Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2019-06-05 in all areas

  1. 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
  2. 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
  3. 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
  4. they even remaster the icons this time. the icons looks very nice with renders.
    3 points
  5. 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
  6. one time is enough, at last give to him time to finish the patch and lunch a good meal.
    2 points
  7. 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
  8. Nice renders, but I hope the icon backgrounds aren't beige.
    2 points
  9. Some sort of ancient trade expo/convention, based on what I can see. MercCon456BC. #SomewhereInGaul
    2 points
  10. 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
  11. @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
  12. 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
  13. 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
  14. You have an opinion. That's great. Some of us we have another vision how the game should be, that is great as well. But then there're the devs, the guys that finally have any last word. I have been wording for some years that the game should review the gameplay and try to do a cohesive vision, because in my personal totally subjective opinion, the game was designed with an addition of ramshackle features that some blend well, others don't. But because I really haven't don't so much work, kudos to the dev team that carry forward this project. And we've to keep in mind that the game isn't finished at all: for example formations would change everything. The design document says a lot of things, with an actual counter system that is not implemented right now, and it's very intricated. It says also that the civs should have only 2 champs, seasons, provinces. Sticking to the defense of that It doesn't have sense at all, currently, it's being revisited. For me citizen soldier concept have a lot of problems that have been wrotten down for years. At least in the forums, there's some consensus, hard to measure, that Borg mod is accepted. Maybe I'm wrong, maybe not, but I just don't understand that so much hostility against him. We all get that you are against their mod and you don't approve their merge in vanilla.
    1 point
  15. But ptolemies are just as good as celts !
    1 point
  16. I just used the same way of thinking, why do something if ...? Anyway, I'm going to leave the topic, I wish you all the luck with your changes. hugs!!!
    1 point
  17. Not everytime a game is based on multiplayer type of game to be gauged as good. Single player and modded games are equally important.
    1 point
  18. 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
  19. 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
  20. Best game of all time Anxious to see more about aoe 4 at E3.
    1 point
  21. Well it must fit in a 8x8 foundation.https://trac.wildfiregames.com/wiki/ArtScaleAndProportions
    1 point
  22. Original concepts The goal is also to reduce it, I believe the front part is as big as the current CC in the game.
    1 point
  23. In Rome, the Basilica is next to the Curia and to the Comitium. In Cosa, the Comitium and the Curia are closer and are next to the Basilica as well. Maybe a possibility to do something with these three buildings. Other proposition, in Fregellae the building with the Curia seems bigger:
    1 point
  24. 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
  25. Rauls's bad connection spoiled your photo.
    1 point
  26. 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
  27. 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
  28. It is quite simple to edit or make new actor files. They are only small XML files and are shockingly easy to read. So, reusing existing assets like props and textures is a snap.
    1 point
  29. It dont be need be polices, only need be units protecting their homeland,(natives)
    1 point
  30. I did some testing and I created some units. The biggest problem is that it seems that only Rome and Egypt had this type of police. I need to research more to find references from other civilizations. If I do not find , so I will only do for rome, as something a differentiation for civilization.
    1 point
  31. Delenda Est have slaves. they change since first time.
    1 point
  32. Hi, me and my team have a project. we have the project to build an Age of Mythology 2. However, we would like to know what is the engine used for 0 AD and, if possible we provide it. The game 0 AD being graphically beautiful, we think that allowing a graphic renaissance to a cult game (dating from 2003 so a youth is eagerly awaited) will be something extraordinary. It's a long-term job that will lead to a professional quality. Hoping for a favorable response, I wish you a pleasant day.
    1 point
  33. You can still visit the hot springs there:
    1 point
  34. 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
  35. I think you can cause tha'ts how it's done for Xiognu in terra magna Just make an autoresearched tech such as <RequiredTechnology>nomadism</RequiredTechnology> that's only available for the civ. And set the restrictions there It's okay mods make the community live, so I'm happy to help.
    1 point
  36. I'm not taking it. There aren't any girls playing 0 A.D.
    1 point
  37. I think I will just lock this thread for now, it's gone too far off the rails as it is. If someone wants to discuss @borg-'s mod there's a thread for that, if someone wants to discuss the gameplay there are I don't know how many where you can do that, and if you actually do want to discuss the balancing for the development version of the game someone can start a thread with some more specific discussion. @StopKillingMe Do consider this a warning, if you don't treat other people on these forums with more respect your access to these forums will be limited. In general if you want to criticise something and have your criticism taken seriously it's more successful to be specific and provide examples than to just dismiss something as a whole.
    1 point
  38. @feneur please help here. this @StopKillingMe is doing an unnecessary drama. for reason these are unclear.
    1 point
  39. true. borg mod adds a lot of variety, and maybe even it will take longer to learn than current 0ad IMO borg mods makes 0ad as interesting as 0ad can get. without borg mod, it will be just slinger-fest/gaul-fest/briton-fest for next months/years
    1 point
  40. @Sundiata I was convinced was personal (attack) those previous posts. this guy only focus in attack a single person ( @borg- ) with some scarce knowledge. "Let us speak without knowing".
    1 point
  41. But what you're playing right now is the system of another God which has been tweaked a bit as well.
    1 point
  42. But this system won't lead to a balanced game, by viewing isolated patches people can only see so much, they won't see the end product and won't be able to say if the game is balanced or not. (and to which point do you want it divided ?) The mod could be broken into some components, like counter system, civ bonuses and unit statistics adjustement, but in the end its purpose would only be for developpers to make sure nothing is broken, it will not enable them to see if it is actually balanced or not.
    1 point
  43. 1 point
  44. This is a mod, I did this so players can play a decent game. If this is not implemented well, the mod will continue there. But I ask you, which team takes care of this at the moment? And I've told you before, if you continue with this shallow balance, it will never work. I can give you quick examples here. If u nerf gaul/brit, so pto is new op, if u nerf pto, rome/athen is new op. If i nerf slingers, so skir cav back op again, maybe archers. How long would it take for each such change to be made? 2 alphas for each change ?? I'm sorry, but that's not how you do it. That's why you delegate specialized people to do each type of service.
    1 point
  45. The elephant stables look great. Nevertheless, I'm not entirely happy with the generic design. Compared to centres, barracks are smaller, fortresses higher, and fields are flat; however, elephant stables basically have the same footprint as centres: Now I'm wondering whether it wouldn't be better to dffferentiate them with a different shape. There is nothing intrinsically wrong with squares, but not every structure has to be a square, other rectangles can be used just as well (cf docks, temples, wonders). I'd like to have three different versions of the elephant stables to play-test with in a mod, to figure out which shape is best: A: current model: main structure with courtyard (blue + red) B: short model: no courtyard, only main structure (blue) C: wide model: no courtyard, main structure with five elephant stalls instead of three (blue + green) Because my blender-skills are non-existent, I'm hoping someone (@LordGood, @stanislas69, anyone else?) could create the proposed actors for me.
    1 point
×
×
  • Create New...