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  2. What is it? I'm on the forum, not on GitHub. This is the third time. I say : I've been writing to the developers. And I appeal to them. If you personally have a "Developer" badge, then your texts will also have weight for me. I posted a picture, sample code, and most importantly, an idea to improve the game. This is already more than 90% of local visitors. But I got a lot of insults for not going through the whole "developer for dummies" path. Did I make a mistake with my profession because I didn't "write my own mod"? Do you know what a bug report is? I used to fill them out too. They are up to 2 pages in size, and all fields are required. Write in detail about the bug: "Before, after, during, what you want, what you see, what you should have, what you clicked, delete everything and put it clean, copy the logs, take a photo, edit the video, disassemble your computer, write the OS, processor and your biography." And at the end, get our salary. One item is optional. It doesn't take a lot of intelligence to create this questionnaire. Obviously, the survey authors are full-time testers. And the cooler the bug report, the less work they do. I know that there are organizations where they don't require a bug report and don't pin their work on users. They are developing their own ways of collecting statistics. Don't you notice anything like that? What the hell is GitHub? These letters should sound as desired. I've already made more than 90% of the users. Let's put it this way -- first I see my name on the thank you list, and then I'll think about GitHub.
  3. The wood requirements in the first 5-10 minutes of the game are so insanely high, that is why. I refuse to make too many Civilians because the AI usually attacks early and I don't have enough CS to defend.
  4. In fact, it’s not a matter of majorities or whether there’s opposition. He’s completely free to submit a PR and have the devs evaluate it. I don’t think what’s been discussed here will have much influence. But of course, if opposing opinions from community members are met with arrogance and insults, it will most likely provoke an equally negative response. And that’s exactly what this know-it-all has been doing since he started replying to others’ opinions. Many criticisms like these come up from time to time from “so-called anonymous” users, and yeah, it would be good to see whether they’re as good at actually doing as they are at trash-talking.
  5. Today
  6. You refuse to accept that everyone has influence, since everyone can make a Pull Request.
  7. I suggested making an option that would suit everyone. Just that, no more. But only those who have no influence on anything are gathered in the topic.
  8. I don't allow myself in such aggressive attacks : "write your mod, code, the whole game." This is an attempt to humiliate. It's even worse if such words come from someone who thinks it's really a matter of 10 minutes. His level is clear. I have given examples when such "write it yourself" are heard only from illiterates. This is not the first time for me. My children's code is in JavaScript, but not in C++. Or can text suggestions be made only via GitHub?
  9. I love my Han-ey, and well... trying to beat an infinite army is quite hard in 1v2, although I do notice one of them is crippled leaving with me 1v1-ing in the end which I still failed but I can see some progress, atlhough I'm quite annoyed not noticing a backline siege. Then again before(A27), I was able to beat 1v2/1v3 I had 300 pop limit. I see your doing okay, your food usage and training batch could use some improvements. Can't win.zip
  10. @seregadushka I was once thinking like you, but you will soon find that nobody will approve of your PR if you raise it to the main repo. Actually you had a chance until you wrote about this on the forum and attracted oppositions. So the fastest way is to just make a local mod and enjoy yourself. You can never please everyone, especially on controversial things like this.
  11. I made a suggestion. And here psychologists are attracted by the magnet of free idleness, who convince "See clearly! Get rid of the filth ! You don't need it. Be a well-deserved clicker like everyone else. At a time when units were counted in abacus." You call it the preservation of traditions, the emotional component and the real hardcore. I call this the "lack of functionality and misdirection." If there are no other suggestions, then I will wait for the developers.
  12. Yeah, sure buddy. A: Yeah, if you actually take the time to read some of the other topics that are similar to this, the devs who know about code are on the forums, such as @ShadowOfHassen and @Vantha B: Literally most people who advise to make a mod make mods bro, and many features from mods are then incorporated into the vanilla game. I'm not saying you shouldn't add this to the game, I'm saying that you should test it out with a mod first, and then make a Pull Request to incorporate it into the main game. You probably do, but who gives a @#$%? I'm probably a much better modeler and animator then you are, but again, why does that matter? Again, why does this matter? You're turning this thread into an argument, in which you completely ignore everyone else's opinions and thoughts because they disagree with your own. Yeah, so take your code and do something with it, instead of just posting it here and hoping someone else uses it. In addition to several mods I have made and posted, I have also started several topics asking for opinions about features that could be added to the game and things that could be changed. And, the majority of the devs also have their own mods or have worked on mods, such as @wowgetoffyourcellphone and @Stan`. Okay, then, if you insist on not making a mod, then open an issue in the repository, make a branch, add your code, and make a Pull Request. Maybe you've forgotten that this is a Free and Open Source project, in your rush to criticize and insult. PS: Constantly insulting everyone who tries to help you or who even slightly disagrees with you won't get you very far in life bro, and especially not here.
  13. For now, you can relax. I'm not sure if you can handle my "face to face". I notice this trend: developers who can influence the decision of the raised topic are not on the forums. Because they just don't have any free time. But this time is a lot for all sorts of bedzelnik. And the dumber they are, the more often I hear - make your own mod. I suspect I know more about languages than you do. I often give simple code. The code is clearer to a competent user than vague options. I'm giving code examples that have been written for 20 years. And anyway, some idiot will come and say "write your mod". If I give the code, I'm not writing it to you! But to developers. I no need your advice and answers. I'll remind you. There is already a simple children's code in this topic for a preparatory group of developers. This is my code! Not yours. I didn't tell you to "write your mod". So decide for yourself which group you're in: the proposal givers or the dumb bums. The mod already has ModernGUI. This mod improves the GUI and does much more than Auto-Queue. I asked for a 10-20 line code solution that can be turned on and off. So, the solution is for everyone. Obviously, if a solution can be On/Off, by definition it cannot cause such resistance from loafers as in this topic.
  14. Hmm... I never bothered with the manual until you ask for a short version Your idea is best suited following just like the image I shown as a reference: The info is in one place, sentence should be little, structure is logical... such and such that of which I don't know be sure to include humour image just because. I'm too lazy to volunteer(to make the chart) as well as I need more time to think about this(need further discussion from others) and more ideas. Mindustry, Dwarf Fortress, Blender, Beyond All Reason.
  15. And get wrecked by Spartiates. No cure for those guys. SpartaVSMaury_M.zip
  16. Thanks, I thought send it all trickled back to the infantry template, and they include Citizen, i could just -Citizen. I did find the "issue" I think. The merc I were playing around with were specialized either as a mix in or their own unit, so not based off the infantry template.
  17. The problem would be a template doing -Citizen (notice the '-') that's what it's complaining about. Adding is fine, removing non existent is not hence the warning
  18. I am getting the below warning - I realize the unit is still playable, but it is a little annoying <p class="warning">WARNING: [ParamNode] Could not remove token 'Citizen' from node 'VisibleClasses'; not present in list nor inherited (possible typo?)</p> But for the player template we added "Citizen" to <UnitClasses datatype="tokens"> and for the standard infantry template it shows: <VisibleClasses datatype="tokens">Citizen Worker Soldier Infantry</VisibleClasses> The idea being we don't want Mercenaries to be citizens. They were paid help from the outside. Any suggestions on how to clean it up, so the warning doesnt pop up all the time?! Thanks! @Atrik@real_tabasco_sauce@wowgetoffyourcellphone@Stan` or anyone else!
  19. My suggestion is to separate the beginner-friendly strategy advice from the technical reference. What if clicking on the "Manual" button opened two distinct sections: "Beginner Tips" – A concise guide focused on what to do in the first few minutes, basic economy, simple unit counters, and overall strategy. "Game Controls" – The detailed reference for hotkeys, camera movement, and interface explanations that we already have. This way, a completely new player can quickly get the essential tips without being overwhelmed by a wall of text, while veterans can still easily find the specific control they're looking for.
  20. The in-game manual is very detailed about hotkeys and manual control, which is great, but maybe it could be complemented with a very short 'quick-start' section for absolute beginners? Something like: 'First steps: gather food, build houses, train workers. Unit roles: Spearmen vs Cavalry, etc.' I think it would make the game much more approachable. Thoughts? Something like that ----------------- A Beginner's Guide to 0 A.D. Welcome to 0 A.D.! This open-source historical Real-Time Strategy (RTS) game can seem deep at first, but by understanding its core principles, you'll quickly learn to build thriving empires and crush your enemies. The key is to not be afraid to experiment and learn from each match. 0. Optimal Settings for the Best Experience Before jumping in, it's worth checking the game options to ensure a smooth and comfortable experience. Graphics: If the game feels sluggish, navigate to Options > Graphics and disable "High-quality water effects" and "Shadows". This will provide the most noticeable performance boost on older or less powerful hardware . Camera Controls: By default, you can pan the camera with the WASD keys or arrow keys. Rotate the view with Ctrl + Arrow Keys or Shift + Mouse Wheel . All of these can be customized to your liking in the settings menu. Essential Hotkeys: I highly recommend familiarizing yourself with these key shortcuts right away. You can also view and customize them in Options > Hotkeys . H — Stop the currently selected units. . (period) — Select the next idle worker. , (comma) — Select the next idle soldier. Shift + Left Click on a unit's icon in a production building — Train a batch of 5 units . This is a huge time-saver! Please note, that batch size can be adjusted in settings. 1. Starting a Match and Choosing the Difficulty From the main menu, click Single-player to begin. Map Type: Skirmish map : The best choice for beginners. These maps are pre-designed and balanced, but you are free to choose your own civilization. Random map : The map layout and resources are procedurally generated. This is great for variety but can sometimes lead to unbalanced starting positions. Adding Opponents: Add one or more computer players (AI). For your first game, it's best to start with just one opponent. AI Difficulty Level: The AI in 0 A.D. is named Petra . For a new player, the choice is simple: Sandbox : This difficulty level is designed for learning. The AI opponent will not attack or expand its territory . Very Easy : Once you're ready for a bit of a challenge, this is the next logical step. Be aware that on higher difficulties, the Petra AI receives economic bonuses to its resource gathering and trade efficiency . 2. Choosing a Civilization, Match Settings, and Matchups Your choice of civilization largely dictates your strategic options. There are several unique ancient cultures from Europe, Africa, the Middle East, and Asia to choose from. Recommended Civilizations for Beginners: Athenians: A well-rounded civilization with a strong navy and an economic bonus to metal mining. They also have a unique ability to build long walls in neutral territory . Romans: Focused on a powerful and disciplined infantry. They can construct army camps in enemy territory and have access to some of the best siege weapons in the game . Some civilizations have special mobile units that can act as rally points or resource dropsites to increasing the speed of resource collection without building storehouse in the neighborhood end fast economic development. The Mauryas have the Worker Elephant, which can collect all of off resources anywhere on the map and act as builder. The Germanic Tribes have the Supply Wagon, which acts as a mobile dropsite and increase population cap (as a house) and on the further stages can even be upgraded to train workers . The Persians excel at long-term economic gain. Their unique Ice House and the upgraded Winter Palace function as passive income generators, periodically granting you a free trickle of resources without any additional effort. Try out different factions and find the one whose playstyle interests you most! Match Settings: Population Cap: The default limit is usually 300. You can leave it as is or lower it for faster, more intense matches. Victory Condition: The most common and straightforward is Conquest . To win, you must eliminate all enemy units and buildings. Other options include building and holding a Wonder for a set amount of time . Civilization Matchups: There's no strict "rock-paper-scissors" rule for entire civilizations. Instead, the counter system is based on unit types. For example, cavalry archers are strong against slow-moving infantry, while heavily armored spearmen (like those of Sparta) excel against enemy cavalry . 3. Controlling Your Units The entire game is built on a simple principle: "Select – Command" . Left Mouse Button (LMB) — Select a unit or building. Right Mouse Button (RMB) — Issue a command (move, attack, gather resources) . Advanced Control Tips: Double-click LMB on a unit to select all units of the same type currently visible on your screen. Ctrl + Double-click to select all units of the same type on the entire map . Hold Shift while issuing commands (e.g., Shift+RMB on a tree, then Shift+RMB on a guard post) creates an action queue. Your units will perform the tasks in sequence. 4. Developing Your Economy A strong economy is the foundation of a powerful army. Here's a simple 5-minute plan to get started: Scout the Map: Send your starting cavalry scout in a spiral pattern around your base to locate resources (berry bushes, animals, forests, mines) and your enemy. Start Gathering: Send all your Civilians to the nearest berry bushes (RMB). They are the fastest gatherers of fruit . Send all your Infantry Citizen-Soldiers to chop down the nearest trees (RMB). They are the best lumberjacks . Send your Cavalry Citizen-Soldier to hunt nearby animals (RMB). They are the only unit type that can effectively hunt for meat . Set a Rally Point: Select your Civic Center and then right-click on a tree. All newly trained units will automatically begin gathering wood. Train More Workers: Hold Shift and left-click on the Civilian icon in the Civic Center's production panel. Train a batch of 5. Build a House: Once you have 100 wood, select a couple of free workers, click the House icon in the bottom panel, and place it near your Civic Center. Houses increase your population limit . Build a Storehouse: When you have several workers on wood, select them and build a Storehouse right next to the forest. This drastically reduces their travel time and speeds up gathering. Key Economic Principles: Build Storehouses near resources. This is the single most important rule for efficient gathering. Don't forget food. When berry bushes run out, build a Farmstead and then place Fields on the open land nearby . Keep an eye on your population limit. The counter in the top panel (e.g., 15/30) shows how many more units you can train. If you can't train more, you need more Houses. 5. Developing Your Military Once your economy is stable, it's time to think about defense and conquest. Build a Military Structure: Your first military building is usually the Barracks. It allows you to train basic infantry. Learn Unit Counters: Spearmen are strong against cavalry. Swordsmen are strong against other infantry. Slingers and Archers are strong against slow, heavily armored units but are vulnerable in melee combat . Don't Neglect Defenses: Walls and Towers are crucial for holding off early enemy raids. Garrisoning soldiers inside towers will significantly increase the number of arrows they fire . 6. Essential Technologies to Research Researching technologies is a long-term investment. Early game technologies in the Farmstead and Storehouse that improve gathering rates should be researched as soon as you have the spare resources. Top Priority Technologies for Beginners: Conscription in the Barracks. This reduces the batch training time for infantry . Wheelbarrow and Horse-drawn Carts in the Storehouse. These increase the amount of resources a worker can carry, which is a massive boost to gathering efficiency. Advancing to the next phase ( Town Phase , City Phase ) in the Civic Center. This unlocks more powerful units, buildings, and technologies. 7. Basic Tactics and Strategies Scouting: Always know what your enemy is doing. Use fast units to probe their base and keep an eye on their army's movement. Use the Terrain: Forests can block or slow down enemy movement. Hills and high ground can provide range bonuses for your archers. Don't Forget Your Heroes: In the later phases of the game, you can recruit unique Heroes—legendary figures like Alexander the Great or Julius Caesar. They possess powerful auras that significantly boost the stats of nearby allied units . Hit-and-Run: Gather a small, fast force (like cavalry archers) and use them to raid enemy workers and undefended resource-gathering operations, disrupting their economy. 8. Strategic Playstyles: Rush, Boom, and More RTS games have a few classic strategic archetypes that work perfectly in 0 A.D. Rush: An aggressive, early-game strategy. You prioritize military production over economic development to launch a swift attack, hoping to cripple or defeat your enemy before they can build up their defenses. Best on small maps. Boom: An economic-focused strategy. You aim to grow your economy as fast as possible, securing multiple resources and building a strong economic base before switching to full-scale military production to overwhelm your opponent with sheer numbers. Turtle: A defensive strategy. You focus on building strong defenses like walls and towers, protecting your economy while you advance through the phases and build up a powerful, unstoppable army for a single, decisive strike. The Romans, with their army camps, are particularly good at this . Remember, 0 A.D. is a game where mastery comes with practice. Don't be afraid to lose, experiment with different civilizations and strategies, and discover your own unique playstyle. Good luck on the battlefield!
  21. From Discord: FORMAT Hey everyone, this is a 1v1 tournament where there will be 2 brackets: The Winners' Bracket and The Ladder Bracket. EVERY PLAYER in either bracket will have a match EVERY WEEKEND for 4 weekends in a row. Then by the end of the tournament, everyone will have their final rank on where they finished in the tournament. There will be a live update for matches on the Google Sheet bracket that will be posted in the "bracket-and-round-discussion" channel. The top 16 seeds will begin in The Winners' Bracket. Since there are 22 players, the tournament will start by having the bottom 12 seeds compete for the 6 lowest seeds in The Winners' Bracket. The Winners' Bracket: If you continue to win, you will remain in The Winners' Bracket. The Ladder Bracket: As soon as you lose, the following week you will join The Ladder Bracket. This is where most players will be after the first round. These players will compete to finish in the highest possible rank by the end of the 4th round of the tournament. RULES Matches will be best 3/5: A player can of course resign the match early if they'd like. Map Selection: Map will always be small mainland balanced temperate. Standard settings: 200 max pop for every game and starting low resources Game Verification: All games are Rated for a bit of extra game verification. At least one spectator is strongly encouraged to avoid market exploitation and any other forms of cheating. Spectating: Spectators only chat in the observer chat. If they speak in the everyone chat after a player asks that they stop, then a player can request to remove the spec before resuming the game. Scheduling and Punctuality: THIS IS THE MOST IMPORTANT PART OF THE TOURNAMENT. Matches must be scheduled promptly and between Friday-Sunday of each week. If player one is showing a lot more availability for player two and the match does not get played, player two will be DISQUALIFIED. We are NOT going to procrastinate like the last tournament. EVERYONE PLAYS A ROUND EVERY WEEKEND The Most Important Note: You must be COMMITTED, PUNCTUAL, AND RESPONSIVE in order to play in this tournament. If you cannot be, then please let SneakEP or AlexHerbert know immediately so we can remove you from the tournament. Thank you.
  22. Como vas con ese mod! Me encantaría probarlo
  23. Ya murió este mod? :(((
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