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  1. Welcome

    1. Announcements / News

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

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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.

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    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!

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  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.

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    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.

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    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.

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    4. Art Development

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

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    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.

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    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.

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    7. 600
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  • Topics

  • Posts

    • Thanks! How would I increases a unit's building rate in a tech?   { "value": "Cost/BuildRate", "multiply": 2 }
    • If you want the AI to use it as a dropsite, you’ll also want to make sure you add this.
    • Observe the XML code of the Storehouse: <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_structure_economic">   <AlertRaiser>     <List datatype="tokens">Civilian</List>     <RaiseAlertRange>50</RaiseAlertRange>     <EndOfAlertRange>100</EndOfAlertRange>     <SearchRange>100</SearchRange>   </AlertRaiser>   <Cost>     <BuildTime>40</BuildTime>     <Resources>       <wood>100</wood>     </Resources>   </Cost>   <Footprint>     <Square width="15.0" depth="15.0"/>     <Height>8.0</Height>   </Footprint>   <Health>     <Max>800</Max>     <SpawnEntityOnDeath>decay|rubble/rubble_stone_3x3</SpawnEntityOnDeath>   </Health>   <Identity>     <GenericName>Storehouse</GenericName>     <SelectionGroupName>template_structure_economic_storehouse</SelectionGroupName>     <Tooltip>Research gathering technologies.</Tooltip>     <Classes datatype="tokens">DropsiteWood DropsiteMetal DropsiteStone</Classes>     <VisibleClasses datatype="tokens">Village Storehouse</VisibleClasses>     <Icon>structures/storehouse.png</Icon>     <Requirements>       <Techs datatype="tokens">phase_village</Techs>     </Requirements>   </Identity>   <Loot>     <wood>20</wood>   </Loot>   <Obstruction>     <Static width="13.0" depth="13.0"/>   </Obstruction>   <ProductionQueue/>   <RallyPoint disable=""/>   <Researcher>     <Technologies datatype="tokens">       gather_lumbering_ironaxes       gather_lumbering_strongeraxes       gather_lumbering_sharpaxes       gather_mining_servants       gather_mining_serfs       gather_mining_slaves       gather_mining_wedgemallet       gather_mining_shaftmining       gather_mining_silvermining       gather_capacity_basket       gather_capacity_wheelbarrow       gather_capacity_carts     </Technologies>   </Researcher>   <ResourceDropsite>     <Types>wood stone metal</Types>     <Sharable>true</Sharable>   </ResourceDropsite>   <Sound>     <SoundGroups>       <select>interface/select/building/sel_storehouse.xml</select>       <constructed>interface/complete/building/complete_storehouse.xml</constructed>       <alert_raise>interface/alarm/alarm_alert_0.xml</alert_raise>       <alert_end>interface/alarm/alarm_alert_1.xml</alert_end>     </SoundGroups>   </Sound>   <TerritoryInfluence>     <Root>false</Root>     <Radius>20</Radius>     <Weight>30000</Weight>   </TerritoryInfluence>   <Vision>     <Range>20</Range>   </Vision>   <VisualActor>     <FoundationActor>structures/fndn_3x3.xml</FoundationActor>   </VisualActor> </Entity>   I believe it's the ResourceDropsite element.
    • I have been trying to integrate a similar companion setup for my StarCraft and Call of Duty sessions, but I am running into major latency issues when the app tries to pull real time data from the game API.  Have you found a way to minimize the sync lag between the desktop and the mobile app without triggering anticheat flags? Thanks.
    • In MP, some say it's always recommended. I do it if I have at least one extra fruit tree or berry patch. It's always recommended to assign only one gatherer per berry bush. On 5-berry patches, you'll get: Without Wicker Baskets: ~150 extra food With Wicker Baskets: ~100 extra food. (There are 40 seconds without Wicker Baskets while the technology is being researched.) You can easily distribute the gatherers using the "Order one unit" command. My conclusion is that it's always best to spread out the gatherers. After that, the choice is whether you want food faster or more food in the long run.   That's a good practice. You'll save quite a bit of wood that can instead be used for buildings and technologies. Just make sure to have a smooth transition: anticipate when the berries will run out and start researching Iron Plow (the first farm upgrade) before or during farm construction, so the farms start producing at maximum efficiency right away.   Depending on the playstyle you choose, if you want to go for early cavalry, it's best to scout the map to see whether there's plenty of hunt or not before deciding; otherwise, you'll run into food problems. If you're going for late cavalry, aim to have 10–12 farms and your food income should be enough.
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