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One of the worst things about this game the lack of balanced games
ffm2 replied to Foxooo's topic in General Discussion
There are some efforts. The 1v1 rating in the lobby is a elo rating which could help to some point. A strong player in 1v1 is not weak in team games. Weaknesses: Not everyone plays regularly rated 1v1s and some have low elo on purpose (for fun). Smurf accounts start again at 1200 or they gained their elo years ago and don't play rated again. Local ratings mod rates the players based on their scores. This score usually is skewed for some players. ValihrAnt e.g. is one of the best and rated mediocre. One could develop this further and check where the score lacks. But it would always be a system where you expect a player to act in a way and not rate how successful the team actually is. Local ratings with elo or glicko-2 rating based on pure wins of teams do not get enough games to divide good and bad players from 4v4 games. I did a sketch of this, the results weren't satisfying. Maybe it would work if the databases of 4 heavy players join their databases. A team lobby rating like the 1v1 might work, is untested though. This would also require that games are often labeled as rated. Some players do indeed complain a lot until their team is very unlikely to lose. Ideally the player would lose and win 50% of the games and just rank up in the rating. -
Option to start matches in the City Phase
wowgetoffyourcellphone replied to Chrisau's topic in Gameplay Discussion
It doesn't have to be as complicated as I outlined. -
Callex1 joined the community
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Arup replied to wraitii's topic in Gameplay Discussion
shut uppo! at the end of the day, the gaul heroes are all good. atleast reduce the aura range of verci to 40 or 45 meters. -
mcurtis joined the community
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Age of Empires 2 Definitive Edition
Deicide4u replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Honestly, 0 A.D. is a better game. I'm obviously talking about the standard Skirmish and Random map games, since we still don't have any good official campaigns. The main thing for me is, it took a while to understand when exactly to switch to training soldiers. If you get comfortable enough, you will get the timing naturally. It usually coincides with the switch to farming, so once you have your initial farms, making additional women is only desired if more farms are needed to balance the economy. Once you accept that, it's much easier to enjoy the game. You just boom, make units and everything is good. Age of Empires, on the other hand, is a much more stressful game. You need to advance to the Castle age ASAP, or you risk falling behind in relics and economy. We often joke that you need to reach the City phase in 0 A.D. fast, but we at least can make new Civic Centers in the second phase. And, there is no unit conversion by priests. Battles are much more chaotic in 0 A.D. owning to a fact that there is much more fighting units. Boom games in AoE2 can often lead to some absurdity, like having 115 villagers and 5 military units. Anyway, I needed to rant a bit. -
Well, yes, in scenario maps custom victory conditions for each team are possible, even for each player. However, the code behind the victory condition "presets" (the ones selectable in game setup -- Regicide, Wonder, Conquest, etc.) is currently not designed to work on a subset of players only.
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Introducing the Official community mod for 0 A.D. Empires Ascendant
TheCJ replied to wraitii's topic in Gameplay Discussion
Thats why you dont let kids balance the game, they try to use some pseudo-logic to buff the units they like more and nerf the ones they dont like. On a more serious note, whether a general lost at the end is not a ideal indicator of their skill. If you only have cs units while your opponent has champs, you can micro-manage them perfectly and still lose... I mean Hannibal lost to Scipio at Zama? -
Hi there, I assume that the problem could also lie in the diplomacy settings (i.e. "Are they really an enemy?"). When setting up the match, make sure that their team number is different from yours (or there can be no team number assigned to both players). If the diplomacy mode is enabled (meaning if it's allowed to change your teams during the game), you can try opening the diplomacy setting (icon somewhere in the top right corner) and check if the AI is set to Enemy and not Neutral.
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Erickian3 joined the community
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Hi @Amj, welcome to the forums. Make sure you don't have ceasefire enabled at match setup. Try "attack move", CTRL + right click by default. Also make sure your units are on aggressive stance: If your units still don't attack maybe attach a replay here. HTH
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One of the worst things about this game the lack of balanced games
Deicide4u replied to Foxooo's topic in General Discussion
Solution? Be the host, or just play 1v1. -
Foxooo changed their profile photo
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One of the worst things about this game the lack of balanced games, it's totally hard to balance games and every time the host is trying to win games by putting the worst players in the second team everytime i'm on the second team it's almost always a lose, because the host only want to win every single darn time
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Amj joined the community
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Hi There, Thanks for developing a really nice game I just need to report a bug. Almost all the time, whenever my boats or soldiers are commanded to attack enemy soldiers or boats, they do not attack the enemy and do not cause any damage to the enemy. Instead they just go near the enemy and stand there doing nothing. Can you please look into this and fix this. Kind regards, Amjad
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I found this illustration. Eastern Roman Centenarius (Kentarchos, ancient centurio) facing a Hun warrior in the 5th century AD. Ilustración de Pavel Glodek.
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Victory Conditions Ideas
Classic-Burger replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Wouldn't it be possible to divide the victory condition by teams? Team 1 victory condition vs team 2 victory condition? -
Paul van Coller joined the community
- Yesterday
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Technically, any victory conditions you can think of are possible in scenario games, since you can mark players as won or defeated at any point in the trigger script (if any desired condition is met). And that can also be done "asymetrically". But to make a victory condition work on any map (also random and skirmish ones) and make it selectable in the game setup, the logic has to be centralised in a designated script -- which, however, isn't inherently more difficult than implementing it for a single map) So, yes, a tower defense scenario would be possible.
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Zelon2806 joined the community
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Thanks for expanding this. There are some of the nuances that I hadn't thought about as well. It sounds like this would be a bit more complicated/involved mechanic to add to the game.
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Do Archer's Add Extra Arrows to a Buildings Defense?
ffm2 replied to Thales's topic in Gameplay Discussion
To be pedantic: Maurian champion archer (woman) add arrows. Most healers (men) don't add arrows. Also the hero Hippocrates does not add arrows. "Per Unit" might be changed to "Per Solidier" to clarify this. -
how about a spectator only version for android? users can join the multiplayer lobby and chat, and they can only join games as spectators
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Arup replied to wraitii's topic in Gameplay Discussion
I think we should return maiden guards to normal stats as they were, but, let them convert to each other (sword to archer vice versa) same as we do with immortals. otherwise pers and maur will be a bit too similar imo. increase the kushite building auras range as proposed by @Seleucids please buff archers, maybe try the thing @vinme suggested the other day. I'm afraid I can't explain it that well, so vinme, mind listing your suggestions on archers here? another thing I had on the back of my mind: nerf vercingetorix. why does the loser of alesia have almost same stats as Hannibal the great? -
Of course. Same. That's why I just unload it so lazy here instead of writing proper git tickets as I should. Sorry for that.
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That's a great question, and you're definitely not the first to consider the potential of 0 A.D. on mobile—especially Android. Porting 0 A.D. to Android would indeed be a huge undertaking. As you mentioned, it would likely require significant reworking of the UI, since the current interface is very much designed for keyboard and mouse. Adapting it for touch input while maintaining usability and clarity would be a major challenge, especially given the complexity of RTS gameplay. Beyond the UI and graphics API switch (to OpenGL ES), here are a few other complications that might come up: Performance Constraints 0 A.D. is fairly demanding in terms of CPU and memory, especially with larger maps or many units. Most mobile devices may struggle to run it smoothly without significant optimization or scaled-back features. Input Handling Besides UI redesign, touch controls would need to be very carefully designed to replace the functionality of hotkeys, right-clicks, and drag actions. Gesture controls could work, but they’d need to be intuitive and responsive. File Size & Storage The game's assets are quite large. Compressing or streaming them efficiently on mobile might be necessary, and would add complexity to the build. Battery and Thermal Management Continuous RTS gameplay could be taxing on mobile hardware, leading to fast battery drain or thermal throttling, especially on mid-range or older devices. Multiplayer Integration Syncing mobile users with desktop players could introduce balancing or performance issues unless versions are kept strictly separate or mobile is optimized to match. That said, the idea of a donation-based APK on the Play Store is smart and has been used by other FOSS games with some success. Would be exciting to see it someday, but it would likely need a dedicated mobile dev team or fork to pull it off. Still, great idea and worth discussing!
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Arup replied to wraitii's topic in Gameplay Discussion
1. the han minister is op. you gave the hans a movable pyramid for free. no one can beat han early boom without rushing. you force to attack the han at start, the same civ known for it's rush capabilities. 2. carthage: why can I put down 2 trade routes,a cc, a fort, all kissing each other??? not to mention the op walls as well lmao. if @chrstgtr starts hosting community mod tgs the first thing I'm trying is turtling with mercs. you made 40 metal mercs that can come out in 4 seconds and start building brother, ofc I'm gonna turtle. regarding the stone thingy: have you heard of the "market exploit" ? yea I'm not sure you can have that stone thingy while the whole market thingy isn't fixed -
Option to start matches in the City Phase
wowgetoffyourcellphone replied to Chrisau's topic in Gameplay Discussion
Ideally it would be nice if it was extended to: Nomad Village (standard start) Post-Village Town Post-Town City Post-City And then be compatible with mods which have more phases, such as Delenda Est, so: Empire Post-Empire Post- means that all of the techs up to that point have been auto researched. Only exception is paired techs. In that case, resource and time costs are set to 0 and all the player has to do is click one out of the pair they want. Do, Post-Town would mean every tech in Village and Town are automatically researched for free. Make sense? -
Option to start matches in the City Phase
Classic-Burger replied to Chrisau's topic in Gameplay Discussion
https://gitea.wildfiregames.com You can start there. - Last week
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Hey @ffm2, thanks. As of now it's nowhere visible in the game, but since 1b797ce0a0 the tips are already divided into categories: "Basic", "Intermediate", "Advanced", and "Multiplayer" (not gameplay related). It was always my plan to add a dropdown to the tips page to switch between them. And also to add another category called "Expert" above the rest -- for the multiplayer community; for exactly tips like the ones you described above. So, yes, I can certainly add them to the game. But they will have to be shortened and we need some images to go along with the text. I'm rather busy with some other projects here at the moment, but I will note it down.
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