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  1. https://play0ad.com/new-release-0-a-d-alpha-26-zhuangzi/
    19 points
  2. https://play0ad.com/alpha-26-is-near/
    17 points
  3. I played many in previous Alphas and now I have time to play again. I have found that there are no moderators and that some pro players are quite toxic. It seems to me a more serious problem than smurf accounts and other bad practices that are easier to control. So, in addition to what administrators can do, I've considered using these simple rules in the games I host. Sorry if they are somewhat poorly written because I use an automatic translator. I like the rules that Norse Harold puts into his games. I think they are good for creating a friendly and fun culture around the game, however I think it is possible to simplify them to make them more effective and focused on the worst current problems: the toxic behaviors of some pro players. I would like to know your opinion about these rules and your suggestions. Thank you very much and sorry for my bad English. I only speak Spanish. See you in the game. Rules: 1. Be kind and helpful to newbies and other players. 2. Toxic comments can lead to immediate expulsion 3. Pro players must set an example of good behavior. 4. Don't quit or leave early. Play as a team and share resources.
    11 points
  4. Welcome everyone Following a suggestion from @Lion.Kanzen I thought it would be indeed a good idea to try to host a tournament to promote the mod and its advantages. This would be a friendly tournament where it is encouraged to try out stuff you think is OP and should be fixed, and stuff that has been modified by the Community Mod to see if it works well. This is not required though, you are free to play however you like. The 2 mods required to play the tournament is the Community Mod https://wildfiregames.com/forum/topic/83784-introducing-the-official-community-mod-for-alpha-26/ And feldmap https://wildfiregames.com/forum/topic/53880-feldmap-a26/ The settings for individual games would be the same for all of them. Basically always Mainland Balanced and typical 1v1 settings. I will post the exact settings later though player agreements could also be made. Now for the actual tournament format: the primary goals I want to achieve is speed (it's a tournament series so there will continuously be new tournaments of the same format, ideally) and balanced player matchups in order to have proper testing of gameplay balance features. The speed requirement means that the tournaments will be single elimination. Double elimination just takes too long. The tournament will be seeded meaning early on matchups could be imbalanced, so to avoid it being too hard I would limit the number of participants to 8 for a tournament, however if there are enough players interested there could be multiple brackets (Gold Silver) so anyone can play. Now that this is settled, there remains the scheduling. I have multiple formats in mind, and I would like your feedback for which you prefer/think is best. Considering there will be 8 players per tournament/bracket, that means the duration is 3 rounds. Here are the possibilities - Weekly (1 round per week, players schedule their match in PM) - Lightning (tournament gets played in a day, each round just after the previous one, on Sunday at European afternoon (eg 13 UTC) or European evening (eg 18 UTC) The tournament could start as soon as next week. So i invite potential participants to announce what scheduling format they prefer, and potentially already sign up for these schedules. Please note that I would not be able to play/help scheduling in European evenings. A forum account is required for signing up. Here is a sample message you can use to sign up: - In game name: Feldfeld - Interested for the following schedules: Weekly, Lightning European afternoon (Sunday 13 UTC) - BO1 or BO3?: BO1 ______________________________________ Interests: Weekly: Feldfeld Valihrant Lightning European Afternoon (Sunday 13 UTC): Feldfeld Valihrant vinme Lightning European Evening (Sunday 18 UTC): BO1: Feldfeld vinme BO3: Valihrant
    8 points
  5. South China Tiger and Bactrian Camel are finished as the first chinese indigenous animals! Wild Bactrian Camels can be found in Northwestern China, so that is useful for me when adding it in.
    8 points
  6. Another iconic Chinese mammal you cannot have China without, the Giant Panda! This adorable bear is entirely custom animated and I put alot of work into making the animations, so here is the animal symbol of China! Also I used a CC-BY-2.0 image for the texture if that is alright, it is Share-Alike so I kept to that license.
    7 points
  7. Hello everyone, The mod is now live! You can contribute over on GitLab at https://gitlab.com/0ad/0ad-community-mod-a26/ The mod can also directly be downloaded from 0 A.D. using Mod.io. The current version, 0.26.1, incorporates the Han rice/grain fixes as a demonstration. Feel free to reach out to @Stan` or myself if you would like to become a maintainers. Otherwise, open the web IDE and get ready to make PRs!
    6 points
  8. New update 26.0.0 Changes: Compatible with new 0 A.D. release version alpha 26
    6 points
  9. ok, made it workable for A26. Two issues though. - Production queue for units does not show the time indicator - Production queue for techs does not show at all, but ones fully researched they are displayed @ISlan
    5 points
  10. I updated the mod for a26, there should be no change in map generations from the version in a25. If I finish the ongoing patch for balanced maps, I will update the mod again. The old versions will be kept available for downloading for compatibility with replays
    5 points
  11. ¿Podría por favor eliminar a los sacerdotes, magos, sacerdotisas y altares reverenciales? En general, todo lo que tiene contenido oculto, porque eso es una maldición. Aprecio este juego tanto como mis hermanos, si no fuera demasiado problema, podrían cambiarlos por médicos o algo así. Dios tendrá misericordia de ti y estoy seguro de que permitirá que el juego se vuelva más popular. Pero buscad primero el reino de Dios y su justicia, y todas estas cosas os serán añadidas (Mateo 6:33). Si haces lo necesario para que el juego no sea malo a los ojos del Creador, pero buscas complacerlo haciendo los cambios necesarios, estarás buscando la aprobación del Todopoderoso (estarás buscando el reino de Dios), y Dios promete que el resto que él pone (el resto vendrá), tal vez con la popularidad del juego, o tal vez haciendo que el juego genere más ingresos para usted, o tal vez sanará a sus parientes enfermos, pero lo que sí sé es que Jehová guardará su palabra y les dará lo que necesitan (por su infinita misericordia).
    5 points
  12. It's been two days, maybe people need more time ?
    4 points
  13. My perspective is to start with small things that people agree are OP or broken (such as the Han thing I fixed). As a maintainer I'll only merge stuff there that feels consensual enough, whether that comes from a PR on the mod or from a diff that ended in A27 from A26 playtesting. The idea of the mod is to allow: Having an A26 that's playable in MP Allowing some experiments potentially in a slightly easier way
    4 points
  14. Release Version 2.6.2 fixes the problem. The mod should now behave as in the previous alpha version.
    4 points
  15. A similar request has been made in the past. The thing is that only a part of the developer team is able to make performance improvements. It's not the case that adding content is at the expense of performance tuning. Also, people are ungrateful, so I'm sure they would only be like "the development is stalled, there are no new features". Anyway, I can't say I share the same experience regarding the performance. I noticed no performance changes since A25 (on my older laptop with an integrated GPU). Maybe my game already was laggy before.
    4 points
  16. I've made a GitHub action that builds a pyromod. It does it using the 'pyrogenesis' archive builder so converts the textures and stuff.
    4 points
  17. Locking corral animals by age is a mistake
    4 points
  18. There are another two parameters that didn't fit into the main options (you need to set them in user.cfg) but might help you to not disable icons at all: gui.session.minimap.icons.opacity - how transparent icons are (0.0 - 1.0, default: 1.0). gui.session.minimap.icons.sizescale - multiplies the icon size by that value (should be greater than zero, default: 1.0).
    4 points
  19. hi there is something wrong in 0ad. idk whether its a bug or just a big weak spot? when units are fighting they will follow passive units (like passive hero) and the opponent units will kill them easily. or a player move a small part of his army then opponent units will follow them while the rest units will destroy them. players like vinme and jc abuse these weak spots and call it micro. while its not micro its just 0ad stupidity. to remove this weak spots i have 2 suggestions 1- remove passive mod from heroes (or even soldiors ). why heroes and soldiors should be passive? are they coward? 2- limit number units who follow the opponent units. or force units to attack nearby units.
    4 points
  20. Palisades are built in smaller segments than stone walls. When a ram attacks a palisade, it attacks the edge of the palisade, the center of the palisade, and the other edge of the palisade. Each part of the palisade has 700 health, so an un-upgraded ram, dealing 150 crush damage, will need at least 5 hits to destroy each part of the palisade. Having destroyed a section, a tiny bottleneck of soldiers can then follow the ram through, but they are especially vulnerable to the defending army since they must squeeze through a small space. (Another trouble for the invader is that soldiers (especially ranged soldiers) get distracted fighting the palisade and do not immediately stop when enemy soldiers come into range) Stone walls are built in larger sections and of course have more health. But once the main section is destroyed there is a large gap for an army to pass through. I think palisades are too strong versus siege compared to stone walls and the main issue is that they have smaller sections that each need to be destroyed. I propose that the length of the middle section of palisade walls be extended to the same length as the stone walls.
    4 points
  21. From my point of view: Smurf problem is bc small community and small community is bc lag and bad game's performance. Everyone wants to play with known players and many "pros" seems to be afraid to play with "unknown" bc they don't know what his enemy would do. So the new ones can't play with those 40/50 good players and many times u have to wait 10/20 minutes or more to play. And many times, someone who was waiting so long to play its removed bc some balancing thing. In fact, "Smurf problem" it's just a matter for old players and big problem for a few "Zealots of the Balance". U always can ask to that "smurf" what lvl is and most of the time he'll answer. Ofc we all wants to play balanced games. But i think we are taking this to the extreme. We should think in ways to improve the game's performance, ways to make money, fund rising, buying coffes, idk but there's a group of ppl that works so hard to give us this RTS experience (The Best in the genre) and we should think better ways to help instead of asking those few devs to make some kind of anti smurf algorithm, wtf are we talking about?
    4 points
  22. Hello everyone, LINK: https://gitlab.com/0ad/0ad-community-mod-a26 Following recent & less recent discussions on the forum, the team has a proposal on how to improve balancing that seems viable in the short term. This post will explain the 'what' and 'why'. What We will make a copy of the files relevant to balancing (templates, civ data, techs, ...) as of A26's release, and create a new repository on Gitlab. This repository will be bundled as a 'A26 community balance' mod, and regularly signed & uploaded on mod.io by the 0 A.D. team. The mod will also be easily downloadable directly from gitlab. Community members will be granted commit access to this repository, on a voluntary basis, by 0 A.D. team members. This commit access is subject to the expected rules, such as not trying to mess everyone's work and generally behave productively. More generally, the mod will be public and anyone can easily make PRs using GitHub/gitlab's interface, and people with commit access will be able to merge PRs. This mod can then evolve on its own after A26's release, independently of 0 A.D.'s work towards A27. Why We agree with you that balancing is a sore point for 0 A.D. The issue is complex, and the team lacks time to fix it. Previous efforts, such as the balancing PM or the balancing subforum, did not work well enough. Furthermore, we receive a lot of feedback from the community on gameplay and would like to give the community a more hands-on approach. There are far more players than team members, and we hope that having more people with commit access will speed things up. We understand that Phabricator is a little unwieldy. Using a better known tool will also make it easier for people to make changes. We cannot currently give commit access to the whole SVN repo, nor can we easily split the 0 A.D. mod to make balancing its own repository. Making more regular releases seems unrealistic at the moment. Migration to gitlab is also a work in progress. Therefore, we think this is an easy way to make strides forward while not increasing the workload of the team too much. By making it a mod that can easily be downloaded, and that's provided by the 0 A.D. team, we can somewhat ensure that the mod will be played, and thus a better product. This also relieves the team of some of the pressure of balancing the release right away, since we know unbalanced units (which are somewhat inevitably discovered after release) can be fixed. What happens with A27? This balance mod's scope will not follow potential engine changes in A27, and may not be immediately portable when the time to release comes around. Our hope is that, by comparing the mod with A26, the 0 A.D. team can understand the direction that things should go in and port relevant changes in a coherent manner. This will almost necessarily lead to some changes not being ported, or to some work being necessary to do so. To summarise: we'll give you the keys to the car to make A26 a more fun game. By the time A27 comes, we can hopefully use your work (and our own) as a good template for a better game out of the box. If this experiment is a success, we may reproduce it after A27, but time will tell. --- The repository will be shared around the A26 actual release, to make sure the files are indeed those from A26. In the meantime, feel free to share feedback on the idea and indicate what you'd consider a fitting role for yourself.
    3 points
  23. @Nobbi Thanks for finding this bug, its fixed in the GIT version and some other smōl issues I encountered. Will release 2.6.3 later today and also include a feature to give more control over idle units.
    3 points
  24. Little off topic, but with the known (and long-standing) problems with formations, it probably makes sense to just change the hero bonus to a range like all the other proximity based bonuses
    3 points
  25. Citizens: I'm thinking the Mayans (and Zapotecs; ie the Mesoamericans) could have a unique Citizen concept, similar to the Atlantean citizens from Age of Mythology: The Titans, where the Citizens don't require dropsites. All economic upgrades would be in the Observatory and Market. Special Buildings: I suggest keep the most unique special buildings for them and move the others to Atlas-only. The 3 I suggest to keep as buildable special buildings are the Range (replaces the Stable), Ball Court, and the Observatory. I like the design of the Zapotec ball court, so maybe use that model for the Mayan one too (it's the one special building that can tie all of the Mesoamerican civs into the Mesoamerican culture, thematically). The Ball Court gives an military (+5% attack for foot soldiers) and a cultural bonus (all capturable structures +20% capture points). The Observatory is where you research all of your economic technologies and maybe 1 extra special technology per phase (total of 3). Temple: The current temple model is too small. I suggest make that their Shrine, and then use the "Temple of Masks" model for the new regular Temple. Shrines (left to right): Kushites, Chinese, Italians, Mesoamericans, Egyptians Doing that, makes the Mayan temple closer in size to the temples of the other civs (see image below): Temples (left to right): Athenians, Han, Mauryan, Ptolemaic, Mayan, Mayan (upgrade) I'm thinking the Mayan temple could have a special Upgrade ability, similar to how one can upgrade Sentry Towers to Defense Towers. Upgrading a standard temple to a "Sacrificial Temple" gives it an additional aura that very slowly drains the health of nearby enemy units and unlocks 1 extra special technology ("Ritual Sacrifice" which gives Mayan priests the same aura). Can also train the Kanetuki Bell Ringer in the upgraded temple. Civic Center: Choose 1 model. I like this one best: We can put a tile decal beneath it. Wonder: It's too big. Scale the model down by about 10% just so it's a little closer in overall visual mass to the other wonder models. Units: Super bright colors need to either be toned down or converted to player color. A lot of the bright colors don't correspond to player color: I could help you standardize the colors if you'd like? I made a textures/skins/props/standards/maya_infantry_1.png for you too: champion_infantry_sumo_sarcedote.xml should probably be champion_infantry_bell_ringer.xml
    3 points
  26. It's pretty hard to make any improvement without statistics. Could you retrieve Shift + F11 statistics (profiler.txt) for A25 and A26 for the same scene? And attach logs and hwreport as well, you might find paths to them here: https://trac.wildfiregames.com/wiki/GameDataPaths.
    3 points
  27. Reported earlier by @Edwarf #6623 (Han farming upgrades are broken) – Wildfire Games Will be fixed by @wraitii's initiative balancing mod => 0ad / 0 A.D. Community mod - A26 · GitLab See
    3 points
  28. Differential: https://code.wildfiregames.com/D4271 Adding civ-specific backgrounds for the minimap.
    3 points
  29. https://trac.wildfiregames.com/wiki/Alpha26
    3 points
  30. I expected some bugs as I didn't test everything. @seeh @Kampot Please keep posting any bugs you encounter, will wait one week and fix all of them in one go.
    3 points
  31. Cheers and... WELCOME TO ALPHA 26! The newest version of the LocalRatings mod (v0.26.1) is attached to this post. Major new features: Automatic (and much faster!) list update. New per-civ rating chart. Ratings of players visible in the lobby page. Documentation, including the rating system and F.A.Q. is now available (clicking on the "Info" button). New match filter: starting resources. .. and other little perks: Player names colored as in lobby. Hovering on evolution chart shows detailed information. More statistical data (e.g. standard deviation). Release notes: the attached new version of LocalRatings v0.26.1 is compatible with Alpha 25. Installation: see the first post of this thread for instructions. Have fun! LocalRatings.pyromod LocalRatings.zip
    3 points
  32. @kun0AppImage for Linux is at https://github.com/0ad-matters/0ad-appimage/releases/tag/v0.0.26-alpha @Stan`
    3 points
  33. Amazing trailer, beautiful images, great music! Congratulations to all the team!
    3 points
  34. 3 points
  35. I generated this from one of my drawings.
    3 points
  36. Quite interesting video
    3 points
  37. TwainRick built this Wonder in the northwest corner of the Ambush map in alpha 0.0.25b. It resembles modern cantilevered architecture.
    3 points
  38. To be perfectly honest, I don't think that ranting about parking spaces in Germany will improve any aspect of 0 A.D.
    3 points
  39. Again, and again I see a post where the task is given to the hosts with little power. Yes, there are known players who are extremely toxic. I assume that you're referring to their conduct in-game as well as in the lobby. Since this thread is about in-game only I'll refer to that aspect only. The comments about lobby moderation were moved to the thread titled Lobby Help and Moderation, so the discussion about lobby rules can be continued on-topic there. "The services hosted by the players are moderated by those players. That is to say, each host moderates their own match." Hosters have kick and ban capability, so there's not "little power" that they have. But, many hosters ignore this power and don't take action. That is the real problem. So I applaud maxticatrix for implementing rules for his games. This is exactly what more hosters need to do.
    3 points
  40. I wanted to test some spear cavalry with their 2x multiplier and I noticed this: Hero spear cavalry still have the 1.75 multiplier. I don't know if that is something "ugly" or not, but it exists.
    3 points
  41. I made a new mod called no-gather (available for a26) Resources accumulate over time, women are champions, and on random maps players start with about 50 infantry.
    3 points
  42. How so? i'm alone for most events and it's usually intense. BTW i try to collect all 0AD talks in this playlist. maybe a good idea to collect talks: https://www.youtube.com/watch?list=PLNH5-ARCZN6TNMe7otnIgD7grotmSZhZ3&index=3
    3 points
  43. cd GOAT/ sudo rm -rf *
    3 points
  44. It was more about people not showing up. Everyone agreed upon a time beforehand. There has been one tournament that actually was super successful (the very first one by Christmas). Ironically the tournament literally had no prizes beyond bragging rights, while tournaments offering actual cash never went anywhere. In my opinion, it's an enthusiasm thing.
    3 points
  45. Disclaimer: This would be a massive change of course, and not related to the topic, but perhaps interesting so posting. This is not needed to implement password change. Maybe, the whole client needs to be slightly cleaned up by encapsulating related things rather than having JS separately query every detail. This would result in an interface where the single source of truth about lobby entities now lie within the client and entities/gamedetails could directly be exposed to JS. This should drastically minimize the number of events too as nick changes, presence changes and game status changes could be automagically updated along with the exposed JS representation (Need to check if this could actually be a thing, but it should be. We do pretty much the same thing for param nodes.) The new interface could look somewhat like this I guess. class XMPPUser { private: std::string m_jid; std::string m_username; u16 m_rating; u16 m_gamesPlayed; u16 m_gamesWon; u16 m_gamesLost; }; class XMPPGame { private: std::string m_hostJID; std::map<std::string, std::string> m_gameData; }; class IXMPPClient2 { public: virtual IXMPPClient2::~IXMPPClient2() = default; // Allow unauthenticated virtual bool Login(const std::string& username, const std::string& password) = 0; virtual bool ChangePassword(const std::string& newPassword) = 0; // Requires being authenticated virtual void Logout() = 0; virtual bool Register(const std::string& username, const std::string& password) = 0; // Restrict clients to join only one MUC at a time. virtual bool JoinMUC(const std::string& room) = 0; virtual bool LeaveMUC() = 0; // Basic XMPP functions virtual bool SendMessage(const std::string& toUsername, const std::string& message) = 0; virtual bool SendMessageToMUC(const std::string& message) = 0; virtual bool SetNick(const std::string& nick) = 0; virtual bool SetPresence(const std::string& status) = 0; // Member info virtual const XMPPUser& GetUser(const std::string& username) const = 0; virtual const std::list<XMPPUser>& GetUsers() const = 0; // Pyrogenesis functions virtual const std::list<XMPPUser>& GetLeaderboard() const = 0; virtual bool RegisterGame(const XMPPGame&) = 0; virtual bool UnRegisterGame(const XMPPGame&) = 0; virtual bool ReportGame(const XMPPGame&) = 0; virtual const XMPPGame& GetGame(const std::string& hostUsername) const = 0; virtual const std::list<XMPPGame>& GetGames() const = 0; };
    3 points
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