fi or magic RTS games.
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