Jump to content
  1. Welcome

    1. Announcements / News

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

      5,2k
      posts
    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.

      38,2k
      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!

      16,1k
      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.

      49,5k
      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.

      26,5k
      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.

      46,9k
      posts
    4. Art Development

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

      30,9k
      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.

      43,1k
      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. 561
      posts
  • Latest updates

  • Newest Posts

    • Its because they want the juice without having to squeeze. That's it. No "adrenaline/timing/flow/buildup". This is a slander which you have said before. Stop repeating this lie that I have worked on autosniping. The pr is not related at all to autosniping at all and has been very successful from testing in the community mod.
    • If you wonder why players use it despite being insignificant that's a explanation. Doesn't aim to convince you to use it.   Also we can note that @real_tabasco_sauce made a sort of autosniping that he push for the main game, and @guerringuerrin also want to facilitate training. Both are respectable work and good feature ideas. As-well, the original thread about autoqueue (now in vanilla) also already mentioned finding a way to resize batch based on resources (there were another thread talking about it but can't find it again because of request search limitations). Now, theses threads just aim to fuel a myth around 'progui' that a handful of players want to entertain,  that need to use lies about nondisclosure, false claim about it's working etc to make it even stand...
    • @Sesshoumaruin order to get your points you'll need to upload the commands.txt file from the replay's folder. You can check on the replay's section of the game, identify it and navigate to the file's path shown in the bottom section of the screen to get the replay folder
    • Just to clarify the topic of automatic transmissions in case I'm misunderstanding due to a language barrier: In most races, the transmission is semi-automatic/sequential. This means that the driver does actively shift gears, even though the system is electronically assisted. In most of the cases, no driver would choose a fully automatic gearbox, because deciding when to shift and when to downshift is key to optimizing the car’s performance (for overtaking, entering/exiting corners, etc.). And this is why going to non-gaming-related analogies can be so confusing and creates dead-end discussions. BUT if wanna keep playing with the analogy... I would compare the semi-automatic transmission to my customTrainer mod. In this case, the system automatically finds an idle barracks and assigns the units there, instead of stacking them in a barracks that’s already busy—something that forces you to constantly search for the darn idle one. We could even consider this a bug in the game, and this system comes to fix it while still respecting the “non-automation principle” (okay, I’m getting philosophical here). Now, fully automating production can result in a competitive advantage between two players of similar skill, if one of them has to spend less attention maintaining their population high while the other has to carry out repetitive production tasks. It’s also something hard to quantify—it’s more of a qualitative difference, since you can’t measure, for instance, how distracted someone might get in the heat of the moment, forgeting to check it's military production. And this is fairly obvious. The trade-off is that you lose control over batch sizes at any given time, and that can affect your economy at certain points. But you can toggle autotrain on and off. So a player could activate it during moments when they’re focused on battle and know they have enough resources for autotrain not to hurt their economy. Meanwhile, the player without autotrain is forced to constantly pay attention to their production. Atrik usually argues from the perspective of gameplay preference, which I think is totally valid. Others (like me) argue from a fair play and competitive balance standpoint (please, serious arguments—none of that “I have better hardware” or “I woke up more noob than yesterday” stuff), and I think that’s also valid. In fact, this is a discussion present in many RTS games. But the problem is that if we don’t start establishing some shared criteria for this discussion, and everyone argues from completely subjective positions, there’s no way to reach any kind of conclusion. About quickstart, a simple example: in AoE2 it’s banned. In StarCraft 2 it’s standard—your 4 Drones/Probes/SCVs automatically go straight to the minerals as soon as the game starts. And we can apply this same example to vanilla AoE2 and 0 A.D. The built-in auto-queue feature in vanilla 0 A.D. is actually banned in AoE2 and StarCraft 2—it’s only allowed in non-competitive matches. Conclusion: the scope and limitations of what’s allowed in the different ways the game can be played ultimately depend on community consensus and by having ways to enforce that consensus. Right now we keep at zone 0 here
    • Great effort @guerringuerrin, I look forward to your implementation on gitea!  Your hashing is useful for debugging mod issues and OOS aside from its intended anti-cheat effect The only bottom line is don't create an anti-cheat that autobans Linux or windows users. PUBG and Apex legends are the bad role models here
    • Quit rated match with spec Name : Tom_0AD
    • Car analogies for a competitive RTS game? That's bold.
×
×
  • Create New...