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  2. Well, this started with "I think stopping the birth of new units due to lack of resources is a big mistake", and "unit production queue should be restored automatically when resources become available", and "This is incorrect. This can be considered a bug" (I just copy-pasted that last one because it's funny :D). Then I said "I get annoyed when I have to set it up again because I run out of resources for a few seconds, so I get where the proposal comes from". I guess I'm aware of what's being discussed, unless I missed something in between all the mayhem. I totally agree with "the sense of fair play matters", in fact I take it to such an extreme that that's why focusing on thinking and not clickiness seems fairer to me. The first criteria is fair only between players that have memorised not only at which time what building orders must be executed, but also have a click rate only achievable by playing often, while the second criteria puts a broader audience at a similar level, by allowing more creativity and less mechanicality. This is not a problem just with this game, this is a known problem for many games, even chess has this problem, and that’s why variants like Chess960 have been created. That doesn’t mean that variant is not competitive, and having people answering “learn the game mechanics” to people that question the status quo is misleading. I completely understand that for many here the second criteria might not look as fun or challenging, although I think this is a preconception rooted on habit, but I would instead ask myself which criteria would make the game grow more (if that's even intended).
  3. Well unless this is linked to the individual experience of each citizen soldier: advances in fighting capability/ranking up would then coupled to an individual gathering capability decrease. Newly trained uniots would have full capability (for a CS) decreasing with each fight. In the end you woudl have an army of fighter pros that are not good for any gathering anymore while the newbies can very well help in the economy but are less powerful in battle. Sound interesting to me.
  4. If it was for SP only, I would recommend this as an optional setting to chose from. For MP games I am not so sure.
  5. I geniunely recommend you to learn how to play. Top players in the game don't use any automated training system. If you think that recommendations of doing your own mod is "humilliating," then will be faster for you learn the game mechanics than make a mod. GG.
  6. Another idea somewhat related to this. Farm upgrades, instead of giving you +x% faster gather rate, allows you to put one more farmer per Field. E.g. Fields start with a maximum of 2 Farmers, and each Farm upgrade increases the maximum by 1.
  7. That's an interesting idea. It would mean that you can still train Citizen Soldiers to kick-start your economy, but the further the game advances the less economically viable Citizen Soldiers become. So advancing to the next Phase does not also mean spending resources now to gain a long-term advantage, it also means that you potentially sacrifice economic power for military power. It also has the downside that after advancing to the next Phase you are practically forced to attack; you cannot advance to further increase an economic lead.
  8. Today
  9. They can be though, since there is that flood map where the water rises, so maybe it’s possible to change the sky colors in the future? You are right. I was looking through extinct volcano, and saw this: const cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager); const newLevel = cmpWaterManager.GetWaterLevel() + waterLevelIncreaseHeight; cmpWaterManager.SetWaterLevel(newLevel); this.DebugLog("Raising water level to " + Math.round(newLevel) + " took " + (cmpTimer.GetTime() - time)); maybe we can change it to light manager or something
  10. I’m not sure whether you’re aware of what kind of automation is actually being discussed. I agree that you can’t really say one thing is better than another, or that one approach is “how it should be” and the other isn’t. In the end, it comes down to consensus about what a community wants or accepts as valid and what it doesn’t. The case of AoE2 is quite illustrative: a feature like 0 A.D.’s vanilla auto-queue is considered cheating in the multiplayer scene. Is that right or wrong? That’s not really the point. The real question is whether there is a broad consensus around one gameplay mechanic or another. The issue is that, when playing against a human opponent, the sense of fair play matters. Whether certain features are accepted or not is part of an ongoing discussion and a necessary consensus in any community. This debate has been going on for years and has been approached in different ways. Some have led to a good, inclusive understanding despite disagreements. In other cases, things like this happen, where someone shows up out of nowhere and starts treating everyone like id**ts, and nothing productive can come out of that.
  11. These rants were hilarious to read. I never used auto-queue in other games, but once I started using in 0 AD, I liked it, and now I get annoyed when I have to set it up again because I run out of resources for a few seconds, so I get where the proposal comes from. But this attitude of “this is the only right way, look at this picture and implement it” is going to go nowhere. I disagree that these automation things are letting “the game play for you”, it would be a poor game if clicking on portraits is such a big part of it, I think better if it concentrates its complexity in other aspects, but maybe since tactics is not a big thing yet that’s how players find the fun. I think AoE2’s auto-scout resembles more letting the game play for you. I guess I used it back then, but I haven’t missed it in 0 AD. So, it’s all a matter of balance, it’s not about what’s better or worse, just different kinds of games are being proposed, and as someone said, “if you remove mechanical requirements, you need to add complexity elsewhere”. Many arguments are being made on the basis of competitive clickiness, but it’s wrong to think that’s the only right way to play a game, and even an online game could be challenging and fun with less clickiness and more thinking. It’s just a choice, but I think many more people prefer the latter, the impression here of course will be the opposite because of a biased selection: online-players are actually a minority, they just seem overrepresented online for obvious reasons.
  12. That's definitely interesting and the first time somebody reported this problem. Can you please send me a private message with the lobby username of your friend so I can have a look if we got something in the logs for these connection attempts?
  13. Do you intend to make the mod available on mod.io? Congratulations on the hard work; I’ve been following the team's updates, and it’s looking very interesting!
  14. I see that there is something cooking for R28, but I'll not speculate until we hear something from the developers. Looking forward to trying this out.
  15. Hello everyone, and Happy Easter! First of all, I am happy to announce that Hyrule Conquest: Revival has been updated to 0 A.D. version R28. In addition to the update, there is a whole ton of new stuff, including factions, features, maps, and more... First off, Gohma are a swarm faction, meaning they specialize in training hundreds of weak and squishy units and overwhelming the enemy with sheer numbers. As you can tell from the pictures, the Gohma are a mix of the old and new designs, using the original organic structures and the redesigned Gohma units. The Lizalfos function very different from the other factions. When you start a match as them, you pick between one of four gods, each of whom gives you different units, structures, and technologies. They range from stealth focused (Farosh), to poison and disease focused (Okra), to war and battle focused (Dinrall), to ranged and hunting focused (Dodalagon), so they have lots of variety. The Moblins are an extemely mobile faction. All of their buildings (except their wonder) can pack up and be moved somewhere else, allowing them to move to a completely different area. They also have access to all of their units and techs to start, making them a strong early game faction. The Sheikah Cadre are back! They are extremely stealthy, with the majority of their units having Stealth or Camouflage. They are also very Creature heavy, and have a lot of Dodge. While they have less units compared to most of the other civs, they are very heavy damage dealers. The Zora Dominion are finally done! Though they are lacking Aqueducts, they otherwise function and are completely playable. They are very magic heavy, with lots of mage units. They are also (just like Lanayru Province and the Wild Zora) completely aquatic, allowing them to swim across lakes and oceans. In addition, there are also major changes to Labrynna. I have redone them again, removing their structure upgrades. They now only have their steampunk buildings, which was done mainly so that they function with the AI without making extensive changes to Hyrule Bot. I have also added two new features to the Deku Kingdom: Mad Scrub is back! When a Deku Scrub is slain, it has a chance to spawn a Mad Scrub, who will go on a rampage killing everything in sight. For the first time in the histoy of Hyrule Conquest, the Deku have a navy! They have three boats, which use turreting to transport units, as well as a dock to build them from. You can expect more navies in the future... I have added Dodge into the game. When a unit with Dodge is attacked with a melee attack, they have a chance to dodge it (this will be added to the GUI in the future). Stealth and Camouflage are finally fixed! Now enemy units that are stealthed or camouflaged are invisible to the naked eye. Note that cheats that reveal the map and that ticking the Revealed Map option in the Game Setup page break this feature. Automatic Resource Draining is now in. This is a pretty minor feature, which is at the moment only used by the Gohma Recycler structure. Spawning on Interval is in! This is another smaller feature, but will be used mainly by the Gohma (who now auto spawn some units) and by Gaia for map enemies. Garrison Spawning is also in! Most buildings no longer have an automatic attack. Instead, at the start of the game a group of basic archers are turreted in every civil center. These units cannot be removed from the turret, though they can be killed as normal. These same buildings no longer spawn nits when destroyed, which fixes some gameplay problems. Now, thanks to some code from Toby Dustin, when a faction is defeated, any surviving units defect to an ally, making team games of Regicide much more interesting. Finally, and perhaps the most anticipated feature by most, Knockback is finally in! Many large units and siege weapons can now knoc units back when they attack, causing absolute chaos. Many of these units are also immune or resistant to Knockback, due to their size. This has been wanted for a long time, so I hope y'all are happy now! We have reached the point where it's time to split from vanilla 0 A.D. map-wise. The vanilla maps are no longer playable. I know some people probably are dissapointed by this, but it's for the best, as many vanilla maps have vanilla units that mess up gamelay, appearence, and lore. To help counter the sudden lack of maps, 4 new maps are in (all of them 4 player maps): Gerudo Desert: Day, Gerudo Desert: Night, Tarm Ruins, and Zora River. There have been several GUI changes, including adding a Manual (currently incomplete) and new music. Finally, there have been lots of balancing changes not already listed, including: - Stalfos units are no longer immune to Pierce damage. - Minor Factions are now researched at the Market before they can be built. - Ordona has a new hero: The Resistance, who is trained by Ashei. - Markets now provide a trickle of Rupees. - Labrynna's cannons and guns are slightly more balanced, at least among themselves. And now for some news: After almost 8 months working on this project, I have almost updated every faction and feature from the original Hyrule Conquest. All that is left is to update the Plot system, which will open the way for redesigns of the Kokiri, Lanayru, and Gorons, as well as the promotion of the Darknut Legion to a Major Faction. Because of how much has been updated, as well as some personal projects, production will slow from now on. You can expect monthly releases, in which I will be adding navies, maps, campaigns, and of course lots of balancing. During this time, I also hope to add the Plots and Darknuts mentioned above. I also hope to, as time goes on add new factions, including the Guardians, Ikana, and Twili, as well as add new features, including Burrowing, Unit Abilities, and a Campaign Map. I also hope to improve the AI, so that it fully functions with all of the civilizations. Don't take all of this the wrong way, I am not retiring from the mod, nor am I taking a break or stepping down as project leader. I will still work on it, albiet at a slower pace as I add brand new features and art into the game. Y'all can download the mod here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0121 Until next month, enjoy!
  16. Thank you for all replies: - version of game: Feb 16, 2026 (release-0-28.0, a2cae) - It worked before with the same connection but just few times (provider was changed 1 week prior to issue) - Name of provider: T-mobile Austria - Tested with another provider (A1), same issue - There is just one ISRG (ISRG Root X1) - Latest windows updates performed I hope this information helps.
  17. @Atrik@guerringuerrin I tried many times, but can't reproduce it. Once I thought I did it, but in the replay I saw that a couple of "farmers" weren't farmers, just standing on farms. I wonder if this what happened to me 2 or 3 times before, and since most other workers were chopping wood, I assumed that's where the "missing farmers" went (when actually they were idle somewhere, as before the alarm).
  18. Yes, I think this behavior is quite appropriate. And I don’t think it’s worth over-optimizing this behavior. If there are no nearby buildings to garrison in, having units stay idle where they are seems like the most appropriate outcome. Players should be responsible for ensuring there are enough nearby buildings for units to take shelter. Otherwise, keeping them idle is actually helpful, since it makes it easier to quickly select them using the idle hotkey. Short video of this. I don’t see any civilians switching resources after the bell. Not even those who garrison in buildings with rally points set to other resources. ringbell.mp4
  19. Possible. You haven't provided a replay so we're only working with hypothesis. What I described could have mislead you into thinking the units chopping wood were initially farmers. The maximum distance units travel to garrison seems a bit normal. You don't want units to travel half the map if they don't find any hides close enough. Maybe there is way to optimize the behavior however, with better sorting by distance for example. Also the input to ring the alarm is rather limiting...
  20. I’ve noticed that when there are no buildings available for garrison, civilians just stay idle where they are. However, I haven’t verified whether this happens because there are no buildings close enough for them to detect, or because there are no available buildings at all. What I’m fairly sure about is that units do not switch to gathering a different resource. In other words, if they were farming, they will try to resume farming rather than moving to gather wood.
  21. But, if I understand correctly, that doesn't seem to be the issue @Atrik, the issue is having less people in farms at the end of the alarm because they go to the trees instead.
  22. They can be though, since there is that flood map where the water rises, so maybe it’s possible to change the sky colors in the future?
  23. Didn't recheck but my experience debugging UnitAI tells me that what probably happened was: Your units were actually chopping wood on a woodline further from garrisonable buildings You call alarm so they move all the way into the buildings The exacts trees they were chopping disappeared (chopped by other units : your soldiers) You ring end of alarm so they try to go back to chopping wood, but since the trees they initially were chopping are no longer there, they search new trees, but relative to their own position. Making your civilians start chopping trees at a different place as they were supposed to. Just a likely hypothesis and note for myself (or anyone) when I'll work UnitAI, since that would be fixable.
  24. Is there any reason for the construction panel to be basically 2 long lines of 10 icons, a 3rd line with a few icons, and a last empty line, all with no apparent organisation? It doesn’t look good for someone new to the game (that was my first impression). Maybe the first 3 rows could be used for “normal” structures (those that civs tend to have in common), where icons would have a fixed place, and the last row for “special” ones (unique, or almost, and the wonder). The 1st row could be (mostly!) economic structures (resource oriented), the 2nd civil (what's left at the end, even when techs can influence military things, etc), and the 3rd military (that produce units that do damage, or do damage themselves). The 4th row would be ordered first with economic, then civil and then military structures. This looks better and also the fixed places on the first 3 rows help noticing fast what a civilisation has or lacks, in combination with checking the last row. Here I’m showing an image with the “template” on the upper left, and 8 civilisations as examples (did it weeks ago, so for R27).
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