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The Attached Screen shot is analysis from a recent TG. You can see a HUGE disparity in the frequency and intensity of concentrated attack commands. This can be evidence of Sniping, as I see @SaidRdz do manually in many of his Youtube videos. Or it can evidence of using some game mod to automatically snipe for you. Tatyana17's 13 attack commands per second isn't necessarily evidence of cheating, as game seconds are longer than real seconds, also, maybe all the commands were given during a pause in the game, though I don't remember having one. Regardless, it's a little sus. Playing with even the possibility of cheaters is very demoralizing. I suggest TWO features: 1) Throttle the # of allowed attacks per second which the game will accept. Either 3 or 4 seems good. And if there are additional attack commands, they are either ignored or processed in the following second. 2) Show statistics exactly like those in the image as part of the post-game data.
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In COH1 maybe because of my cpu/gpu being amd and not nvidia, all sfx for example explosion, gunshots would show a pink box outline that glitches, the young me at that time didn't mind lol since I've completed the game on my brother's PC. But a worse case is me trying to play an old game but its unplayable because all of its visual is black and it effects only amd users... I even tried playing my childhood game Empire Earth 3, its very buggy visually, crashes upon completing campaign and is laggy. I guess I could get a refurbished Thinkpad laptop since I heard its like brick that I can throw to someone just like Nokia and its cheap and reliable~
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Probably to make you build more ships for naval battles.
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Not sure about armour (arrows can be designed specifically to work against chainmail, but afaik not against plate) but shields are good against pierce - which is another way to make units differents.
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Why has this been removed ?
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I'm actually one of the first who understood what you're trying to introduce to the game. That's why I've reacted the way I did. I'm sure the developers understood, as well. Your incoherent, strawman analogies and personal insults have prolonged the discussion and pushed it on to a different path. It's good that you're acknowledging this. There's nothing more to add, honestly.
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JamesHep joined the community
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DonaldBrisa joined the community
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All infantry types used to increase ship firepower before Release 28, not just archers.
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Thank you for the update. Could you change the colors/textures of civilian units so that they look different from soldiers? With many civs it's impossible to distinguish between soldiers and men civilians.
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deiwo joined the community
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This makes you look like a cheater, If your have only question is to setup three barracks. Enabling auto-queue doesn't eliminate the resource supply. If you came to my topic to stretch it to 5 pages, so that even the developers refuse to read it, then you are a troll. Choose for yourself. Poking the barracks every 30 seconds is not a game, it's the job of an elevator operator. I want to manage the war, not the queue in the cafeteria.
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Archaeological potpourri
blarp123 replied to Gurken Khan's topic in Introductions & Off-Topic Discussion
Oh lol. I don't play romans that much in the game. Didn't know they already existed - Yesterday
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I don't know about this part. I haven't played AOE2 in so long that I can't say anything about it. AFAIK borg and Valihrant were also good AOE2 players. I don't think one should change the complexity based on the current skill of the lobby users. I think it would be interesting to see statistics of nr. of players over the time. How a releases draws in players, how it may go down over time. Maybe with elo ranges. For myself I can say that I don't have as much of a competitive drive as before "enhancement mods" were around.
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i am not sure I undertand 2nd paragraph. Regarding 1st one: I don't think there's "best" balance. It really depends on what type of game you want. I think you can automate a lot things and still have good game. For example , (extreme) example: you have FreeCiv/Cilization or Heroes of Might and Magic 3 games - you don't have micro and APM requirement at all there, but it's still good game. It's extreme example, but you get point. Thing is, if you remove mechanical requirements, you need to add complexity elsewhere. HoMM has many resources, upgrades, location and possible decisions. FreeCiv has many tech paths, city improvements, units, etc. Mechanics doesn't help there. You need to read and learn a lot there. For 0AD, I really think we need to constantly look at AOE 2 but keep 0AD unique and not just bad copy of that game. But those fundamentals need to be taken into consideration. Also overall 0AD players skills are lower then AOE 2 - so it's good to keep that on mind and make sure it's not too APM demanding. With time, as players' skills progress, you will need to switch more towards mechanical demanding game to make sure top players are not bored.
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forum these past few days: 20% other things, 80% auto train argument
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Yes, existed in A26
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New campaign: advanced battle skills
Seleucids replied to Seleucids's topic in Scenario Design/Map making
Please do. My honour! -
The result is tolerance of macro mistakes. If this feature gets in, all I have to do in the first 10 minutes of the game is set my CC and Barracks to produce certain batches of units, set Auto-train to ON and never touch those buildings again until I get to the City phase to unlock champions. I don't know about you, but this simply awards laziness and kills the fun of actually managing your production.
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I think the best balance is to have rudimentary automation features. Leaving those automated features un-optimized allows a player to manually outperform it if they decide to allocate their apm and attention to the task. A good example is auto-scout from aoe2. It has known behavior, like trending toward the bottom right corner of the map. One could think of many ways to optimize the path taken by autoscout like using map script knowledge to scout likely other high value locations, automatically avoiding danger ect. Some modders of 0ad would call these changes “quality of life” improvements, but the result is the destruction of gameplay.
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MichelleMari changed their profile photo
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Hello @user1! Offender's lobby name: gensimone My lobby name: lamdness He just left the game and the lobby right after that. commands.txt metadata.json
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New campaign: advanced battle skills
Perzival12 replied to Seleucids's topic in Scenario Design/Map making
@Seleucids, would you mind if I include this campaign in a larger basic tutorial campaign I'm making? I'll credit you of course. -
Baelish started following Earth Maps
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Some of you might remember my previous posts about the North and Central America, South America and World maps. I've now bundled all three of my continental maps into a single mod and submitted it to mod.io (currently pending approval) The mod includes: North and Central America: four biomes (polar, temperate, desertic, tropical), with special landmarks like buildable zones in Yucatan and Cuba. South America: the main South American rivers (including the Amazon), four biomes, and access to the Pacific through Chile. A full world map using a sinusoidal projection to preserve continent areas, with biomes as faithful to reality as the engine allows. Designed for epic, resource-rich battles. All maps are also available on GitHub if you want to take a look at the files or contribute: https://github.com/Baelish03/0ad-maps I'll update this thread once the mod is live on mod.io. Feedback and suggestions are always welcome — hope you enjoy them! P.s. For further details the thread for each project can be found on this forum. On those threads there were some suggestion, I will implement it! I want to remake better all these maps and to expand to all continents, so I will appreciate your help earth_maps.zip
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I don't have much to add to what @Stan` and @ShadowOfHassen said. I do try to keep up with hot topics people are talking about here, but I can't always read everything. @seregadushka Since this is an open source project, the best/fastest way to get an idea into the game is by implementing it yourself. When people suggested for you to do it in a mod, it wasn't meant maliciously. It is not uncommon around here for people to test their ideas in a mod first and then to get them into the base game eventually. If you don't want take that path, however, that is completely fine; contributing directly from the start is also possible. See: https://gitea.wildfiregames.com/0ad/0ad/wiki/GettingStartedProgrammers https://gitea.wildfiregames.com/0ad/0ad/wiki/SubmittingPatches Keep in mind, though, that in any case, consensus has to be reached for a patch to be accepted and merged.
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Archaeological potpourri
Deicide4u replied to Gurken Khan's topic in Introductions & Off-Topic Discussion
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blarp123 started following Archaeological potpourri
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Archaeological potpourri
blarp123 replied to Gurken Khan's topic in Introductions & Off-Topic Discussion
I just heard about this from popular mechanics. https://www.popularmechanics.com/science/archaeology/a70698814/archeologists-uncovered-evidence-of-a-2000-year-old-machine-gunand-the-damage-it-did/ would be a cool thing to have in the game if it is real.
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