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  1. Today
  2. You're welcome. Thankfully, when I made my first map, someone here told me to make maps pretty. I took their advice to heart.
  3. The purpose of this mod is to allow access to options, hotkeys, or the last game summary directly from the lobby without having to exit to the main screen of the game. It’s especially useful if you want to adjust some settings while waiting in a host’s gamesetup without losing your spot. Other, more robust mods like ModernGUI or boonGUI offer the same functionality, but this option is suitable for those who prefer to keep things simple and like the original lobby interface. Just unzip LobbyMenu.zip and copy paste the LobbyMenu folder into your mod's folder and you are ready to go. If you have any suggestions or If you find any bugs, please contact me and I’ll fix them ASAP. Note: The small black lines visible on the buttons are not caused by the mod. On my 4K monitor, the GUI appears very small, so I had to scale it to 200% in the settings, which causes those small black lines to appear. Here are some screenshots:
  4. Welcome to the forum I think your maps might have been lost by the update. We are currently on A27 but you talk about A26, which is the alpha before. It's possible that the engine just ignores the maps made for the older releases because of compatibility issue. If you downgrade back to A26 with Delenda Est, you should be able to find them working again. Also I don't know what is "application support folder". Normally, your custom maps are stored in your mods/user/ Alternatively, you can try to port them to A27. You might need to edit the json or js or xml files and replace all mentions of version 26 with 27. But this is risky as some entities might have been deleted in the new version.
  5. Yesterday
  6. It definitely was a nightmare... to the enemies who had to do "everything else", but they were lacking the wood for that anyway, while my allies could keep spamming warships and disrupting the trade, which was the only remaining source of wood. Sure, it wasn't easy to evaluate all the various factors and come to the conclusion that doing an efficient trade was indeed the best use of the scarce APM available. Those five clicks per minute completely sucked me into a "sea-based trade with land traders" vacuum, making me unable to focus on anything else but winning the game. I think it starts showing that there is now little variety of the hosted games. People just have their one mainland build and will run if a setting change requires them to do something different. Even considering that a strategy could mean something you do when it's the right time for that, rather than something you now just do every time, becomes hard.
  7. Yeah, well, I wouldn't bother with it. I wouldn't be willing to make it a priority, so my timing with getting them on and off the ships would be anything but optimal. I do put some effort into my trading, with production and research, usually changing routes once per game when I acquired huge tracts of land, but that's about what I'm willing to do.
  8. Doing all that work alone to sling your allies in the very late game when you can't help in any other way might be alright. Doing it while you actually have to do everything else is indeed a nightmare. You need to compare the benefit of all that micro to literally any other action that you might be doing. You aren't playing in a "sea-based trade with land traders" vacuum.
  9. The repeated mention of the word nightmare in reaction to a powerful idea that I shared with you has somewhat turned me into a sarcastic mode. Imagine having to click periodically in order to acquire required resources! What's next? Having to place a new house every time you reach the pop limit? Restarting unit production at the barracks every minute? Or! Imagine having to manually pack up your catapult in order to move it to the next strategic target every time. Almost sounds like they're requiring you to control what's happening in real time. We could as well give it a funny name to that effect, something like... IDK, a "real-time strategy".
  10. The next release of 0ad won't have this requirement anymore. See https://gitea.wildfiregames.com/0ad/0ad/pulls/7742 for details.
  11. Agree. Attempting to micromanage Camels inside/outside a trading ship would be an absolute nightmare. But now I have an additional related question concerning "Diaspora". (see attached image, labeled Diaspora) I consider that technology to be a must. When you have three traders (camels) that option becomes available. Will it become available if you have three merchant ships? What about a combination, such as one merchant ship and two traders (camels)? Attached is the minimap (WaterWorld) for the game I was playing. I was playing blue. My daughter red. The yellow and green were the opposing AIs.
  12. In theory it might be, but unless there is a way to automate that, that sounds like an absolute microing nightmare.
  13. Was mostly a troll post, didn't though that it was actually serious thread.
  14. I'm sure many people would find it fun to challenge themselves with tasks like those in AOE2, where you can improve your times/results while learning the basic mechanics of competitive multiplayer. Another good and fun way is through campaigns—while they might not be as focused on technique improvement, they can create immersion and a lot of engagement. Other people enjoy reading specific build order PDFs, copying them, and refining them. I guess there's no single successful formula. But all of these approaches have proven, in different contexts, to attract different types of players. Anyone willing to work on any of these things is more than welcome
  15. What kind of campaigns would be fun but also helping the players to improve? Currently I have all of the fighting skill scenarios. I got build orders planned but I just realised how boring it would be to play through it I need some ideas.
  16. I was trying to be funny, but it seems there are people who seriously want to add these. Just play the game and follow the basics. Watch the best players. Development work should go to more important issues, like campaigns.
  17. AOE II has some very simple challenge in which the player can learn elemental skills like Early economy basics; reach Fast Castle Age in the shortest possible time; standard booming, rushing the enemy, defending a rush. And the player receives a medal based on their performance level
  18. Some quiz could also be fun and help to learn some specific things. Team boni of civs or catafalques. For catafalques you are hit with a wall of text and don't have time to read in game anyway, so it could help to learn them. But then one needs to maintain this each balance as well.
  19. - Pick all images depicting an Elite Roman Hastatus. Not Roman Swordsman, our newbies need to know the specific name AND be able to recognize an elite rank. - Pick an image showing the correct hero model (shows a hero icon of Publius Cornelius Scipio). - Type the correct specific name of this unit (shows an icon of Kushite champion temple guard). Now, THIS will definitely make beginners love the game.
  20. Hey guys, hope you're all doing well, I've recently found an issue that wasn't happening before. I've made a few scenarios on the in game Atlas scenario editor, and I was being able to open and work freely on them these past days. Suddenly, when I tried opening the files, the editor told me they couldn't be found. The weird thing is, when I opened my Skirmish folder on the maps section of the 0 a.d folder (in the application support folder), they're all there, yet the game doesn't recognise them. Is there a fix? I'm playing Delenda Est v0.26.0 but I've also tried the new version and the same thing happens. Does anyone know why it happens?
  21. So it turns out that the question Thales asked isn't a bad one at all. The most profitable way to trade on a naval map would indeed be using land traders that you manually put in and out of a ship. And I wouldn't really use a merchant ship for that. You'd want to use the bigger, faster and stronger warship. Athens used to have a hero boosting the speed of the ship he was in, so you'd definitely want that. Now, you need to be precise about how you handle the merchants for this to work. You want to set them up to trade between the docks (or markets), starting from the one that is reachable by them (on the same island), and when they start carrying resources, you put them in the ship. After moving the ship to the destination and dropping them off, you need to use the back to work command (this is the key part). Only that will ensure you won't lose the carried resources. I had tested this strategy previously, and in a low-resource naval environment, I can definitely imagine that this could work. One player could probably focus on just managing merchants and sling resources to allies.
  22. Just to reiterate, there were no land routes available. The map consisted entirely of islands. Agree. Since the map consisted of islands, had a lot of ships. They periodically blocked each other. I also lost tract of a ship that had troops on it. It attacked a tower and was sunk, so I lost the troops. I also had a couple of cases where the water apparently was too shallow for the ships. It would be nice to have a visual indicator of the water being too shallow.
  23. I didn't know that. I thought that Medium bot builds and trains everything. In any case, Hard and Very Hard difficulties should only affect the resource modifier. Medium should be a "fair" challenge to the player.
  24. I just meant the pattern that the amazon bots show. Incoming and outgoing trade ships have the same direct line as path and tried to avoid each other by going left and right. But I'm not sure on that either as I don't play naval voluntarily. Ships in general still block a lot. Players are incentivized to squeeze as many ships in the channel as they can. What works a bit against this are champion archer taking them out from a distance.
  25. In the replay, the difficulty level is set to Medium, and the behavior is Balanced. These settings have limits on the number of units (for example, gain 140 units and stop despite the maximum limit), they can also limit building, technology and the number of units in the rush. The mod is tested on Very Hard, the behavior is Aggressive. A map with a low amount of resources also affects the bot's play.
  26. @user1 JAS-39_Gripen-F Did not resign after loosing the game with me erictommy01. He said he was afk and that I exploited a building capture bug. explains nothing further than "new update makes it easier to capture buildings" and this conversation can be found in the replay. commands.txt
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