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  1. https://blog.naver.com/destro0419/221289568583 ← my blog If you play 0.a.d as multiplay, you can expierience enemy player do Early Skirmish Cavarly Rush and game finished just 10 ~ 15 minutes as a result, player can not train 3 class champion unit , siege engine, and hero...because the game finish just 10 ~ 15 minutes!! does Skirmish Cavarly needs nerf?? what's yours opinion??
    2 points
  2. Hi Alistair! Thanks for sharing the videos man! I appreciate it! Hope you guys are enjoying There will be commentary later in the championship, but for now I won't do it because there will be at least 70 matches in total so... that would be a lot of sound editing (and my mic sucks and I live in a VERY noisy street)
    2 points
  3. I am certain, You all saw this coming. PoniesAscendant_alpha_01.zip As far as progress, there will be at least 3 factions in the finished mod; earth ponies, pegasi, and unicorns. Earth pony faction is nearing completion, Pegasus faction progress is a little further behind. They are in need of balancing, but I'll get on that. As a bit of a disclaimer, I'd like to say that this mod plays a bit differently than 0 AD, the buildings are more resilient, expensive, and take longer to build.Towers have much more health, and an reduction to the amount of damage they can dish out. This makes them more defensive rather than the offensive buildings we're used to in 0 ADFortresses are your "final phase" so to speak. Difficult to destroy, and a training platform for a faction's elite units and advanced siege.Units have more health, and train at different ranks depending on the building they're trained from.There are four unit types, skirmisher units, soldiers, armor, and anti armor (not including siege, support, and ships)Ranged units cannot hold their own anymore, spread and splash make them useful for softening up formations and small skirmishes, though they counter anti armor. They are also friendly fire capable, so be wary of that.Armor is extremely expensive and slow, but very effective against soldiers and skirmishers.Antiarmor doubles as anti-building but their vulnerability to pierce damage may urge a player to employ siege engines insteadPegasus faction may be a bit overpowered at the moment, even if they do have less units at the moment.0 AD's AI pathfinder restrictions regarding lag and naval maps still applyTemples have a massive slow heal radiusSlingers, archers, and buildings have a much higher rangeSomething I forgotSomething else I probably forgotI forgetThis was just a fun project for me to get to know how to employ different art assets a little better, Hope you like it so far! cheers
    1 point
  4. Version from 28.03.2020: (Lobby Warning fix and unselect on gamelist updates fix) fgod.exp.280320201820.pyromod Version from 12.02.2020: (Player/Observer List InGame overlay fix) fgod.exp.1581540040.pyromod Version from 6.12.2019: fgod23experimental.pyromod (Player statistics overlay fix work for me) New Experimental Version. New features. fgod23_experimentalv2.pyromod (Player statistics overlay doesn't work for me) Older Experimental version fgod_experimental.pyromod Newest Version 1.6.22: https://github.com/fraizy22/fgodmod/raw/master/fgod_v1.6.22.pyromod Main Features: Fixes 0 A. D. v0.0.23 lobby lag, Fixes gamesetup crash (especially on Mac), new features for lobby and additional behaviour (also for lobby dialog), in-game name change (multiplayer-name in general options page), in-game/gamesetup ping nick sound notification from lobby (sound and marker on menu button), replace offline in-game (when lobby authentification on host if disabled), unit experience status bar in-game, pause overlay clickable/actable units/entities, game reconnect on connection lost/kicked, replays/civilization structure tree and civ info/options/last summary from lobby more buttons (hideable), auto-away after time in lobby, highlight colors for buddies, buddy games in lobby, highlight color for user player and user player games, number of players games (and onlines/open games) in lobby, hide profile panel for longer player list in lobby, player / games deselectable (escape key) in lobby, improved nick recognition for pinging in lobby, improved player/game sorting in lists in lobby (and especially remembering sorting), in lobby dialog select game the player is in, more darkend background on overlay windows/dialogs, remember last opened options page, auto-complete tab in chat cycles through all possible names and terms, observer all player statistics in top panel, team statistics in top panel, fight activity ratio in summary, tribute resources show stocks in tooltip for easier resources sharing in team, name colors in chat text in-game, mouse wheel support for changing tabs on summary/options/ gamesetup/credits. and finally mod compatibility to normal 0 A. D. users. So happy testing and multiplayer game hosting to everyone! Easy Install: You now only need fgod.pyromod file (from page https://github.com/fraizy22/fgodmod) https://github.com/fraizy22/fgodmod/raw/master/fgod.pyromod Download & Start it with 0 A. D., To Start it with 0 A. D. do: - Windows/Linux: Right Click On File -> Open With -> Other Application -> Search 0 A. D. -> Open - Mac: Select file in File Manager -> Top Bar Hit File -> Get Info -> Click Open With Column -> Click the Dropdown -> Other -> Search 0 A. D. -> Open When 0 A. D. opens -> select Green fgod in List -> hit Enable -> hit Save Configuration -> hit Start Mods. The Mod will start and default settings will be setted. Have Fun! Older Install Descriptions: Drag & Drop this file over 0ad start icon and It will start the mod. Or run "0ad fgod.pyromod" from terminal within your download folder. Enable fgod mod in mod selection (settings) hit save and start mods. Mac OS install Video/Tutorial: If that not works download manual the archive https://github.com/fraizy22/fgodmod/archive/master.zip (from https://github.com/fraizy22/fgodmod) or git clone https://github.com/fraizy22/fgodmod fgod Unzip the files mod.json and the other into new folder under 0ad/mods/fgod to path: linux into ~/.local/share/0ad/mods/fgod windows typically: ~\Documents\My Games\0ad\mods\fgod mac: ~/Library/Application\ Support/0ad/mods/fgod or read OS gamepaths: https://trac.wildfiregames.com/wiki/GameDataPaths after start game go main menu under settings -> mod selection -> enable fgod, hit save & start mods Screenshots: Lobby (Profile Panel on click player demand, player/game selection clearable escape, Number of player/games, auto away after time inactive, ...): More Buttons hideable below Chat (Start Replays from Lobby, keep in lobby, show summaries, start replays from in replays and games): Darken Fades (Window dialogs darker background), Gamename remember: Team Presets in Gamesetup: Replace button observer in top-panel (when player offline and lobby authentification disabled), colored names in text chat context: Pause overlay units/entities/buildings everything still clickable/orderable for queueing. Top panel summed resources/pop from all players (tooltip shows also team sum and ofc all players): More Options in lobby Options: Easy Update/Download And Feedback In Forums: Fight Activity Ratio in Summary (Military Points / Economy Points): Also Next and Previous Buttons in Summary When Opened From Replay Menu For Replay cycling:
    1 point
  5. Hello everyone! First of all, congratulations for this latest game version and its new mods selection/installation functionality. It really is an important step to facilitate the access to the amazing work done by modders. However, let me say that, in a way, History is also important for mods, lol. What I mean is that it would be cool to embed inside the vanilla version of the game itself, inside some menu (I dont know exactly where), a bit of the all the history behind the 0 A.D. active and inactive mods, with some screenshots, a brief descriptive paragraph, and basic information about release date of the latest version and official website. All this may give us all a sharper dimension of all the collective effort around 0 A.D. and its mods - present and past. For instance, look at both screenshots below: a real image of the game mods selection, which despite making things easier, is still difficult to understand for a novice player... The second image intends to give a general idea of how a mod history menu may looks like, just like on the site: https://www.moddb.com/games/0-ad/mods, although it is possible to expand and make things even clear / better / more information. What about?
    1 point
  6. I build a Formation-Fighting Mod (https://0ad.mod.io/formation-fighting-mod) in which i changed the game play, balancing and fighting quite extensively. The biggest changes is maybe that now formation fighting get a buff and that champs get aura bonuses to have better tactical options in battles. Strategic decisions most be, made for example, with techs, cause they cost more but are also more effective. Also plundering in early stages should be a interesting strategy cause units and buildings give more loot. I'd love to see the mod beeing played in big multiplayer games to see if the balance is still good and how the game play feels. If u have any suggestions, critics or bugs to report please write here in this thread. Itms will be shortly sign that mod,so it will be available directly in game via mod.io. Have fun.
    1 point
  7. I’ve followed 0 AD for several years now and I am very impressed with how the game is developing, especially with the last few alpha updates. It is really evolving into a very special game in the same spirit as Age of Empires. I would like to help it get there a little faster if that is possible. Unfortunately I’m not an experienced or formally trained programmer or computer scientist by any description. However I am one of those people who likes taking a peak at how their games work, and messing with gameplay to suit my personal tastes where possible. Recently (i.e. in the last year or so) I’ve started fiddling with 0 AD’s modding system, focusing mostly on unit templates, technologies, and auras. It’s wonderfully user friendly and I’m having a lot of fun with it. It seems only fitting then that I should try to give back to this wonderful project. I might need a bit of introductory help with whatever version control system 0 AD’s development is using, and anything to do with Java or C++ is probably a bit beyond my depth. However, surely there are some things someone less skill could help with. Some things off the top of my head I might be able to assist in: 1. Writing/editing unit tooltips or histories (a task too tedious for those with better things to do, I imagine). 2. Fine tuning ranged-attack ballistic parameters. The game is using a gravitational acceleration of 9.81 m/s^2 to match real world physics. However, 0 AD uses exaggerated spacial scaling for gameplay purposes, meaning that real world parameters will look out of place. In my own experiments, setting gravitational acceleration to 50.0 m/s^2 with a projectile speed of 40.0 m/s produced very attractive ballistic arcs for most units. 3. Customizing fauna. I get the feeling there’s still some work to be done with the AI and animations for hunt-able animals, which is probably beyond my depth, but I could still help out with adjusting some of the unit parameters so they better reflect their real world inspirations. 4. Balance experiments. Granted it would be rather foolhardy to trust something so important to an unproven newcomer, but this is something I have some experience in. I was heavily involved in theory crafting during the development and post-release balance patching of the indie time travel RTS Achron. It taught me a lot about the science of unit scaling and game flow. Perhaps I could offer a fresh perspective.
    1 point
  8. The supertuxkart Steam state wasn't clear to me. Here a summary from their blog and github: February 23, 2017, SuperTuxKart is on Steam Greenlight, http://blog.supertuxkart.net/2017/02/supertuxkart-is-on-steam-greenlight.html March 1, 2017: "WE ARE GREENLIT!!!", http://blog.supertuxkart.net/2017/03/weare-greenlit.html April-May 2017 Steam-Wrapper repository: https://github.com/hiker/steam-synchron-manager Steam TODOs on github: https://github.com/supertuxkart/stk-code/projects/2 July 8th 2017 on #supertuxkart as quoted on https://wildfiregames.com/forum/index.php?/topic/16476-steam-greenlight/&tab=comments#comment-333867 August 24, 2017 Steam Release Date? https://forum.freegamedev.net/viewtopic.php?f=17&t=7591&p=74286&hilit=steam#p74286 November 20, 2017: SuperTuxKart 0.9.3 released http://blog.supertuxkart.net/2017/11/supertuxkart-093-released.html Summary: supertuxkart is not available on Steam yet, the GPL licenses are incompatible with most Steamworks API features, can partially workaround it with a separate non-free standalone process, the team needs to register a legal entity and figure out how to apply the donation policy to Steam. I doubt one can have the Steam linux GPU drivers that were wished in February 2017 in a GPL licensed application due to the stand-alone process workaround. Commentary: At least some of the supertuxkart devs seem to wish to use the cloud, useraccount and leaderboard service. It seems a bit against the spirit of the GPL that one could not host a multiplayer lobby oneself with free software unless implementing the Steam features as a networked service oneself. It would be a bit nicer to be able to get the benefits (more players, donations?) from Steam without getting too many disadvantages (putting them in charge of the project directly legally or indirectly by service or money dependency). The next post will show in how far Steamworks API and GPL are compatible or not.
    1 point
  9. A challenge to balance, but a welcome one.
    1 point
  10. When we will be sure that a 18 years old game won't be destroyed by one individual that wants to destroy stuff, whether it is for revenge or just for fun.
    1 point
  11. im not sure about i shouid post my drawing in this community, but i am big fan of this game, and curious about ancient history. if my drawing is look ok, i can show more my art to help development of 0.a.d
    1 point
  12. For the legal waiver just click on the link and post there like everybody else For Lordgood's feedback just wait for him to drop by !
    1 point
  13. Maybe you would like Delenda Est.
    1 point
  14. I have a vague idea about an economic + slave system + mercenaries. It is starting with the introduction a new resource: money/gold. My idea is that each factions can build different buildings permitting the production of specific goods (ceramic, transformed food, bronze dishes, etc.) and each goods need a specific quantity of raw material (food, wood, metal or stone). Each building need to be connected with a market or a port to sold your product which give you a quantity in coins/gold. The interest for the player is firstly a capital gain (the product sold gives a higher value in gold than if you would have sold the raw material). Finally, the buildings need workers to be efficient and productive. You need to use a part of your population, putting them in the buildings to work. My second idea is a slave system. I have seen that it was already suggested before. In this case, I suggest it because it fit well with the previous idea. The player can use money/gold to buy slaves, but to be interesting it should have an advantage. Either a better productivity (a slave work harder and longer) or either to be not included in the population account (I'm not in favor of this one since a slave needs to be feed and to be housed). The backslash: the slaves can't protect buildings from conversion, can't fight, can't build anything and maybe can be stolen. My third idea is to pay all the mercenaries in coins/gold with the advantage of a fast training. They should be more expensive than normal units and maybe with a temporary limit (after 3 min they are disbanded if you don't pay again for example). Why am I suggesting a money system? To give the possibility to players to focus on a economic system with good advantages but with increasing risk since opponents could focus on a few buildings to disturb the resources of the player. We can even force the players to build the productive buildings far enough of the market. It also increases the motivation for players to scout the opponent's base.
    1 point
  15. im sure mostly of guys know that fact. second temple isnt from the game.
    1 point
  16. version 0.2.0 Added: Mute option for lobby Mute option for gamesetup/ingame ( another separated from lobby ) How does it work? type: /mute playername : adds player to your mute list /unmute playername :deletes player from your mute list /muteclear :deletes all mutes /mutelist :shows the list of muted players
    1 point
  17. So it seems the bug is becoming more relevant with those zombie defense maps and should be addressed with a higher priority than before. At some point it would be cheaper to fix the issue rather than answering why the bug is there. Anyone already eager enough to fix? At this point thanks for the individual members of the WFG programming department who have actively fixed a number of formation and garrisoning bugs that became evident when playtesting JB. There are different possible implementations to address the issue, #2001.
    1 point
  18. Much love from Norway ! Ty again,this is beautiful
    1 point
  19. Meanwhile im doing some fancy intergalactical texture/environment tests
    1 point
  20. 1 point
  21. The poly counts really does make a difference. Hopefully one day LOD's are a thing so I don't have to sacrifice my higher poly models for performance or vice versa.
    1 point
  22. The similiar balancing-mod has now streets, an improved promotion system for Units (Citizen Soldier can now promote up to heroes and beyond), a kind of battalion-production, buildablable catapults, figthting stamina and bonuses for flanking or backstabing an enemy unit etc. https://0ad.mod.io/balancing-mod balancing-mod.2.zip
    1 point
  23. I was waiting for this amazing release and it is here! I've been waiting for a accurate Byzantine faction in a rts ever since Rome Total War: Babarian invasion! Now it is finally here!
    1 point
  24. Hello @destro and welcome to the forums. Glad you enjoy the game. Of course you can share your Fan Art with us. If you want us to be able to use it though you'll have to sign the Legal Waiver. If you want feedback on it I guess @LordGood our art leader will be better than me sorry for the delayed answer and I hope you'll enjoy your stay .
    1 point
  25. I like how the gaia puts up a fight in jebel barkal, polar sea and danubius, especially the former. More like it is needed where the gaia is more of a real opponent than the Standard AI player. it can be an opponent (or a map) where the gaia either has it own pre-built base/town, or enter a map from one or two direction/s with increasing number and frequency overtime but not to the point where the game's framerate instantly drops. Doesn't have to be historical, just for fun playing in Sandbox Mode. Suggestion: A 'Gaia Bot' aka 'Fauna/Bandit Bot' (Color: Grey) -'Gaia AI' entity but somewhat different from the Regular Gaia (White) that wander the map, they can either be a well organized group of bandits of varying levels, or wild animals that will flood a player's base or everyone's bases, along with the whole map -Friendly to regular gaia units/buildings, takes no sides by default (unless you change it's behaviour) -The Bot has two versions: the Bandit Version and the Fauna Version -The 'Bandit Gaia AI' possesses special unique buildings that ,when captured and depending on what type, gives you access to their own specialized features; - Black Market/Smuggler's Hideout = SH (Small Market) gives 2x the trade profit, BM (Large Market)= 3x trade profit (needs some balancing) - Research Buildings = certain building/s like a 'Smithing or Siege Encampment/Building' gives access to certain unique upgrades to your units/heroes/buildings on top of what you can research in your own chosen Civ - Economical Buildings = these type of buildings either gives the player a +% Gather Rate for 1 type of resource or gives your workers a resource drop off multiplier for 1 type of resource (e.g. 'Tool Storage House (Small and Large)) - Resource Buildings = they function similar to the Farm and each gives you a different resource once a player assigns 5 workers max to 'gather' from them but unlike the farm they have a much slower gather rate, even if you researched all the necessary boosts these unique resource buildings will only give you a 'normal' gather rate the same way if you did not research all the +% farm gather rate throughout the game (e.g. Makeshift Mine/Quarry/Timberyard) - Unit Production Buildings: - Bandit Camp = Appearance is either the 'Mercenary camp' structure entity or an alternate design of the former, trains basic Mercenary and Bandit units - Bandit Compound = Stone structure similar to 'Military Settlement' with less territory control, trains late game Merc, Bandit Units - Bandit Stronghold = Fortress structure that doubles as a 'Civic Center' with 2x the defense stats of the former with only 4/5 territory control radius of the latter, trains Merc and Bandit Champion Units + Bandit Leader/Warlord/Hero 'Unit Composition'' -The 'Bandit Gaia' Version has it's own unique 'Bandit' units (Basic, Advanced, Champion, and Hero Units) - Killing the units it control gives you 2x loot and x1.5 exp but in exchange all their unit stats are slightly higher than their normal counterparts - Includes All trainable Mercenary Units in the Game, as well as Random Units that serves as a stand in for bandits using looted equipment As for the Fauna Gaia AI, various (slightly buffed) non-food resource Wild Animals like Lions, Wolves and Artic Foxes, can either spawn/enter the map's edge from different directions not long after the game starts then proceed to go after everyone depending on the settings while their spawn size and aggressiveness grows with every successive wave. Or, they spawn from Gaia Structures like 'Dens' or 'Caves' on certain terrains or 'Designated Areas' at regular Intervals, or a combination of the two. Win conditions can be chosen like usual along with staying alive until a specified time is reached or a player can play an endless game with an indefinite spawning Fauna/Bandit Bot on Sandbox/Very Hard Difficulty or choose to be an uber hardcore player by adding regular AI/Human players into the mix Also fps performance issues when there's too many units in one gameplay and 'inconvenient/impractical' looking building placements on uneven terrain, just saying.
    1 point
  26. I hope this will happen someday but not before 0AD becomes really playable and (almost) bug-free. Take CaesarIA as an example ( http://store.steampowered.com/app/327640 ), they got published on Steam very early in their development cycle (too early), then they got many bad reviews. Players expected an enjoyable game but what they got is just a pre-alpha game with missing graphics and many bugs. Now, even if the CaesarIA team members have been working on replacing the graphics, bad reviews are still displayed on their Steam page forever. That's something nobody would want for 0AD. I agree with Palaiogos, Steam would make 0AD more popular, it would certainly attract new players and let players update their version of 0AD easily (thanks to the Steam auto-updates system), but I think it's too early. In parallel, I would also advice to publish 0AD on https://itch.io/
    1 point
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