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Showing content with the highest reputation on 2019-06-05 in all areas
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I just downloaded and installed 0ad on Developer Build #1 of MacOS 10.15 Catalina. As in 10.14 Mojave, the game immediately pops up with "unknown developer." Right-clicking the icon and choosing "Open" appears with the standard "Open / Cancel" options, which have not changed. OpenGL is deprecated according to Apple documentation, but the game appears to still load and play as normal. OpenAL is also now deprecated, but sound does play without a problem. For now, it appears, 0ad is in the clear. However, it is perhaps best to get 0ad notarized, perhaps on the Mac App Store, and to develop for Vulkan while supporting MacOS using MoltenVK.4 points
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Don't you get it? The game isn't finished. Core gameplay mechanics are either missing or not fleshed out. There is no point in playing it "competitively" or expecting a solid gameplay experience. Take this 0 AD alpha as a tech demo, nothing more. If you change some weapon stats of a unit it won't make a difference, because another unit will be spammed for rushing. That's because you can train military units from your main building, among other issues with resource gathering and overall gameplay speed. Stop complaining and l2p Age of Empires/AoE 2 if you want a solid competition. 0 AD is the wrong place for that.4 points
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A "call to arms" button would be cool, which arms your nearby villagers to militia. And then a "back to work" button that turns them back to villagers once the enemy has been repulsed. That would be more of a Delenda Est thing though, since core game doesn't have "Villagers" and DE does.4 points
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they even remaster the icons this time. the icons looks very nice with renders.3 points
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Mods cannot do it. No game needs mods even before the core game is finished. That is because mods are not meant to create/simulate core gameplay mechanics. Mods are only for adding additional content to the game (like editing graphic sets, adding units/factions etc.) or make total conversions (i.e. change game setting to sci-fi or medieval) AFTER the game is finished. ofc they can take content of the community mods to include in their base game if it fits. But the mods itself will never be a replacement for a good, polished vanilla gameplay. The game has to be finished in its own way, with its own gameplay design by the developer team.3 points
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3 points
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one time is enough, at last give to him time to finish the patch and lunch a good meal.2 points
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No - you are the *clearly* one who doesn't get it. We *are* playing this game - and competitively. It's quite obvious you are not a competitive player if you think that training military units for a rush from the CC is an effective strategy. It isn't. Good players boom women and techs first, then build two or three rax, then attack or defend. If you start by training military units from the CC, you will lose. Trying to tell me that this is a tech demo and nothing more is ridiculously absurd. There is a game play lobby and it's easy to get a 1v1 rated game pretty much most of the day. So you don't know what you are talking about. I don't care how much whining some of you do - Celts and specifically Britons need a nerf. Slingers need a nerf. The people that are actually playing this game day to day know this - the people that are denying this or making excuses are either not playing, or are more interested in their mod than vanilla. The Meta as established by top player Borg is to batch train women and tech up, then get up one or two defensive towers at your woodline, build 2 or 3 rax, and then from there different strategies can branch out. If you don't play Borg's established Meta and you come up against someone that does, you will lose badly. Britons are ridiculous - you get an extra scout, building the starting farmstead and storage pit increases your pop and delays the need to build the opening house, and you can go all in on a Slinger rush in Age 1 and it has devastating effect. There is no Meta that has any kind of rush from military units from the CC - the fact that you think that is an issue is a clear indication that you are not playing on the ladder. Once again, the Celts (Britons) need a nerf, and if that makes a new civ suddenly OP, that would be a very welcome change. You give Borg Britons and he could easily take on 3 or 4 human 1300 level players and win. You wanna win on the ladder? Get a hold of a Borg recorded game, copy his startup build order, play Britons, spam Age 1 Slingers, attack, and keep attacking. If you are doing this effectively, the fact that your opponent is in Age 2 doesn't matter. There is no effective counter for massed slingers, they can destroy towers, houses, farms - you're toast. These are cold hard *facts*, that are coming from experience. And that is what makes an RTS good or not good, how it plays on the ladder. DOtMW had Korean rush problem, AOM had the Poseidon cav rush problem, and both of them were fixed easily. This is not a difficult problem. It is easily fixed, as will the next OP civ that emerges will be just as easy to fix.2 points
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2 points
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Some sort of ancient trade expo/convention, based on what I can see. MercCon456BC. #SomewhereInGaul2 points
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Another of my idea was to implement the servile class units, where a servus does not cost population but cost food and metal and will require 1 house for 1 servus and a market tech to implement them. (So players could still balance economy and military even in late game, and economic power could depend on the amount of your houses, this could also add an additional importance at keeping houses. Slave Market Technology (Market) > Slave : 50 Food, 25 metal, 1/1 House train requirement (No pop. count)2 points
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@Stan` I was thinking for a while now of suggesting that we create an atlas unit which we could use for scenarios (Helot revolts and the Roman Servile Wars) where we script some Scenario type maps with large group of armed mobs or angry mobs that would storm the player base. I was thinking of arming them with nothing else but livelihood tools such as farm and mining tools (and maybe some hunting tools? like a simple spear?) This way having them as economic units could still be immersive since they could roam around without holding swords helmets or other warrior panoply.2 points
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Rome's and Egypt's can be slightly stronger (maybe a 10% buff) since they were a trained force, but other factions can easily have a "Peasant Militia" or something similar which is quasi-historical.2 points
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Ive meet my current wife Felicia in 0 A.. about year ago when we both were noobs, we were playing on skype and such then weve meet after month as we lived close to each other. Big thanks to 0ad creators, if not 0ad it wouldnt happen!!1 point
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You are the one who is creating this discussion. The problem is that 90% of the active players would like to have the mod implemented, and you are part of the 10% that is going against it, alright, it's your right. The only problem is that you are going against the mod without having anything to offer, just bad changes. It's not about my mod, it can be other mods too, or just a base of examples for future changes, I do not care, I just want something to be done, but not just changes sows. I can very well do a patch right now and improve the gameplay for a24, that would be incredibly easy, I would take a maximum of two days, but I do not work like that. I like things well done. then as we have already said, take the initiative and make the changes you need, no one is stopping you.1 point
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That's true, but do you think all of these problems resolve to slowing attack speed of slingers and javelins? I've been trying to tell you this for days. The problem is the gameplay as a whole. We do not have immersion, the civilizations are all the same. etc. .. etc .. What good is nerf slingers and javelins, if I'll never be able to use infantry decently? What good is nerf slingers and javelins, if I will never see champions in combat ?? What good is nerf slingers and javelins if we dont have good techs and unique techs ?? What good is nerf slingers and javelins if athens hero give +3 armour for all units and others heroes give 1? The mod does all this and more. So this is not about mod x vanilla. The mod has an infinitely better gameplay than the vanilla, even if you make 100 changes in vanilla balancing, it will continue with problems and much worse compared to the mod.1 point
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What I don’t understand why the devs can’t make more game mechanics options so that at least the modders or the players can have a chance to mod/play with different sense/feel than just spamming units. Is there a lack of programmer or there’s no courage to change things? Since A21 I have never seen any changes except on balancing (which imo is not very important as everyone has same opportunity) and arts. Borg mod is long overdue (when I played this with the Christian boy Kerat we really enjoyed it however long it took) this could’ve been done in A22 at least so that more options in the next alpha can follow that could improve the game. DE was my last single player game because wow made it beautifully playable and there are couple of players (me included) wants to play MP. Nescio’s 0abc has great potential (silver and food consumption meta, etc) but he is taking his time to get it completed. And lastly Angen is doing great things with additional mechanics! Two other mods are just factions extension of the vanilla. Inspite of these efforts from the devs and modders there’s something lacking in the game huge enough to impact tremendous attention from people. And imo the game needs more realistic gameplay, the game needs more mechanics than just a fast clicker type of game. The spam mechanics has to go imo. If the mechanics stays AoE like I don’t think 0ad will improve more than what is present The devs need to have greater vision and not just tweaking the statusquo. RoN is imo the best balanced, very strategic and not just a spam units type of game. Who could have imagined a Aztec without economic bonus is the favorite faction of the pros And DoM by far has a very realistic mechanics, not perfect nor finished but a modder is making it very hard militarily (2-one hundred “Roman” raiders in one season), economic (winter effect) and QoL because the devs have a very attentive support. The optimization is not bad at all. The devs have no plans of making a paid dlc or any paid version or upgrades. They just want to keep improving the game little by little when necessary that every month a new version with added contents keep on coming.1 point
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Definitely slaves would be a fantastic addition. Another point to consider is that there could be a freeman class as well, having a hybrid role of fighting and gathering resources, but not being particularly good at either. The citizen then could be more like a champion but perhaps providing gathering boosts to other units.1 point
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I know my patch alone does not solve it I will do more tests to see, can you tell at which situations it did not work? as reported redness in this forum thread is resolved for me with it. maybe it would be good retest with recent wraitii's changes in shaders1 point
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First of all, it's a draft proposal, to have something to work with, not a final decision. It includes diacritics per https://code.wildfiregames.com/D1935#80248 That doesn't involve Greek, only Old Persian. Actually I'm not quite sure what you mean here; Ancient Greek has three accents (rising tone, falling tone, rising-then-falling tone), Modern Greek just one (stress). Yes, I'm aware that minuscules are an early Medieval invention (same for Latin); nor did Greek have word-separators yet. However, 0 A.D. is a 21st C game, so we use spaces, punctuation, upper case and lower case distinction, diacritics, modern fonts, etc. Again, there is a fundamental difference between orthographic transliteration (converting one writing system into another) and phonetic transcription (converting sounds into written signs). How something is pronounced is of fundamental importance for the latter (audio voices in 0 A.D.), but quite irrelevant for the former (written specific names in 0 A.D.). It doesn't really matter whether we transliterate Υ/υ→Y/y or Υ/υ→U/u, as long as it's done consistently, i.e. map every upsilon to one and the same letter (e.g. ευ→ef, ου→ou, υ→y is understandable but ugly).1 point
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I'm going to try and flesh out the above proposition more, I think it's a worthwhile idea.1 point
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Interesting points about the history and Age of the Aegean, thanks to both of you . Overall I think we did kinda lose ourselves in this civ business. I remember the "AoM like branching" discussions. I guess it would be an interesting idea for a game representing more of history? I'll agree with your that I'm going game first, history second, but some people do feel more at ease with the reverse.1 point
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Also keep them at basic rank and no ranking up for economic units, just add a slight fighting capabilities for them.1 point
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Yeah, it all kind of started with Michael's dream to convert 0 A.D. into his dream game he was calling "Age of the Aegean". I think the Hellenes were the first generic civ that was broken apart and split into multiple civs. When you look at RTS games 15 years ago (I'm not sure what is out there these days) you usually find that they are either many civs/races that are slightly different from one another (Age of Kings), or few civs/races that are drastically different from one another (StarCraft). Each Civ was supposed to have a general theme and favor a certain playing style... Romans - Generic all purpose, Strength in siege Hellenes - Generic all purpose, Strong fortifications Persians - Cannon Fodder, Cheap infantry, Cavalry strong Celts - Aggressive and Offensive, Cheap/weak structures Carthaginians - Economy is based on metal/gold because of mercenaries, biggest variety of units, strong navy Iberians - Defensive, Small numbers, Tactical New civs were created and I'm not sure how they fit in or how they are distinct but I would encourage there to be a distinction to give players a reason to use them. For me - 0 A.D. was always a game first and wasn't ever intended to be a historical simulator. That was for games like Total War.1 point
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Hello there. You should have a look at It might be what you need. The engine is open source and totally moddable. You can find the code and how to compile it on trac.wildfiregames.com1 point
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Cool idea, but probably would be best to emulate the actual topography of the battle site. The ancient shoreline would have been at the highway on the right. We are looking in the direction the Spartans would have been looking. These tourists are descending the hill upon which the defenders gave their last stand.1 point
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I don't believe 0 A.D. is signed with a developer ID, so that sounds like the old "right-click > Open" process would still work for us. We might at some point consider enrolling in the developer program (99$/y) and try getting signed, and I guess notarized. Would have to understand what this entails exactly, but we could distribute 0 A.D. on the Mac App Store which might give us an increased presence on Mac OS. Might also not.1 point
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That might be the your best contribution so far. Sorry, but someone had to say this. Barking random balance suggestions out at us without any robust reasoning isn't but belittling the work of the developers. As if everything is as easy as just fixing one value, and what is taking us so long? Then when people prove you wrong, you just come up with different, equally bad suggestion. If you really want to help the balance get better, I'd suggest helping borg test his mod. He's more experienced with this and he's put like 1000 times more of his time to make it all click. Let's help him get the changes into the next release.1 point
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@feneur please help here. this @StopKillingMe is doing an unnecessary drama. for reason these are unclear.1 point
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I would love to have someone with advanced historical knowledge to help me in this, and also someone with a good English to review some things. Even though I have done everything or almost everything based on historical data, it would still be very important.1 point
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And does everyone in the team care about the balance ? No, as far as i know, scythetwirler took care of the balance for some years/alpha, the fact that he was in the developping team simply enabled enabled the other devs to trust him and that fact made sure that the game wasn't broken afterwards. So he can commit his thing with trust, it doesn't mean that it was heavily debated by the dev team. And the balance before scythetwirler took care of it were probably made by another single person, doesn't mean so much anyway.1 point
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Honestly I will not do that. If the developers and leaders some day want to implement the mod, fine, I'll be happy, otherwise I'll be happy to know that I've done a good job. I'm not going to make a document explaining why people should like my mod and implement this to the original game. I'm particularly happy with the mod and I'm even happier to know that the people who play the mod are loving it. The mod has a lot of donwloads and followers (mod.io), videos on youtube etc ... so thats all I need.1 point
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Dude, I'm not taking decisions alone, I made a MOD, if people like it and implement it, great, otherwise it will continue to be a mod. I'm here just defending my mod and why it might be implemented, not trying to make people swallow it dry. Besides, it was not me who mentioned the mod in this conversation, it was other people who wanted it. If I had done this just for the new versions, I would be in the phabricator now and not in the mod.io.1 point
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