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Yeah I probably should save some keystrokes but I'll repeat it again here: We are not ready for the influx of new players, on a forum/lobby moderation standpoint. We are not ready for the influx of new players with the current mod situation Regarding licensing we can't link with the steam api directly we would need to make a launcher. We haven't looked yet into the specific of submitting a cross platform game. We need to take what happened other games that did https://ftp.fau.de/fosdem/2020/K.3.201/gamedev_spring_steam.mp4 into account Regarding auto updates, the game is now on the Windows Store https://apps.microsoft.com/detail/9n5vvjr2dz9w?hl=fr-FR&gl=US which i believe supports it. I've merged this conversation with the other one.
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De is now available through mod.io
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- Today
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There were similar threads in the past. I think the summary is that the game is still not ready to attract a much wider player base, from a MP standpoint. There is also a matter of integration with the Steam libraries, which the developers might not want to do.
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Disculpe, ahora si me funciona el mod, siento las molestias que les haya podido provocar, por cierto, buen trabajo, seguid asi
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You probably disabled TLS encrypted connections to the multiplayer lobby in the past. See:
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mod LocalRatings mod - evaluate players' skills based on previous games
ffm2 replied to Mentula's topic in Game Modification
The problem is that a lot game relevant "skills" is not covered in the scores though. I think a score for "enemy presence", a bit like the exploration score would help a bit. This is more directed to the main game though. A player should get a score from enemy units near him based on time and distance. E.g. player 1 has 3 units, player 2 has 15 units. Player 1 can just run around and make the 15 units chase him. Player 1 should then receive more "enemy presence" points. Currently all would count as idle, not making eco or military score. This would also favor someone who gets 2v1 attacked. LR doesn't make the scores though, only weights whats there. -
KyawNyi111 joined the community
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Leo666999 joined the community
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SaiHtetOo joined the community
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why doesn't 0ad want steam release?
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0 A.D. Delenda Est Release 28
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
So, uploaded DE r28 to mod.io tonight. It just needs to be approved. Thank you to all of the playtesters. There are still several things I could fix and improve for r28, but at some point you gotta move on to the next development cycle. Here's something I'm thinking of doing for Release 29 ( thanks to one of @vladislavbelov's latest pull requests): -
osas started following Why isn't 0ad on Steam?
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Honestly, I didn't know that was the case; manually updating the game is tedious. Besides, I thought the Steam Workshop would add quite a few mods to the game.
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I have a feeling steam wants 0AD on their platform, I doubt these recurrent posts are spontaneous gamers registering to make so nicely written comments, explaining the benefits it would have for an open source project.
- Yesterday
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Being open source doesn't prevent you from publishing the game on Steam. Why not release it for free? Releasing it as early access on Steam would provide bug feedback and allow many volunteer developers to contribute to its development.
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mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
and also Accuracy depends on the parameter one intends to measure. I assume the comments above refer to "chances of victory" as the parameter that LR is supposed to measure. And I agree, LR is not accurate for that parameter, for the reasons below. The optimal predictor for victory is, trivially, victory/defeat ratio. Take this number, and you will have the highest possible accuracy. But LR does not even include the outcome of the game as a parameter, so it cannot accurately measure how good a player is at winning. Instead, the parameters that LR can measure (and therefore: the parameters LR can be accurate for) are the weights (see "Score Weights" in the LocalRatings Options menu) and any combination of those weights. or "Fortunately I can only see this" -
Yep... I found is not accurate. Also I want to propose a name for this mod Maybe a good name could be "Your past condemns you"
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mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
LocalRatings 0.28.1 is now available for installation via the game menu: Settings > Mod Selection > Download Mods Enjoy! -
@Caterina do you use mods ? If so it is really likely one is not compatible with the new version.
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Thanks Obelix. Further testing shows that the hotkeys do work unless there is a conflict with system level hotkeys, which override the 0AD keys. I'll figure out how to disable those. Thanks for your response.
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If A27.1 doesn't work for you, you can try installing an even older version. A23b is a still great fun, and it also has a much smaller memory footprint.
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https://releases.wildfiregames.com/
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AlexHerbert started following Suggestion: Quick tips guide for newbies?
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Hi @Caterina, welcome to the forums. If you'd upload your logs the problem could possibly be resolved. Here's how to find them: https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths
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gitea - Error downloading object
DesertRose replied to DesertRose's topic in Game Development & Technical Discussion
Endpoint=https://gitea.wildfiregames.com/0ad/0ad.git/info/lfs (auth=basic) Endpoint (upstream)=https://gitea.wildfiregames.com/0ad/0ad.git/info/lfs (auth=basic) Yeah, but I have only those two. Everything seems to work now. -
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