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tournament A Legendary Tournament Is Coming… or at Least a Funny One
BeTe replied to AlexHerbert's topic in General Discussion
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 -
Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
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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.
- Today
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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
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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
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JosephCip joined the community
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(It's a GPU skinning bug)
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@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.
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ThePoshBarbarian started following Balance Discussion - Hack and Pierce
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Balance Discussion - Hack and Pierce
ThePoshBarbarian replied to DesertRose's topic in Gameplay Discussion
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). -
LeJardindEpicure changed their profile photo
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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
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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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Carthaginian Italian Spearmen merc missing head on Elite rank
Deicide4u replied to Deicide4u's topic in Bug reports
We got undead Italic mercenaries before GTA VI. -
Carthaginian Italian Spearmen merc missing head on Elite rank
Arup replied to Deicide4u's topic in Bug reports
the romans probably took it -
x2
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If there was a way where I could capture Civil Centre then the Civilians I spawn with are with their own building faction equivalent to C&C;TW then it would be quite fun, chaotic and a bit of unfair.
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So I guess I'll have to wait for multithreaded support good luck to the devs, I love this project with my whole heart, truly nothing like it
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Hi @seregadushka, It is very understandable that you feel that some features of the game in their current state, prevents you from appreciating the game fully. Repetitive tasks, aren't adding anything to the game-play experience. And it is part of the 0.A.D. vision to limit them as possible. "This interactive/real-time contest should challenge the mind and avoid boring repetitive actions." As such, units autonomously carry on after cutting a tree as one of the example you provided, but this is because we can be confident enough that the player would want this to happen. However, production is complex. It depends on a lot of factors, and influence of lot of other things too. For example, there are already problems often stemming from the current auto-queue : If the user need the resources for another purpose, auto-queue might unconviniently consume them Which building should produce if two of them are competing for the same limited resource? How can the actions that we will be carried be as best controllable by the player? Theses challenges, I did face them when trying to make the trainer feature in ModernGUI. Because I was new to programing, to UX design, and even to 0.A.D. the feature is built with a bit of things that I wish to revisit. Mainly, it adds waaaay too much buttons to the UI, and complex ones too. I have in mind a system that will permit to have the QOL gained by this trainer feature, but without the added complexity. Basically, make it feel like it is very naturally integrated. It might be something that will come sometime in ModernGUI, and that I will poll here on the forum for an integration in vanilla. My beliefs are also that we should enrich some other parts of the game-play such as formations, units abilities... Sort that the game become even more of a strategic contest and less then just a measure of 'mechanical skills'.
- Yesterday
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@seregadushka This queue locking feature that you suggest exist in some mods, called Autoqueue or ProGUI or something. You can ask @Atrik for help on this
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Where are you from?
Alan Shore replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Hi guys and girls !!! My name is coming from https://en.wikipedia.org/wiki/List_of_Boston_Legal_characters#Alan_Shore I'm writting you from Belgium (near Brussels). Sorry for my english. I'm 71 years old. Benear dead, but that's not really a problem. I had my time I'm playing 0 A.D. about 2 years now, and i love it. I thing that my level is middle. Better than easy. I love also to converse with AI. VoilĂ , you know me now. My born language is french. So long, perhaps on the network, if I understand how it works.- 335 replies
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This can be a good middle ground.
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Please don't show me how I should feel during the game. If you give me your explanations, I won't stop considering it a bug. I can cite analogies from the game itself, showing that these things are of the same order. According to this logic, a unit should stop when it has cut down 1 tree. The camel should stop after 1 cycle. But it is the birth of new fighters that is highlighted in a different behavior. For me, it's exactly the same when the creation of units continues with the availability of resources. This is not logical, and does not coincide with the general strategy of the mechanics of the game. And don't tell me, "To make it interesting for you, we're making the game harder. Clicking on the barracks 100 times per game is not a game, but a battle with the UI. This is an artificially created problem. My conclusion is that the "queue" button should be pressed only by the user, and raised only by the user. Do this in the general settings: "Queue Locking. And let everyone choose the game mode for themselves, whether they want to take a break from the game or face 2 hours of battle with a wrong decision .
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What's annoying that if auto-production stops due to insufficient resources the building switches back to no auto-production. It would be nice if the game remembers auto-production, and if I order a building to produce units again I do not have to enable auto-production again.
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yes,and I like it as well. gng, do NOT remove this
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Seconded. Otherwise, why even play the game if you want everything to be automated for you?
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Captured CCs don't train Civilians of your civ
Deicide4u replied to Deicide4u's topic in Bug reports
As can be seen, they can build a Palace and Pillar of Ashoka is grayed out. I've constructed a Palace, but it can only research Spes.
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