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  2. 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.
  3. how about a spectator only version for android? users can join the multiplayer lobby and chat, and they can only join games as spectators
  4. 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?
  5. Today
  6. 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.
  7. 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!
  8. 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
  9. 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?
  10. https://gitea.wildfiregames.com You can start there.
  11. Yesterday
  12. 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.
  13. Please fix. This has the potential to break the multiplayer lobby if it was more public knowledge/smurfs used it. That ofc is true for others tricks and clients aswell but most of the other things I encountered only give you a slight advantage while with this anyone who can solid champion build now has 100% win-rate regardless of skill against non abusers. Banning people who use it from TGs seems to be the current way to go. Sadly you can also be in situation where you really have to barter away your metal or do it by mistake or stumble upon the mechanic by pure chance.
  14. Sorry if it was already proposed: Asymetric victory conditions For example on "White Cliffs of Dover" the invading units have to build a settlement. Instead of conquesting the Britons they could prove that they have a stable settlement by building a wonder. The condition would then be Team 1: conquest the invadors Team 2: conquest the Britons or build a wonder When "Asymetric victory conditions" would be in place it would be easy to build a tower defence scenario. Team 1: keep the wonder for x time Team 2: destroy the wonder Should something like that be in 0 A.D. or should it only be in mods? Is there already a map which does that?
  15. It may seem obvious, but apps like Discord with screen sharing, torrents, or multi-browsing can impact latency.
  16. Yes, a Steam release would be strategically very beneficial for 0 A.D., provided the game reaches a stable release.
  17. hello com mod players, thanks to testing, I found and fixed an OOS. If a little more testing is error free, I'll release the mod
  18. I'd really love the ability to select the Phase in which the game commences. This would allow for a wider variety of singleplayer and multiplayer playing styles. It's a common feature of many games with technology or research phases. For me, I'd like to jump right into military composition, battle tatics, etc. without all the "boilerplate" of unlocking my civ's champion units and siege units. I'm wondering if there's a console command or config file I could tweak or some other hacky workaround. Also, as a programmer, I'd be okay with contributing this feature to the Matches UI.
  19. No, there is no extra benefit. There is no difference. All garrisoned soldiers give the same amount of arrows. Place archers either behind the fortification so they can pelt the enemy from afar, or inside the Civic Center/tower/Fortress. Preferably the later, as archers are very easy to kill.
  20. So there is really no extra benefit to garrisoning an archer in a building when compared to other infantry. Where should archers be placed for extra arrow benefit?
  21. Any garrisoned citizen soldier or champion adds to the arrow count of those buildings. Garrisoned women don't add any. Try to send them into houses, instead.
  22. Theoretically, garrisoned archers should be adding extra arrows to a buildings defense. Do they really? I get the impression that garrisoned regular infantry also does that, so there may be no benefit to having archers in a building? Of particular concern: community centers, military colony, stone towers, and castles.
  23. Petra AI: "I'll help you now Deicide4u, but in future, you should learn to manage your resources better." *Petra has gifted you 76 Metal.* Gee, thanks Petra
  24. Last week
  25. Gpu skinning is broken on some GPUs. Will hopefully be fixed when A27.1 comes out
  26. Yes, correct for both. Units are only broken when enabling GPU skinning during a game and it seems to only effect current units, and when their broken, they don't even look like units, they look like never ending lines of color I re-enabled GPU skinning during a game to get a screen shot of broken units looking like never ending lines. Tried getting a screen shot of the units after restarting the game with GPU skinning enabled, but weirdly, instead of getting with units with artifacts(different from the image, more the units not rendering correctly) the game closes with no error message as if I opened task manager and closed the game. Tried restarting the game multiple times with GPU skinning enabled not toughing any setting, and game starts to load then closes with no error message. I opened the game, disabled GPU skinning, exited the game and reopened and it back to working normally. So diffidently an issue going with the game and my hardware not liking each other as the game works flawlessly on my desktop.
  27. You're probably looking for the multiplayer lobby. "Join Game" is for directly joining a game, "Game Lobby" for the multiplayer lobby.
  28. I have not been able to play with friends online for over a week. When I click "multiplayer" and "join the game" I get an error: "Failed to connect to the server. Often the reason for this is the blocking of UDP port 20595 by the owner's firewall or antivirus". I can't even go to the server selection. Before that, everything was fine, I didn't change anything. It just started giving an error one day and I still can't play online
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