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Actors selection in Atlas not working
cephalotus replied to cephalotus's topic in Gameplay Discussion
Sure thing, this should be what you are asking for: Name : wxwidgets-gtk3 Version : 3.2.8.1-2 - Today
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Well... 1. True, not much to say to that 2. Even if fanatics were op, your solutions are both bad. Adding 50 metal to their cost means they are more expensive than regular champions. Considering that they are vastly more vulnurable, that would make them entirely useless. Restricting them to p3 would just reduce the amount of possible tactics, as going for champs p3 mostly just means ecobotting. Do you want more ecobotting? 3. 4. and 5. are skill issues. If your enemy micros his units better than you, you lose. No "solution" will change that. If they use formations to great effect, why dont you? If they put their hero on flee, why dont you? If they utilise palisades to great effect, why dont you? Saying its a "balance issue" or an "exploit" just because you arent able to use it the way they do is not very honest. 6. and 7. dont have a solution. Using them as cheats is already forbidden by the WFG "Terms of Use" (which you should have read?). But you shouldnt ban any mod from mod.io just because some people edit them to use them as cheats. If I want to play with proGUI and autosnipe in singleplayer, I should be able to download the respective mods from mod.io. They are, after all, marked as incompatible, so you wont be able to join a normal game after just downloading them from there. And if someone is ready to edit files to play in a vanilla lobby with those mods enabled, not putting them on mod.io wont have any effect on them, as you can always download them from github.
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Actors selection in Atlas not working
trompetin17 replied to cephalotus's topic in Gameplay Discussion
Hello @cephalotusmind if you help with some information regarding your Linux Manjaro, im not sure what version of wxWidget you have there, can you tell me about it? why?: the Atlas Editor relay on wxWidget to capture keyboards keys, so maybe can be related to a bug or kind of wxWidget but i would like to discard if this is the issue first -
It is not a known issue as far as I am aware so thanks for reporting. Could be because arch and manjaro use sdl3 rather than sdl2. Maybe @hyperion can reproduce
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Hi everyone, I’ve been playing 0 A.D. for years, and I’ve noticed that some bugs, exploits, and design weaknesses are still present. Many players use these in competitive games, which makes matches unfair and less enjoyable. I want to highlight the most important issues I’ve seen, along with possible solutions. 1. Champion Cavalry (A27) – Overpowered Problem: Champ cavs are extremely strong in A27. In most serious games we even ban them. Solution: Nerf them significantly. 2. Fanatic Units (Fanas) Problem: Fanatics are overpowered and often spammed (for example, by Aslan). Watch attached replays as a example. Solutions: Add a metal cost (e.g., 50). Or restrict them to Phase 3 instead of Phase 2. 3. Formation Bug – Pathfinding Exploit Problem: If a player switches to formation during a battle, the enemy army runs into the center of the formation and suicides. Players Abusing: Atric, Sniper (SaiDrz used to but stopped after explanation). Solution: Needs dev fix so that units don’t get forced into the middle of enemy formations. 4. Hero Dance – Unrealistic Exploit Problem: “Hero dancing” makes heroes very hard to kill by abusing flee/micro tricks. Players Abusing: jc, 0ad_Boss (i_am_groot), Sniper, Atric (sometimes myself too when facing them). Solution: Disable flee mode for heroes. Heroes shouldn’t act cowardly. 5. Walls Outside Territory – Abusive Tactic Problem: Players suddenly build walls behind or around enemy soldiers in battle. Soldiers auto-attack walls and die easily. Players Abusing: Dakara (rarely). Solution: Restrict wall construction to player territory only. 6. ProGUI (Cheat Mod) Problem: Provides unfair advantages beyond simple UI changes. Players Using: Atric, Stockfish, Noobdude, Duck, IjavadDev, Mark (sometimes), Carthage (others stopped after being informed). Solution: Don’t allow ProGUI to be published on the official forum. Remove it from the in-game mod selection list. 7. Auto-Snipe Script Problem: Automates targeting (like instantly killing heroes), which is unfair. Players Using: Atric. Solution: Same as ProGUI – ban and prevent distribution of auto-snipe scripts. Conclusion These issues damage competitive balance in 0 A.D. Fixing them would make the game much more fair and enjoyable for everyone. I hope the devs and community can take these points into account for future patches. BROKEN FANAS.rar
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It seems that since the release of A27, selecting actors in Atlas using Alt+Select (as usual) doesn't work at all. I was searching a bit and I didn't find anyone discussing the problem, so my question is if this is a known issue or I'm missing something. It's pretty unfortunate, because I'm unable to make my own maps currently. I tested it on two computers, both running on Linux Manjaro, and it's not working on either of these, but it worked on A26. The recent patch release didn't fix the issue.
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I'm here to bring you exciting updates on my project, Mod World Rising! This week, I've been diving headfirst into developing new buildings, units, and technologies that will revolutionize the gameplay experience. Improved Units Units in the game will be enhanced with cutting-edge technologies, such as primitive weapons that replace the crude weapons made of wood, stone, and animal bones. With these technologies, your units will gain lethal new weapons! Furthermore, their protection will also be reinforced with advanced armor, making your units nearly invincible. General Evolution Even your hero, priests, and citizens will evolve over the ages, reflecting the progress and development of civilization. Buildings will also have an upgrade and evolution system through technologies, allowing you to build increasingly impressive structures. New Content This week, I created approximately 10 new buildings, developed new textures, and brought to life about 10 new units with variations. Additionally, I've implemented new technologies and tweaked textures for a more immersive experience. To top it all off, I've added new music that reflects the rich Asian culture. What's next? I look forward to sharing more news soon! Stay tuned to find out what else is coming to Mod World Rising!
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Leroy joined the community
- Yesterday
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I'm proud to present to you a new mod for 0 A.D. called Imperia Vetera. As the mod is based on an alpha that introduced the final original civilization, Romans, it makes sense to name the mod in honor of their ancient language. Imperia Vetera is "Old Empires" in Latin, and the name itself reflects the vision and the source for the mod. Be aware that this is a so-called "retro" mod. It doesn't and it will not, represent the full features of the original game. Changes overview from the original thread: Changes so far, when compared to Alpha 9 vanilla. Siege Weapons overhaul: Siege weapons are much better at destroying buildings, but much worse at killing organic units. At the same time, all economic and civic buildings are more vulnerable to hack damage. Building costs overhaul: Overall, higher tier buildings (Fortresses, Army Camps, Gymnasiums, etc.) are now much more expensive to build. This is in part to compensate for the lack of phases. In the future, there may be some form of requirements for certain buildings, similar to StarCraft. Champion units: They are now much stronger than Citizen Soldiers, but also cost more population space. Champion infantry costs 2 population, champion cavalry costs 3. So, there is no more champion unit spam. Heroes: All Heroes are now just very powerful units, identical to Greek heroes from Age of Mythology. I'm still working on implementing a training limit. They also cost more population space. Celts and Hellenes can now train only 3 Heroes, the same as other civilizations. Hellenic heroes are Leonidas, Alexander and Themistocles. Celtic heroes are Boudicca, Brennus and Vercingetorix. Technical changes: All features that weren't implemented, or were implemented partially, were either removed or tweaked. Charge attacks are removed because they didn't work and they were cluttering the UI. Priests are removed for now, but the Temples now heal faster and can garrison up to 30 troops. GUI buttons that did not work are removed. Civilization pages that showed technologies and bonuses are also removed, as almost nothing was implemented at the time. Population cap is now at 200. In Age of Empires 2 campaigns, you had only 75 population space. I think 200 should be more than enough. I considered reducing it to 150, but it could have made some scenarios hard. The AI (legacy qBot as base) is now harder, and attacks with more units. Roman AI can train Marian Legionaries from the Army Camps, while Hellenic AI can now train Siege Towers. Towers and Fortresses: Towers are now weaker, but you can build more of them. You can now only construct 5 Fortresses, so turtling is not really an option. Changes not considered: There are some features that won't be included. For example, does it make sense for our civilizations to research "Iron Plow"? No, so technologies that can be researched won't be included. For the short term, I will explore other options for bonuses, that don't require compiling the game from source. I would like to implement auras on the more basic level. More changes and testing is on the way. I will provide more when the testing of the current changes is complete in Single player. In the meantime, you can help me test drive the mod, by downloading the two files from the link below. One of them is a README file, which should help you get started. I forgot to change the game name on the main menu, but here is how it looks (also, pretty easy to change): Download link (Limewire): https://limewire.com/d/AfFAy#YEiA9LOVLj Thank you for making this wonderful game.
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Changes so far, when compared to Alpha 9 vanilla. Siege Weapons overhaul: Siege weapons are much better at destroying buildings, but much worse at killing organic units. At the same time, all economic and civic buildings are more vulnerable to hack damage. Building costs overhaul: Overall, higher tier buildings (Fortresses, Army Camps, Gymnasiums, etc.) are now much more expensive to build. This is in part to compensate for the lack of phases. In the future, there may be some form of requirements for certain buildings, similar to StarCraft. Champion units: They are now much stronger than Citizen Soldiers, but also cost more population space. Champion infantry costs 2 population, champion cavalry costs 3. So, there is no more champion unit spam. Heroes: All Heroes are now just very powerful units, identical to Greek heroes from Age of Mythology. I'm still working on implementing a training limit. They also cost more population space. Celts and Hellenes can now train only 3 Heroes, the same as other civilizations. Hellenic heroes are Leonidas, Alexander and Themistocles. Celtic heroes are Boudicca, Brennus and Vercingetorix. Technical changes: All features that weren't implemented, or were implemented partially, were either removed or tweaked. Charge attacks are removed because they didn't work and they were cluttering the UI. Priests are removed for now, but the Temples now heal faster and can garrison up to 30 troops. GUI buttons that did not work are removed. Civilization pages that showed technologies and bonuses are also removed, as almost nothing was implemented at the time. Population cap is now at 200. In Age of Empires 2 campaigns, you had only 75 population space. I think 200 should be more than enough. I considered reducing it to 150, but it could have made some scenarios hard. The AI (legacy qBot as base) is now harder, and attacks with more units. Roman AI can train Marian Legionaries from the Army Camps, while Hellenic AI can now train Siege Towers. Towers and Fortresses: Towers are now weaker, but you can build more of them. You can now only construct 5 Fortresses, so turtling is not really an option. Changes not considered: There are some features that won't be included. For example, does it make sense for our civilizations to research "Iron Plow"? No, so technologies that can be researched won't be included. For the short term, I will explore other options for bonuses, that don't require compiling the game from source. I would like to implement auras on the more basic level. More changes and testing is on the way. I will provide more when the testing of the current changes is complete in Single player.
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I am curious about why you have two different lobby users (cadenza and xerxes235)?
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I am reporting an offending player that quit the game without resigning. I destroyed all their structures and units all of them. @user1 Lobby username : cadenza Offender username : ICleopatrA commands.txt metadata.json
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I am reporting an offending player that quit the game without resigning. I destroyed all their structures and units all of them. @user1 Lobby username : cadenza Offender username : arzumi commands.txt metadata.json
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harboroneinsurance joined the community
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AlexHerbert joined the community
- Last week
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I am reporting an offending player that quit the game without resigning. I destroyed all their structures and units all of them. @user1 Lobby username : xerxes235 Offender username : PAUL-VEREGUEN commands.txt metadata.json
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I fixed the flare button by copy-pasting from your file. I didn't include all the panels because they are disproportionally larger on my laptop screen than your 2nd screenshot. While after giving it some thought a larger clickable surface would likely speed up your clicking and reduce errors this doesn't really solve the scaling issue. Your 2nd minimap doesn't look so much bigger than the standard one at all. Maybe the whole mod is built on a fallacy of modernGUI and it's derivate 0ad Better UI A26 being too large on my screen (I have 150% GUI scale in addition) so by copying it from there I would get a larger version; but I encountered at least one person using the mod already saying the vanilla version is too small. I updated it on mod.io but I don't think there is any work left to be done on it. I'm not really the author anyway I just copy-paste what other people wrote who copy-pasted themselves lol. But as you said @Atrik there might be a nice of players who find easily clickable symbols useful. You might just ask the original author to update it with your good-looking version or create a new separate A27 mod with it.
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xerxes235 joined the community
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This is what I'm most curious about. It would be interesting if you could achieve this.
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It's great seeing your progress-I wish you a good portion of endurance! Personally I never crossed the border to modding, only a bit towards development.
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Due to janky animations, it is hardly noticeable. Units either die too quickly or are practically immune to attacks. Some balance changes need to be made to make it work as intended. For example, units died to siege very fast. That's why I made organic units almost invulnerable to crush attacks, as they are in recent alphas.
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I'm interested to see how the counter system works in older versions compared to the current one. I saw there that you made comments with old versions, I saw that there was a damage system by infantry charges.
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It will be presented later, in a separate thread. Yes. Gameplay will be different. Core part of it will be the lack of phases, as they don't really make sense to me in 0 A.D. The timeline is fixed, and the city development can be balanced differently. One example is with structure costs. Higher tier buildings will require much more resources to build. Most will have build limits, as well. We'll see, I'll post details when most of it is ready.
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And what about the gameplay? Are you going to use the counter system from the old alphas? I mean gsm play from the latest alphas + balances from alphas 10-23.
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Because when 0ad was designed that was the trend and that was the last of the series with some setting in ancient times. Also some of the artists were AoM heaven modders.
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