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

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

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    5. Game Modification

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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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    • The issue is really to do with hiding behind ally woodlines. But I am tempted to try these ideas now! Thanks for the replies !
    • In my experience in games vs the AI, I don't think it is. On medium and above difficulties, the AI is strong if left unchecked. That said, I'm mostly playing 1vs1 games. Not sure how performant would team games be.
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    • Is JavaScript really the bottleneck? Are there specific cases where JavaScript is the definite cause of a lack of performance in a mod?
    • In my opinion it depends on your civ.  1. If you have an archer civ, you can make a sufficient amount of archers. 2. If you have a slinger civ, camels have better range, but currently it is incredibly hard to micro the camels well enough to avoid losses. Ofc you need a sufficient amount that is superior to the camels in pure fire power. 3. If you have a skirmisher civ, i recommend to first distract the camels with your infatry, while ur women make a tower, while the camels retreat from your infantry. Because towers are weak, i would still recommend to go for skirmisher cav, if you have at least some hunt available. If you make cavs later than your opponent, it will be less hurtfull to your economy compared to your opponents investment, especially if you have fields already. When chasing with skirm cav, it can help to fully catch up in distance, before you give an attack order, so the cavs dont stop to shoot. While u might not kill all, also your enemy wont do any damage, with an army more costly than the one u need to chase the camels. 4. If you have a civ that has melee cav availabe, just spam melee cav. The melee cav will win a fight, even if severy outnumbered ( with decent micro) Ofc Ptolemies are an economic powerhouse, and they can come back from setbacks, with some training i believe, that camel rush isnt one of their best options currently.
    • There is some JavaScript logic going on in gui and simulation/ components folders. They work by calling exposed JS functions in the engine, which are defined in a script interface.cpp in the engine source code.  To implement lua, we probably need to change the definitions in scripting.cpp to adapt for lua calls. Then the mods side js needs to be replaced with lua language. A solution to not overwite completely is to add a parallel list of exposed lua functions at the end of the current scripting.cpp file then call them using lua scripts in the mod folder where necessary 
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