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Food trickle efficiency: Ice House vs Corral + Cows
LetswaveaBook replied to ffm2's topic in Gameplay Discussion
What is ignored: You build an Ice house and it generates 30 food in the first minute after completion. If you build an corral, it needs 60 seconds time to train the cow before it generates the food. So that is an ¨extra cost¨ of 30 food. Also your corral calculation assumes 8 cows per corral, whereas in the start of the game, you cannot afford 8 cows and you will have at the early phase only one or two. So the calculation assumes that initial investment is not a burden. So it is more like For the first minute after construction: 100 wood invested+build time, 150 food invested (for cow recruitment), no tickle After 1 minute: 100 wood invested+build time, 300 food invested, 1 food/s tickle. So after 2 minutes you need to consider: I have thrown 300 food and gained 60 in return, do I need to put another 150 food in it? I ran a spreadsheet and only when you get your 6th cow, you have recovered the food you invested. If you start your game with corrals+cows, you will see that the investment is not that good. A woman on a field does return her costs within 3 minutes. To be fair to the corral: goats give a better return on investment. What I would suggest is added functionality for the Ice house: namely being a drop-off site for food in addition to the tickle. -
Haha, yes, it's true. The problem is that I haven't even finished the first civilization yet, lol. And I changed so many things in the game that the PETRA BOT is broken, so whoever plays won't find a real challenge.
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Don't underestimate the power of testing Releasing is always when you find the worst bugs Also I can help you with tooling like checkrefs to find broken / missing art files.
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Does anyone know of other video´s that show the new A28 changes? I am curious.
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Not yet. There's still a lot I want to do and adjust before releasing it for testing.
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This looks amazingly amazing ! I didn't follow, is there anything playtestable yet ?
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I have the same problem. Also in hotkey menu, the autociv hotkeys do not show.
- 498 replies
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- hotkeys
- autoassign civ
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Obrigado, em.breve trarei mais novidades
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I'd like to add that this time autociv update was even faster than before. r28 was released this wednesday and we already have compatibily with it
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There was a raytracing demo for 0 A.D
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blarp123 started following What do you think 0 A.D. lacks?
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Ray tracing XD
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You probably haven't ported your config. The auto config probably down in the zip.
- 498 replies
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- hotkeys
- autoassign civ
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Autociv specific hotkeys dont seem to be available for me
- 498 replies
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- hotkeys
- autoassign civ
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For these Heros (and some more German Units) see #8755.
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To your discharge, it's a bit hard to know when version come out, there is always a RB lurking in the corner causing huge delays.
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mod LocalRatings mod - evaluate players' skills based on previous games
dinuruian replied to Mentula's topic in Game Modification
goes well, that means ”up”. tried 1v1, tg. goes well. -
Since mods are maintained by "private" users, who are not necessarily into the details of 0 A.D. development, any missing update to mods (or faulty code, or unclear installation instructions, or whatever can be related to mods) is solely a modder's responsibility. In this sense, I don't think this is something 0 A.D. (as a project) is lacking. I know it can be frustrating not to have our favourite mod promptly installed the same day a new 0 A.D. version is released, but as a user... just be patient, updates will come. I find that 0 A.D. devs are doing a good job to signal the changes that may impact mods from one version to another. Maybe modders (I totally include myself here) should be more alert to release dates. And of course, be clear on installation instructions, care about cross-compatibility with other mods, and other stuff that sometimes is done without precise or established guidelines.
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Everything is supposed to be on there https://gitea.wildfiregames.com/0ad/0ad/wiki/PortA27ToR28 but it's not always respected; (The new one for R29 is empty) We cannot always keep the old functions;
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You raise a valid point. In the specific case of autociv you can look at the autociv thread where I make bits of updates. I guess very detailed change logs warning mod Devs about expiring function names would be better. If there is a breaking change, just introduce a new function alongside the old one to ensure support
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I added a section in https://gitea.wildfiregames.com/0ad/0ad/wiki/PortA27ToR28 which links to https://gitea.wildfiregames.com/0ad/0ad/wiki/ModdingGuiAndSimulation.
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Smoother transitions to new updates. For 27, it look a lot of searching and trail and error figure out how to install auto civ. Now there's 28, and auto civ is broken again, and I can't see basic statistics displayed while I play. Very basic stuff like # of laborers. I'm playing blind. I can't be the only one with this issue. I'm curious how others handle it.
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