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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

      5,4k
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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

      38,7k
      posts
    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

      16,9k
      posts
  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

      51,3k
      posts
    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

      28,2k
      posts
    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

      48,1k
      posts
    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

      30,3k
      posts
    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

      45,3k
      posts
    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

      148
      posts
    7. 599
      posts
  • Topics

  • Posts

    • you already remove the feature of remplace someone just by IP and now this possibility too , for fake reasons of security. 
    • Bots usually behave notably different than humans. Most of them also aren't even designed to hide the fact that they're not a human user. So in most cases it's quite obvious. I believe I have explained that already in my earlier response. Anything I should clarify about that?
    • I can't see this unless I edit the link. Here's what I see then, which is actually a pretty good rendition.  
    • @Red Wolf, maybe edit your post to add numbers to your suggestions, so the following is easier to read: I disagree with 2, 11 and 15 (standard practice doesn't mean good practice, I'm strongly against spontaneous combustion). I agree with 1, 12 (also proposed it), maybe 4, 5, 13 and somewhat 6. 14 would be nice, but not a priority, I guess. Regarding 3, the default size should just be bigger, many have complained already, and honestly, I find it offensive to people that have sight problems. I got super used to it, but I remember thinking how unnecessarily dumb it looked. Regarding 7, this is easy to find in Settings > Hotkeys, start writing "mi" and you see "Select military only: Alt", so just use that modifier. Regarding 9, you said "snap", go to Settings > Hotkeys, start writing "sn" and you see "Toogle snap-to-edge: Ctrl", so just use that modifier. Regarding 16, as usual, Settings > Hotkeys, start writing "id", the hotkeys are "." and "-". If you literally meant "button", yeah, maybe, or could eventually be right-clicking on it, or similar. Regarding the rest, I'm quite neutral and would like to listen to arguments.
    • Greetings to the 0 A.D. devs and community. It has been many years since I first encountered the game, but only now have I dedicated enough time to it to truly understand it. I hope my observations prove useful to the devs and make as much sense to the community as they did to me while playing. The game is fantastic—a gift from the devs to strategy game fans like myself—and it is a privilege to be able to play it for free!   1) When animals attack gatherers, nearby gatherers should automatically defend them. The same applies to gatherers who are also military units when enemies attack them. I have lost entire groups of gatherers to wolves because I didn't notice they were under attack; after all, the units appear small on screen due to their scale relative to the buildings. 2) Houses should provide a population capacity of 20, not 15. Units are trained very quickly in this game, and the housing capacity falls behind rapidly. 3) More options for adjusting the UI size need to be added. It is very small at 1920x1080 resolution; unit icons, buttons, names, and text all appear too small. 4) In the floating info panel (which appears when hovering the mouse over a unit, building, or technology button), the items could be arranged in this order: Unit/building name; Costs; Unit type; Command instructions—all spaced out, with the name and costs in a larger font than the rest of the text. The way the text is currently formatted—all bunched together and uniform in size—makes it difficult to quickly scan for the information a player might be looking for. 5) Some Formations could be eliminated; "Battle Line" and "Close Order" could be merged into a single formation. 6) The "YOU ARE BEING ATTACKED BY" message urgently needs to appear larger and flashing—ideally above the bottom UI bar. Placing it there would make it more visible and prevent it from being confused with AI messages requesting resources (as happens to me, since AI requests resources so frequently that sometimes I ignore them altogether). 7) I missed having an easy drag-and-select option for military units. 8) Selecting a Corral and right-clicking on it should automatically cause the animals raised there to garrison inside. 9) When placing a building foundation near existing structures, they could automatically align or "snap" to the side, similar to Age of Empires III. This helps ensure there are no gaps between them. While rare, builders can sometimes get stuck between structures because of this issue. 10) Wall towers could be upgraded to fire at enemies. 11) Certain Stone and Metal source models are easily confused; This makes it necessary to hover the mouse over the resources to identify them, rather than simply looking at them. 12) The feature where you click and hold the right mouse button to choose the direction units will face is very useful in similar games and could be added here as well. 13) Walls built next to trees, cliffs, or water almost always leave tiny gaps between the wall and the terrain feature. The placement silhouette turns red—blocking construction—even when a gap exists. Players should be allowed to build walls slightly into these elements. 14) Until more complex building-collapse animations are created, have the buildings tip to one side as they fall, like in Empire Earth. It's a simple animation that looks really cool! 15) Signs of destruction on buildings as they lose health are barely noticeable. Add flames that grow in intensity as health drops, as is standard practice. 16) There should be separate buttons for idle villagers and idle military units. 17) The Gold and Stone icons on the minimap are very helpful! I’m still waiting for those in Age of Empires II.   Please share your thoughts.
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