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- Today
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I don't know how often the AIs make an offer in this version, but I'm likely to deny it anyway: I came to finish them. I usually play with one ally and four enemies, if you team them up it becomes harder; with three teams in total there's decent variability in how they behave.
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JamessGordons joined the community
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https://warfare.6te.net/Ancient/Shield-Dura-Europos-Yale.htm 38. Shield or mantlet of reeds, late 3rd century AD, Sassanian (?), Dura-Europos, Yale University Art Gallery, New Haven (Mes, Brow A). Vol. 1, p235: Shields made of reed or cane had been used in the Middle East since pre-historic times. A magnificently preserved rectangular Sassanian example was excavated at Dura Europos (Fig. 38). Comparable shields may well have been used in Persia and Iraq until the time of the Muslim conquest,26 but whether the reed shields of pre-Islamic Arabia27 Syria: The ark is captured by the Philistines at the Battle of Even ha-Ezer. Fresco from Dura Europos.
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Make sure to try Neutral first, and not after you've killed any of their units. They're less likely to agree to neutrality if you've killed a bunch of their units.
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I have basically only played against bots. And then I've know discovered the diplomacy. But when i tried to become nutral or at peace with the ai, it just allways replies like this: "I'm not intrested in an allience". Am i doing something wrong? Or is the issue that I'm playing against ai?
- Yesterday
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How to know ship has garrisoned units
Gurken Khan replied to WordenKalita's topic in Gameplay Discussion
That's for own ships? What about enemy ships? Used to be you could see the (arrow) stats and know what's up, but that has been changed. -
Marian Reforms (Romans) General Discussion.
Nicolaus_von_Kues replied to Lion.Kanzen's topic in Gameplay Discussion
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mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
You are welcome to post where you think is best. Codewise, a good improvement @ffm2 would be packing your mod as an extension of localratings. In practice, include (only) your additions in a mod, and add localratings as a dependency. It will simplify maintaining and distributing the code. It will also ensure compatibility with the base mod across versions. Up to you - but I think your work will benefit! -
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How to know ship has garrisoned units
Grautvornix replied to WordenKalita's topic in Gameplay Discussion
Hi and welcome to the forum! Unfortunately, the only way I am aware is to actually select the ship and see the garrisoned number of people. There has been multiple suggestions to modify that so it will be addressed. -
Could I possibly do it here: // get a starting rallyPoint ... will be improved later let rallyPoint; let rallyAccess; const allAccesses = {}; for (const base of gameState.ai.HQ.baseManagers()) { if (!base.anchor || !base.anchor.position()) continue; const access = getLandAccess(gameState, base.anchor); if (!rallyPoint) { rallyPoint = base.anchor.position(); rallyAccess = access; } if (!allAccesses[access]) allAccesses[access] = base.anchor.position(); } (It is in attackPlan.js starting at line 40) I am not really familiar with ai scripting, is there a way you can get the classes, like: if (this.target.hasclass == "scout") { // Ignore target/pick new target }
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Stan` replied to Sundiata's topic in Announcements / News
Done. -
mod LocalRatings mod - evaluate players' skills based on previous games
ffm2 replied to Mentula's topic in Game Modification
Update on the LR_Teambalancer: Removed the game setup page .xml including the buttons to balance the teams and evaluate the current teams. The new popular mod extraplayers overrides it. Commands in the game setup: /balance /evaluate /rate playername 2000 Also to clarify a common confusion: The teams are paired by the conservative rating e.g. 1800 - 400 = 1400 The winning estimation is calculated by the raw rating e.g. 1800 Might be confusing, but my attempt to simplify it wasn't better (e.g. using only conservative). Also if @Mentula doesn't like me to hijack the thread, just say if I should detach or so. IMO it belongs here best. LocalRatings_Teambalancer.zip -
It belongs to the Hyrule Revival mod, or the original Hyrule Conquets mod, I'm not sure.
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Updated for R28. Most notable change: Game decided announcement.
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Is there a way to tell if a ship has garrisoned units? TIA
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0 A.D. Social Media Accounts (We need you!)
LeJardindEpicure replied to Sundiata's topic in Announcements / News
Hello, I was wondering who is managing r/0ad ? Would it be possible to pin a post about the game coming out of Alpha and about 0.28 Boirix update. The forum is active at times. - Last week
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Others RTS - Discuss / Analysis
Nicolaus_von_Kues replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
The problem is how all those details distract from playing. -
CringeMauryan started following stevenlau
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stevenlauBot game start teleportation
CringeMauryan replied to stevenlau's topic in General Discussion
This is some legit R&D for better 0ad bot. Hopefully it will be atleast as good as a 1500 player or even more. I cant really wait for 1 hour before I get chance to play (Tight time constraints these days). Will be really cool if I can get into high quality match, anytime, on demand. Something not possible with a 700 bot like petra
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