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  2. This is already solved here: https://gitea.wildfiregames.com/0ad/0ad/pulls/7806 and will be available in R29
  3. I often start with in-Atlas screenshots or start from the existing unit portraits and iterate from there.
  4. Today
  5. From what I have seen there is neither a "drop resources and go idle" UI element nor a "drop resources and go idle" hotkey. Use case: You want to shift your economy, and instead of having to find the nearest drop-off point yourself you can simply go Hotkey -> SHIFT + New Order.
  6. Is there really a good enough reason to enter into personal accusation of being a liar/poorly informed etc.? Can we please try and keep this discussion on a more sober basis please. Lets not overheat the discussion - there is more important things in life that deserve that level of excitement.
  7. I call this micromanage, feel free to use a mod that can help you play a 'simple' but fun game to you but if you ever incorporate this into a competative match your actual skill is artificial in the end. I can suggest however for you to hotkey that barracks(Control Group). Hmm... I'll go make an issue and suggest that if you hotkey you should cycle through the buildings in github, makes it easy see without having to manually click the building. Edit: Made it
  8. https://youtu.be/KqipAXi38do
  9. That is no argument. The whole game is a artificial problem. If you want to relax, there is no problem in setting the starting resources to high. Your production won't turn of. You can also use proGUI which changes 0a.d. more to your liking, just as DOTA changed Warcraft 3 with a shift of the focus to the heros. The Idea of these "artificial problems" is that the player has tasks in his base even while raiding that may get neglected. The key is for the player to prioritize on the more beneficial: Is the raid good or doing more damage to your economy. In depth also discussed here: The community is heavy divided because players automate their game with mods, don't disclaim it and compete with players that like to compete solving these "artificial problems" better than their enemy. See other threads like: It's also not just that the problems just gets removed, they get removed in a way that no human player can. So besides that they have to deal with less, they have a benefit.
  10. Hi! Since is possible with autociv to set custom map size, it is possible to do it with game speed? Lately I have been finding normal speed a bit slow, but 1.25x maybe too fast and would like to set something in between.
  11. Hi, @seregadushka I agree that the vanilla training system has some issues, and even some behaviors that may feel like bugs, although perhaps for somewhat different reasons than the ones you mentioned. In many RTS games (including some very famous, successful ones that are still widely played today) it is normal for the player to pay attention to unit production. In fact, many of those games do not even have an auto-queue feature like the one that exists in 0 A.D. As for whether the auto-queue should automatically resume once resources become available again, I think that falls more into the area of design decisions. Personally, I find it difficult to consider the current behavior a bug. However, I could imagine having an option in the settings that allows the auto-queue to remain active and automatically resume production once the required resources are available again. What I do consider a real issue in the current system is the way units are assigned to production buildings. At the moment, when you order units from a group of barracks, the system does not prioritize barracks that are idle or less occupied. As a result, it is quite common for new units to be added to barracks that already have long queues, while others remain completely unused. This often leads to unnecessarily long production queues and an inefficient distribution of unit training. And you end up going through your barracks one by one, trying to find which one ended up with a huge production queue and which ones were left idle. In fact, there is currently a PR in progress in the repository that aims to address exactly this problem. The idea is to prioritize the least occupied barracks when assigning newly trained units. I hope to finish it in time for it to be included in the next version of the game. You don't have to rely only on the mouse. You can use control groups to select all your barracks with a single key, and you can also use the keyboard to choose which units to produce and even the batch size. So it is perfectly possible to manage production using only your left hand.
  12. Deicide4u , Doctors usually monitor the concentration of span of their sick patients. Then patients will hear enough of their daily diagnoses, and they go on forums and repeat it where they are not asked. I could call you a liar. But I'll call you a poorly informed employee of the Colosseum. You didn't run a social survey, you don't have statistics on the use of the "Auto-queue" button. Especially when it's not here .
  13. I'm worried about your attention span here. You suspect wrong, many players avoid the auto-queue feature as if it's the plague.
  14. Yesterday
  15. I bet you had to specify the clothing color, else it would be red
  16. I noticed quite a few content on YT from some tournament(s) , like this: https://www.youtube.com/watch?v=E92ERGeNte0 Is that cast from this forum post tournament or it's organized somewhere else? Also - when next one?? We need to test and promote Release 28 right
  17. I don't agree. Disabling the auto queue is an artificial difficulty. Probably , the authors deliberately went for it . To equalize the odds between a human and Petra. Petra has a good chance anyway, and Petra is not wrong. Her Auto Queue is always on. He never thinks twice, Perta has a 1 millisecond time gap between resources and queue activation. The population growth of Petra follows a strictly exponential curve. I want that head start too. I only have the mouse exponentially approaching its broken switches. When I put an archer into production, I always press TWO buttons. Imagine there is one archer and 2 buttons. I already have this double reflex, like Pavlov's dog. The whole world is moving towards "No Click". Everything was already thought out 100 years ago: mouseenter, mouseover , :hover . Every website knows how to understand the user without a single click. But not 0 A.D. ! This can be included in the game releases. "We are the only game with two buttons for each action." Find another way to even our odds, at a lower cost. At the cost of a broken mouse. Give Petra the hero Hercules or Stalin, and turn on the Auto Queue. I agree. I want to play O.A.D. with my head propped on my left hand, yawn and watch movies on 2 monitors. And now I have to fly from the combat center with the mouse, knocking down a bag of chips, to another corner of the map to check how many barracks I have idle. Let's be honest. Even the author himself will not be able to assess the extent of deforestation. The game does not have this visual indicator. Now there is a forest (although it is already stumps), and a minute later it is gone. But you're saying it's my fault for not being able to assess my capabilities. Suggestion 1: Add this "Auto Queue Lock" option to the settings. Suggestion 2: The Queue button is already there. This does not require redesigning the UI. Do the ON/OFF manually, and the issue is closed. You have ways to collect statistics on the status of this button. I suspect that 99% of users will have it enabled. 1% are the remaining developers who like to suffer. Petra builds her battle formations, develops new tactics, and changes the composition of her units. But I don't have time for that. I'm checking the barracks. I see empty fields when there are thousands of unclaimed resources on the counter. Because there was a one-second break in deliveries 10 minutes ago. That's why I lost. Because there are much more interesting things on the battlefield that require attention. Let's imagine that I am the King of the universe, who has conquered millions of peoples, captured hundreds of countries, but I could not find a competent foreman anywhere who competently presses this button himself. Which building should produce if two of them are competing for the same limited resource? Resources: Again, I disagree with the arguments that the Game cannot distribute resources between buildings. No. Because such a situation is not possible in principle! Each building appears after activating it with the mouse. Every task is the same. There is only one mouse, which means that these tasks have a stack. 2 buildings will never appear on the map in 1 millisecond. I won't be able to set 2 tasks in 1 millisecond. Do you have Russian vigilantes in the game? They have an axiom: "Whoever gets up first gets his slippers." Take their advice on developing their game. Don't turn 0 A.D. into Hamster Kombat Clicker. Give the player the opportunity to be a strategist and commander, not a logistics provider.
  18. idk what y'all talking about just go mauryan. rush to phase 2. make "wall towers" every 50m and make actual sentry towers behind that. make sure this is away from ur economic heartland. and now make sure you never go near those places of war. now,you just wait till towers kill everyone,or just get an army big enough to kill the ones attacking the wall tower. after that, just build a full walled city and do whatever you want (best if you send a few cav to the middle of the map every noww and then. these dumb bots think doing trade is good) also possible with athena,as she would have cheaper P2 cost making it much easier to do the walls
  19. on one hand I'm glad I can use vulkan with no problems,on the other I kinda wanna experience this xD it looks so fun
  20. (It's a GPU skinning bug)
  21. @ThePoshBarbarian I really like your classification of damage and types, nothing wrong with it. But, it fits more in a tactical RPG squad-based strategy game that classic RTS.
  22. Going to put my own implementation opinion out there, always kinda found it weird how 0ad does it but I've gotten used to it somewhat. Though if we were to take a page out of say a simplified "realism" argument, my implementation for damage types would be: hack = blade edge slashing/hacking (if you'll forgive the lack of better words to describe it) aka mostly good against non-armoured foes. (there's just one unit with falxes iirc, for macedonians, they can be an exception by just giving them a bonus against armour) pierce = spears/javelins/bolts/arrows piercing targets, doesn't struggle against armour, just a good all around option crush = a solid mass hitting another, aka big rock from onager/siege ballista crushing someone, or a getting a mace/club hit to the face. Great at dealing with really heavily armoured targets. Slings could be included in this but that's a can of worms. This is just a little thought experiment I've had, honestly I prefer 0ad's current implementation of the damage mechanics. Thinking about a bit more deeply, the system I've written up has some problems when it come to classifying certain units, eg falxes for when thracian/dacians/getae get implemented, or how slingers work (sling bullets are technically speaking a crushing type of damage, but they are also known to pierce through targets given enough force). To balance armour around this system would be difficult me thinks, I personally would use an armour types system with: non armoured = basically basic clothes, no armour, little to no resistance to any damage types organic = aka leather/linen/whatever material that is not made from bronze/iron, good resistance to slashing, decent to slightly below average resistance to crushing, little to none against piercing metalic = iron or bronze, great resistance to slashing, average to poor restistance against piercing, low resistance to crush. Already I'm having problems describing this armour system because of what little I know about armour materials and the physics behind how they mitiagate certain types of damage makes this way too unimmersive/game-ified to me. Again, this was just a thought theory of an implementation, I still think that 0ad's current damage mechanics work very well for it (and imho, a way better representation than AoE2DE does).
  23. I'll share the replay later, so I went ahead and 1v2ing my first match with 200 pop limit, they made the VH AI so hard I'm already in 1 hour, my army dying, wood is no longer, all my structure are destroyed leaving only fields and houses, they still spawning in champions... omg... bro I give up when my hero died. So a simple tip to possibly win this, poke the bees nest and run to the fortress. It do be like that.zip
  24. Offender lobby's name : roothopper My lobby name : LeJardindEpicure roothopper stopped the game without resigning as i turned the tide and wrecked havoc upon its troops. (funny to see you on the other side@b1g1d3a) commands.txt metadata.json
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