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Game Mode Concept: In this mode, the player starts in the Stone Age and progresses until the fall of the Roman Empire (for now). You can choose from various civilizations across the globe, including peoples from the Americas, Europe, Asia, and Africa. At the beginning, the player leads a nomadic group taking its first steps toward settlement and the development of early tribes. As you advance, you’ll face challenges such as animal domestication, agriculture, the rise of cities, and the emergence of empires. The goal is to survive, expand, and evolve your society through the ages, dealing with wars, alliances, and technological revolutions. Building and Unit Evolution: Each building evolves uniquely as new technologies are developed, granting players progressive benefits. These changes are visually reflected in-game through detailed graphical upgrades that showcase your civilization's technological advancement. The same system applies to units, which undergo distinct visual transformations with each upgrade—whether through weapon crafting, armor development, or clothing improvements. This allows players to visually track their society's progress, from primitive tools and garments to sophisticated weapons and attire. Resources and Mod Objective: This mod introduces an expanded resource system including hides, bones, water, clay, and other essential materials, adding depth and realism to the gameplay experience. Each resource will have strategic value for both development and defense of your civilization. While focusing primarily on your people's growth and empire building, the experience integrates combat elements. Our vision offers: Hours of strategic societal development A comprehensive cultural and technological evolution system Tactical combat that impacts empire growth The satisfaction of building a lasting civilization Challenges of governance and territorial expansion The experience balances construction and conflict, where the ultimate goal transcends mere enemy conquest - it's about creating a civilization that survives and dominates through the ages, through both development and strength when necessary. I am currently working on the Jomon culture that will become Japan in the future.10 points
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This mod reports gameplay that should not be possible in 0 A.D. without mods. Currently, in 4v4 matches, new or aspiring players are never informed about which mods are being used or how they affect gameplay. Instead, it’s implicitly assumed that everyone already knows the players and their supporting mods. With these quick in-game messages, players at least receive basic information and can further discuss the implications - whether in the match itself or on the forums. Quick start triggers the chat message: "Units receives automated commands by %(player)s at turn %(turn)s" Clicking tools like the razor rapid fire triggers the chat message: "Automated clicker makro detected by %(player)s" Elexis set up the mod template for me to fill. Lag is atm. not accounted for, so during heavy lag it could trigger false positives. I tested it in a few games and didn't had false positives. Report if it behaves weird and some thresholds should be changed. Some features that should be added: detection of a idle player turning off in game or handle 2 players with the mod to limit spam oddity_detector.zip9 points
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A bunch of interesting issues closed on gitea, showing all the work behind the curtain: Stuttering and low FPS with Alpha 27 #7589 https://gitea.wildfiregames.com/0ad/0ad/issues/7589 Add workaround to turn off nursery size heuristic #7736 https://gitea.wildfiregames.com/0ad/0ad/pulls/7736 Incredible investigation by @Langbart: https://gitea.wildfiregames.com/0ad/0ad/issues/7714 I'm sharing this just to give a little visibility to the work and problem-solving done by the team.8 points
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I think you're being negative. The worker counters are very good and necessary to play better. In fact, they're even present in Age of Empires 2. You can easily ignore them. In the future, the interface will be configurable and customizable. It's perfectly normal for women to build everything. And there's very little visual clutter. Regarding the fortresses, yes, breaking the AI is a shame. It doesn't seem intentional. I think you should make a separate post for the signalman. But this is a test. How can you know it'll break the game before trying it? Personally, I liked producing cavalry in the barracks, haha, and I found it got a little too close to Age of Empires. Even if it seems more realistic. I find it annoying to build a fort to produce champion units. Visual pleasure is important to many players; personally, I don't care because I've always found 0AD beautiful. There's plenty of criticism to be made; nothing is set in stone; everything is changeable. Be positive and constructive.6 points
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The most recent release of 0 A.D. is Alpha 27 and can be downloaded here: https://play0ad.com/download/ The link posted by @Stugna points to unreleased code, which might be buggy and break stuff. It's not meant to be used instead of Alpha 27 for regular playing, but rather for testing upcoming changes. Unless you really know what you're doing, don't download anything from there. If you want to test upcoming changes, please report your findings as described here: https://gitea.wildfiregames.com/0ad/0ad/wiki/ReportingErrors Once there is a new release of 0 A.D., it'll will be an announced and you'll find updated instructions how to install it on https://play0ad.com/download/4 points
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I would like to share some engine changes that I made locally to A27-0 release. Feel free to apply my patch and rebuild for better performance / more features. Core changes: 1. Turn off Nursery Heuristic (Dunedan's performance patch) which greatly increases fps in fights. 2. Does not write config strings to mainlog.html but prints out in console instead. This shortens the mainlog by a lot of spam, especially if you use Autociv and / or ModernGUI 3. Prettier console with less transparent background, better cursor, larger fonts etc 4. Prints out every step of the handshake process when joining / hosting a game. This allows you to see why you can't join someone or who is the "unknown player" that failed to join you. The "unknown player" often freezes the host and ruins the game as the host doesn't know which username to kick. 5. Network warnings if the ping is more than 200ms. The default warning time is scaled with turn time, so sometimes the game might freeze due to bad conn but still you couldn't tell who was the cause. sevda.diff4 points
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Buenos días o tardes; -El Mod está ,al igual que el juego ,aún en desarrollo, por lo que hay muchas cosas que aún no están o fallan, pero aquí le dejo un tutorial. -Entre en el enlace de @Lopess: https://github.com/wltonlopes/Endovelico -Pinche en "Code" Pinche en "Download ZIP" (Después de la descarga completa) 1)Váyase a "Descargas" ,pinche "Copiar" el archivo "Endovélico". 2)Va a Documentos . 3)Después a "My games". 4)Luego a "0ad". 5)A continuación a "mods". 6)Pincha "pegar". 7)Revise que la carpeta se colocó ahí. 8)Abre el juego y piche en "Ajustes "y en "Selección de Mods". 9)Pinche en el mod "Endovelico",en el panel superior. 10)Pinche en "Activar" en el margen inferior izquierdo, que estará en color rojizo. 11)Asegúrese que el archivo bajó al panel inferior y "Activar" está en gris. 12)Pinche en Guardar configuración ". 13)Pinche en "Guardar y reiniciar". 14)Finalmente ,vuelva a abrir el juego. -Espero haberle ayudado Disculpen las molestias*4 points
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ISO OF: Game testers and artists! We have made a lot of changes/tweaks and have added new units. We need people to help test out; A for any errors that may still exists (I make a lot of mistakes) and B for balance! Also since we have added a lot of new units, we need someone to help create Icons/Portriats. I have mostly figured out actors, but its still confusing because you may have two units that look the same in your barracks, or stable, but they are actually different units. I just reused an icon for now. Thanks @TheCJ for all your help. @Atrik for the earlier icons, any interest in making more? @Genava55 and @Thorfinn the Shallow Minded for the historical input. Also thanks to @borg-@SaidRdz@Meister@friedrich@Seleucids@leopard@Tania and probably others I am forgetting for playing a few games or offering a few ideas.4 points
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4 points
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Tonight, Hanisx joined a game that I was spectating and asked me to play with him. So I played 3 consecutive 1v1s against Hanisx and he lost all of them. He did not resign in game 1 and 2; he just killed the pyrogensis process by the looks of things. I have recorded my screen throughout the entire 3 games, unedited, and you can see his rude trash talk on top of leaving rated games. The replay files have been compressed to zips, you can check them for foul play: 2025-04-23_000.zip Can something be done about this guy? His foul language is appalling and never resigns in rated games.4 points
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4 points
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Ok, we have a community mod release for a27 out now. Here are the main changes: Units no longer get "stuck" attacking low preference units, like buildings. When attacking buildings without player intention, they will check for higher preference units each time they attack. If you told them to attack a building, this does not occur. Walls and palisades can be placed on top of trees, deleting them upon completion. Also, walls and palisades are cheaper, faster building, and weaker. This is to selectively improve their utility early on, while decreasing their effectiveness when spammed all over the map. Stone walls can be destroyed in reasonable time by infantry. Buildings are more difficult to capture while empty. Base building capture point regen: 0.5 -> 5. CC capture point regen: 5 -> 20 Fort capture point regen: 10 -> 30 What this means is you will need a larger capturing advantage over the defender in order to start bringing down capture points. Buildings (except for CCs and Fortresses) are easier to destroy without siege. Hack and Pierce armor are both decreased, so ranged units will now be able to damage buildings, just not as well as melee units. For some buildings, crush armor is decreased from 3 to 2, allowing siege to break through weaker buildings more quickly. Edit: I forgot to mention that cavalry receive a 30% damage debuff vs buildings, which mirrors their existing 30% capture attack debuff. It is my understanding that something along the lines of the last paragraph was intended to come with attacking buildings by default, so we can see what gameplay effects this has. From my own testing, destroying a building is roughly as good as capturing with the same number of units, but buildings don't regen health like they do capture points, so attacking buildings would be better than capturing if there are defending units.4 points
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For me, I don't believe that there shouldn't be some "reflex-oriented gameplay" or that there shouldn't be any mechanical skill. But inefficient game features for me are just frustrating. I get that for some it's somehow providing dopamine, but I just dislike when not being able to translate my will into actions. There are amazing features in 0AD, like free draw formations and a couple great hotkeys like call to arm, queue action etc... Some feel/felt broken to me. One example is sniping, where you need to make hundreds of clicks just to avoid an army from targeting a hero (see Box Targeting thread) when a proper feature could make it feel sooo much better with a 5 line of code patch. In vanilla UI, you also have no way of knowing if, or which buildings are idle, I don't find this fun as maintaining production in buildings is pretty basic. Add to this a treacherous feature like auto-queue that is totally unreliable and you'll have me find it hard to enjoy a game. If the game doesn't want to introduce these features because some people find these limitations enjoyable, I'm glad that I can still get them in a mod.4 points
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The advantage is that it makes the army very dense. Soldiers dont need to walk that far to help each other, the army can go more easily through narrow passages and your enemy will have difficulties to estimate the numbers correctly. Do Romans really need a buff currently? They look pretty strong to me.4 points
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This version should account for lag. I can't test it in real games atm. so maybe someone can verify from real games how well this works. This should not trigger when the turn length is over 400 ms (the usual one is 200). Maybe that number needs to be adapted. In a replay set on 0.25x it didn't trigger.3 points
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@Duileoga I will start making the units for the civs, with that many of the error issues will be looked at more carefully, today I will look at the issues of the projectile props, garrison and I will make temporary files for the garrison flags3 points
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I'll be glad to explain why I do it, and give some general build order ideas! I. Cheap/fast economy! Females as much for resource efficient woodcutters then CS and they train a little faster. They don't cost resources (wood) that you can invest elsewhere. Theses reasons are obvious, and are why most players will start the game making females for the first minutes. At some point, most players switch producing CS instead of females, because they will have enough/excess wood! And I don't! Won't I get too much wood? My first military buildings are very rarely to produce woodcutters. They are either : Stables that can produce cavs to hunt (hunting gather a very good boost to your eco) and harass. The extra good thing is that cavs consume lot of food so they will eat up their own fast food production, and when it's your 1rst production building, it happens also when food is cheap from berries gathering. Barracks to produce minerals gatherers only. In that case, some civilizations are better then others to consume minerals, but a lot of them can consume metal very fast in p2 (on mercs mostly, like ptol, mace, athen, carth, kushs...). Even for civ that don't have mercs, gathering minerals only with CS can help you advance to phase 3 fast, then consume minerals with upgrades and p3 stuff. In Team Games, you often have to think about which players will be in trouble, and which ones will have to be winning over nearby opponent ASAP in order to win the game. therefor going for some cav harassing, or early mercenaries attack provides a initiative advantage. As well, you can help allies with resources. Because of this, swift/cheap economy feels like so much likely to provides you the opportunities to maximize your game impact. II. Resilience to rush? So now, you probably think that the drawback is that you can be so much more easily rushed. but remember, most players also make females until they have 60, you just keep on producing them a little longer. Consider it that way : this create a growing feminization gap between you and an opponent often from minute 6 to 11. So at minute 6-9, you don't have that much of a gap. minute 9-11, you now have so much females, that even if you opponent come and kills some, it's only him killing workers that you would be replacing/deleting yourself soon! Doomed if you rush, doomed if you don't? Of course rushes might hurt you but they need to make much more kills to be effective. 10-20 deaths is just what you would have replaced anyways. III. Late game economy management with females. Surely in late game, having 100+ females is never useful. Wrong! In late game females, (from fertility festival, or just from CC) can be a key variable to keep your economy at a great level in all circumstance. They only need to be alive a bit more then a minute to gather what they cost you, and if trained from houses, are so great to keep your population (and therefor your economy) maxed out. It's much, much better to have 200 pop with 100 females then 150 pop with only 50 obviously! If the fighting stalls, then you can always replace some females and grow your forces. IV. More interesting meta There are other topics talking about this and indeed (booming=turtling), often rushing is made hard on players that have tones of infantry on multiple woodlines, all around their base. Making any rush very easy to defend. If you have woodlines full of females, then you now have the woodlines having to be defended. I feel like it does make both attacking and defending more interesting. TLDR: Females are the best economic unit.3 points
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Furthermore, this civ needs some more balancing and content. 1. No stables available 2. Only CC can train ranged units. No ranged units in barracks 3. Only 1 hero 4. Need more cavalry where appropriate. Dacians are the most wanted civ according to the crowd feedback that I have seen, so it would be really useful to fix this civ first, out of the dozens of civs in Endovelico.3 points
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I am trying to fix the Dacian civ in the Endovelico mod. I forked their repository and made changes within my fork, and now Dacians are a playable civ in this repo: https://github.com/Yekaterina999/Endovelico However, there are still non-fatal error spams while loading the map and during gameplay: ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/epir/wallset_stone.xml" ERROR: Failed to load entity template 'structures/epir/wallset_stone' ERROR: Invalid template found for 'structures/epir/wallset_stone' ERROR: JavaScript error: globalscripts/Templates.js line 174 ERROR: CMapGenerationCallbacks::LoadScripts: Failed to load script 'maps/random/rmgen-common/wall_builder.js' ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/special/common/garrison_flag_daci.xml" ERROR: CObjectManager::FindActorDef(): Cannot find actor 'props/special/common/garrison_flag_daci.xml' ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/structural/daci/cc.dae" for actor "structures/dacians/civic_center.xml255" ERROR: Probable infinite inheritance loop in entity template 'structures/xion/barracks' ERROR: Failed to load entity template 'structures/xion/barracks' ERROR: Probable infinite inheritance loop in entity template 'structures/xion/barracks' ERROR: Failed to load entity template 'structures/yuez/barracks_empty' ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/skeletal/no_spec.png" ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/structural/daci/fortress.dae" for actor "structures/dacians/fortress.xml255" ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/units/shields/pelta_triballi.xml" ERROR: CObjectManager::FindActorDef(): Cannot find actor 'props/units/shields/pelta_triballi.xml' ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/portraits/units/celt_support_trader.png" ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/structural/daci/stone_tower.dae" for actor "structures/dacians/defense_tower.xml255" ERROR: Failed to find matching prop point called "garrisoned" in model "art/meshes/structural/daci/cc.dae" for actor "structures/dacians/civic_center.xml255" ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/structural/daci/cc.dae" for actor "structures/dacians/civic_center.xml255" The last few lines are caused by lack of prop points in the model for garrisoning and projectile. You must add enough prop points so that we can see arrows being shot and garrison flags. The first few lines are caused by bad wall definitions in other civs, not just Dacians. Furthermore, this civ is lacking an emblem, unit icons and unique unit models. The buildings are pretty much in place; we are only missing a stable and a civ-special building. @Duileoga @Lopess3 points
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"Good afternoon everyone! I'm here to share the latest news about my mod, World Rising! - *Technologies and Buildings*: I'm working on implementing technologies in buildings and creating new upgrades for houses and fireplaces. Houses now reach level 4 and fireplaces up to level 3, each bringing new technologies, buildings, and units. - *Custom Icons*: Each unit, building, and technology will have its own unique icon. - *Gameplay Adjustments*: I'm revamping the status of units and buildings to make the game more realistic. Construction and learning times will be longer in primitive eras and decrease as civilization evolves. - *Sneak Peek*: I'm sharing some images of what's been implemented so far. Hope you like it! - *Comment and Give Feedback*: Please leave your comments and questions. Your opinion is important to me!"3 points
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3 points
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"Thank you everyone! I'm super excited to share some amazing updates! Stay tuned, next week brings a ton of new stuff! I'll be posting everything here, so don't miss out!"3 points
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Hi @ffm2, getting back to you after taking a closer look - you have actually detected a real OOS which was also observed by @real_tabasco_sauce. This would be a correct way to test the branch (although you would lack translations and shaders), which shouldn't create an OOS in itself. Taking a closer look at a fix I had included in the branch, that fix is OOS-incompatible with 27.0. So I removed it from the branch. Your commands file was useful for me to assert that this specific fix was creating an OOS You can test the branch again if you wish, or you can wait a couple days before we distribute testable bundles of 27.1.3 points
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Spoiler, it's a lot of fun. Now that I've spoiled the entire premise of this post, I wanted to thank the development and art team for making something truly unique. I've been following 0 A.D. since I got interested in Linux (around 7-8 years ago), because it was the first package listed in Synaptic, the old GUI package manager. I couldn't play it at the time, my computer barely ran Windows 7, let alone an RTS game full of eye-candy detail. Well, now I can, and the feeling of finally being able to play THAT ONE FREE GAME I've always wanted to play is phenomenal. The fact that this game is free (as in freedom!) is a miracle. I can't even fathom how much work went into this game. Technically, it feels the most like Age of Mythology, while gameplay is most similar to Age of Empires 2. The choice of civilizations is at first daunting, but each one plays similarly enough that you could just pick any and learn as you go. One feature stands out, and it's not intuitive at first. Citizen Soldiers (CS) are both your workers and your basic soldiers. They cost Wood in addition to Food, and some of the swordsmen types can even cost Metal. They might be weak, but they're easy to mass. You would use them primarily to gather Stone and Metal, with few of them on Wood (females gather Wood only slightly slower than males). Since females will be your primary gatherers in the early game, you should avoid making too many of CS in the Village phase. The game begins in earnest in the Town phase, when more of your soldiers become available. Most champion units are still locked behind City phase. More importantly, siege engines can also only be built in this phase (baring a few civs), so your options at storming the enemy towns are limited until the City phase. This might be my only complaint so far. In Age of Empires 2 or Age of Mythology, you get access to siege weapons in the 3rd phase. In addition, 20 Knights can level the Town Center alone, if it's not defended. In 0 A.D., attacking a Civic Center with 20 Town phase cavalry units will likely result in utter failure, wasting resources. Maybe this is a good thing, maybe not. It depends on what kind of player you are. But players should get an option that is not simply "move to the City phase ASAP". Other than that, I had a blast playing Romans, Athenians and Persians so far. I'll try some other civilizations (SPARTAAAAANS! READY!) and ultimately decide on my "goto" civ. This is really a fun game to play on a relaxing rainy day. Absolute chill when compared to the APM madness in StarCraft. And I love it. Thank you so much.3 points
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3 points
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Indeed, luajit did not exist at the time. Might have some more info here too There are some gains to be had with better datastructures https://code.wildfiregames.com/D1739 and more threading => https://gitea.wildfiregames.com/0ad/0ad/issues/5874 There are about 100k loc of JS and rewriting them would be a huge undertaking (Source I tried) But there is no silver bullet the reason js is slow is that there is a lot of computations happening at the same time, iirc gathering and the attack logic were the worst offenders. You can probably find some recent js profiling in gitea. And you can run the game under perf to see hotpath, IIRC one of the thing we spend the most time is rbtree_increment which is just a std::map code. There is also the ISQRT function, which performs fixed point square root computations. (That can't be replaced easily, else the game will quickly go out of sync on many platforms) EDIT: One of the big advantages I see about JS is that a lot of people know it. Whereas lua is a niche language unless you're a gamedev. There are many JS crash courses. Lua not so much.3 points
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3 points
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3 points
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It's already playable, but annoying warnings on the screen still need to be fixed. I hope to be able to fix this this week. https://github.com/wltonlopes/millenniumad3 points
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While 0 AD does have players start with a cavalry, given the importance of hunting as a source of food, it is often relegated to the task of gathering resources, while I have before argued for speed at which they gather food to be slowed down to make early game scouting more relevant, I think that ignores the fact that regardless of how glacial the pace a unit might gather, many would prefer to simply approach the game from a greedy perspective than scout, which I think makes the game weaker; scouting is a key ingredient to most great RTSs. Thus, I think that an argument could be made to have a unit with little to no combat ability and economic value to improve what many have described as a slow and boring early game in the Training Time topic. First, I think that even if these units are only specific to niche skirmish maps, they still should have a place since they could provide good value for future campaigns. If they were to be introduced to regular play, I think that there are some valid questions to ask such as whether they could be trained, how much they would cost in that case, and many more such implications. Athenian and Spartan scouts could be runners, which would obviously benefit any representation of the Persian Wars in campaigns. Persia could have a courier unit, modelling the famous praise Herodotus said regarding the system. Britons could have a smaller dog. Again while I think there is an argument for such units existing in standard play, they certainly would find a great niche for scenarios.3 points
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Cara muito obrigado por tudo que você está fazendo pela comunidade, sou daqui do Brasil descendente do povo Tupi ao qual vc colocou está colocando no jogo, quero agradecer pelo carinho e por deixar nosso jogo gigante❤️❤️3 points
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This is why I think any change should be only done to the inf spear modifier. Against cav I think this is just a such obvious solution. Almost everyone agrees that champ cav are too strong against cs spear inf. Any other change would mess with other balance. It’s targeted and gets what everyone thinks should change.3 points
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There are many animals to hunt but there is no ducks. I think it would be nice to replace chicken by ducks on some map.3 points
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Ducks are on their job. They're helping us - developers to write code P.S. https://en.wikipedia.org/wiki/Rubber_duck_debugging3 points
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I ran several tests with the testudo formation and found that it currently doesn't seem to provide any functional benefit in terms of defense. Units in testudo are still taking damage from arrows even when they're fired directly at the shields from the front, and they don’t appear any harder to hit in melee combat either. This could be a great area for improvement, as enhancing the testudo to actually reduce ranged and melee damage would not only make it more historically accurate, but also add a valuable tactical option for players looking to counter archers or hold a defensive line more effectively.3 points
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But the trees, the berries, the hunt... Can't see unless I replace their meshes and skins with some GUI mod Too much messy grass on the ground... Need GUI mod to clean it up! thats what GUI mods are for. Idk why automation is a part of this. Automation mechanisms will touch simulation so it's not a pure GUI mod anymore3 points
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Thank you very much @Seleucids, this mod only exists because of @Duileoga, she is the driving force behind this project, I am just the creator of the game, and unfortunately I am too busy to dedicate the necessary and expected time to this mod, but I still hope to always help and this type of post motivates me even more to work on the mod seeking improvements, I believe that when the mod is more structured, third party opinions will be very important, and even now they are; so welcome! We have many merely temporary units, so don't mind them, if you have any good ideas, be sure to share them!3 points
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I think most players would agree that the single-player content 0ad offers is meager, especially in comparison to other RTS games. There are many great scenario maps, but there are no built-in campaigns. In my opinion the underlying issue is that there is simply no way for map makers to tell a story. I want/plan to make an interface for exactly that; the capability to tell the player about the historical context and events a game or campaign is based on, and to pack it into a plot that unfolds while the player plays through it. I'll disclaim it straight ahead: I'm not the typical and traditional RTS player that I know many other people in this community are -- e.g. I haven't player the AOE games. It might be because of that, but I personally dislike the idea of adding actual dialogue and voiceovers. I'd personally rather convey the feeling of reading a history book. However, I am well aware that there are players who would disagree with this. So why not do both? We could have history-book style prologues and epilogues and something alike at key points too. And to bring the story to a more interactive, personal level, add the ability to have character monologues and dialogues. What do you think? I made this thread to collect concepts and ideas on how to make it work and look. (By the way, I made some mockups for this a while ago, I'll post that in here when I've cleaned it up.)2 points
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@Norse_Harold @borg- @ValihrAnt @Emacz @Meister @king reza the great @chrstgtr @SaidRdz @Gurken Khan @BreakfastBurrito_007 @real_tabasco_sauce @Seleucids @the_cj @Effervescent @Darkcity2 points
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"Thanks so much for the support! I'll keep you updated on the project, so I'll be posting new updates here every week. Stay tuned for the latest info and get up to speed on everything!"2 points
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We can do both? Germans (Cimbri) are almost complete and will most likely be introduced in the next release.2 points
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2 points
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Idk if you know about it, but triple clicking the hero portrait on the top left will select the hero and take your screen to it. Usually I do a decent job keeping track of my hero and if I notice the portrait blinking when I don't expect it I go and correct my mistake. That being said this is still an amazing mod, a very good quality of life feature.2 points
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now this, this is beautiful. Make stone walls cheaper, faster to build, a little smaller and with less hp and the "cav problem" is gone. Because the cav cant realistically engage the actual enemy army (which consists of up to 100 spearman) without heavy losses and with more useful walls, they cant really disrupt your economy (if you prepare sufficiently).2 points
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2 points
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Hello, a user named Hanisx (1573) quit a rated 1v1 against me. commands.txtmetadata.json2 points
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But this is a different point to the one you made before: Is it not? Of course, the impact of "external factors" like stress, sleep deprivation, "mood" etc is much harder to measure than the impact of "internal factors" (and even their impact isnt exactly easy to measure scientifically), which results in both sides of the argument having "the same" leverage; We just dont know if the "mood" will affect performance more or if "macros" will affect performance more, which is why you shouldnt use your opinion regarding this as an argument. And regarding GUI mods not being able to replace player concentration and strategic thinking: This argument falls apart when you consider meta-strategic decisions a desirable part of the game. I'll try to illustrate; RTS games have a plethora of possible actions at any given moment. Each of these actions has strategic implications, some of them very small ones, some very important. In fact, the amount of strategically relevant actions is so great, that you cannot possibly choose the optimal action for every soldier/building at once. A player has thus not only the strategic decisions themselves (Like "which unit to produce" from "which barracks" in "which batch size"), but they additionally have "meta-strategic" decisions (like "which strategic decisions do I think about? Do I spend "brainpower"/concentration on thinking about optimal army compositions early on? Or do I rather focus on economic balancing first?"). For example: While there is a fight going on, I will (most often) choose to concentrate on the fight and accept suboptimal production (just queue anything, as long as the barracks are working). Other players might strategize differently and choose to concentrate more on their production. This meta-strategic decision (of choosing which aspect to think about) will have advantages and disadvantages (like any "normal" strategic decision). But if I had a mod that would always make a "solid" strategic decision in one aspect (Lets say I write a mod [called ECObot™] that automatically realizes when I have too much wood and not enough food and redistributes my workers for me), then I not only give away the strategic decision of economic balancing to my mod (which comes with advantages and disadvantages in and of itself and might thus not be a cheat), I also free myself of the disadvantage of my chosen meta-strategic decision (normally, choosing to focus on your military will result in your own economy suffering from "neglect"; for example suboptimal resource balance since you chose not to think a lot about your economic strategy. But with ECObot™ I don't have this disadvantage). So the meta-strategic decision to focus my attention on my military suddenly got a lot stronger than it would normally be. The mod did not "replace" player concentration, it instead worked in areas the player wouldn't have concentrated on in the first place, which is comparable to an expansion of the players concentration ability/focus.2 points