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Showing content with the highest reputation on 2021-04-12 in all areas

  1. Hi all! I am a new player, tried the game some years ago, and now I got back on Linux and saw it there, so gave it another go. It has really improved a lot, this time I will follow it with great interest! I love the...well the love, sorry for the repetition, put in this game. I am a fan of all AoE, Rise of Nations etc so I'm excited to delve into 0 AD. Hope to see a campaign soon Also, seems like I re joined at the right time, a big new version has just came out, am I right? I will try to find it, seems that the repository version is still an older one. Well, happy to be here, have good games everyone!
    3 points
  2. One thing Nescio earlier on proposed that I particularly liked was giving a bonus to building structures like markets and temples within a certain radius of the Civic Centre. This would be a nice "soft" encourager for the player to migrate their farming economy to a different area.
    3 points
  3. Recent changelog: Improved fleeing behavior (low morale units flee when sighting enemy or being attacked) Unit Stance change based on morale (low morale units automatically have Passive stance, high morale units have Violent stance). Units reaching maximum morale will cheer. Average morale display on multiple units selection in selection panel. Morale for structures is now supported, complete with garrison morale effect and capture points reduction on low morale. Plans for next updates: Improve performance (currently noticeable in large battles, but should be fine on smaller maps). Rage/amok behavior (raging unit attacks both ally and enemy) Multipliers for specific classes (e.g. cavalry should decrease enemy infantry morale more, or camel's stench should decrease cavalry morale for allies and enemies alike). Player's multiplier (players with bigger city and more kills will decrease enemies' morale more) Complete morale setting differentiation of different unit types and ranks and also structures. (Higher ranks units, champions and heroes should have higher Significance and max morale) Complete code documentation to make the mod easier to use as dependency for other mods. Let me know if you guys have some more suggestions!
    3 points
  4. If we want CCs to be a center of urban activities, we probably need some auras as in the current meta, people build barracks not near their CC, but at the edge of their territory. I would like to give two wicked suggestion(still need fine-tuning and such): 1: Give CCs a build speed aura like maurya elephant, so if you want to develop fast, you build buildings near the CC 2: Give barracks(and such as markets etc) a aura that gives nearby CCs +5 meter territory per barrack(or other building) to encourage building barracks close to CCs and get a city like infrastructure in the center of the map.
    2 points
  5. hello, can you use snap? https://snapcraft.io/0ad there is the latest version.
    2 points
  6. 2 points
  7. Yoda - Jedi Master Yoghurt - a food produced from the bacterial fermentation of milk Yogi - an anthropomorphic cartoon bear. Who liked picnic baskets. Yellow Bile - a humor believed in medieval physiology to be secreted by the liver and to cause irascibility Yellow Fever - an acute viral haemorrhagic disease transmitted by infected mosquitoes. Yellow Weather Warning - Lowest level of warning for extreme weather conditions, below amber and red. Usually means there will be flooding in parts of Wales. Yowsers - a slang amalgamation of 'yikes' and 'wowsers!' Popularised by the cartoon series, Scooby Doo. Yowsers, I just made a mess of my trousers - someone exclaiming in reaction to a recent unexpected/scary event that they may have soiled themselves as a result*
    2 points
  8. Hello, I want to inaugurate this new A24 replay section by dumping a few of my multiplayer replays, showcasing the new unit balance and the increased diversity of units that can be reliably trained. I have a feeling sometimes players don't make use of all tools available to them. Champions, trade and siege (3v3).zip This teamgame showcases a lot of different unit types, but notably champions swordsmen, some champion archers, some trading, catapult+ballistas attack, and camel archer lategame composition on the other side. Roman sword cavalry champions (3v3).zip Features roman sword cavalry champions, quite a powerful unit. Cavalry and champions (3v3).zip Features sword infantry champions from Seleucids, cavalry compositions from mauryan and ibers (with a few firecav champions) Archer cavalry and roman champion cav (3v3).zip A teamgame that shows those 2 units in action. Valihrant (Koushites) vs Feldfeld (Mauryas).zip Small rush early game. Features town phase CC expansion, archers and elephant archers from Maurya, against archers and nuba skirmisher cavalry from Koushites Valihrant (Mauryas) vs Feldfeld (Macedonians).zip Features town phase CC expansion from macedonians. Skirmishers and champion infantry spearmen from mace against chariot archer champions from maur. Valihrant (Macedonians) vs Feldfeld (Athenians).zip Features a moderate early game rush. CC expansion from macedonians in the town to city phase transition. Gastraphetes from mace against slingers + ballistas from athenians. Feldfeld (Ptolemies) vs cl2488 (Ptolemies).zip Features mercenary swordsmen and mostly slingers against pikemen and slingers. StarAtt (Iberians) vs Feldfeld (Carthaginans).zip Features mercenary cavalry from Carthage. ElDragon (Kushites) vs Feldfeld (Carthaginans).zip Features village phase expansion from Carthage, with a composition of Sacred Band infantry supported by archers later. Archers and pikemen/spearmen from Kushites. You can download all replays bundled here: Feldfeld's replay dump.zip Hopefully that can address a few of the complaints I have read about the new version. For example, the diversity between civilizations has been reduced, yes, however keep in mind to compensate that the new balance between units should make some civilization specific strategies (eg. a unique champion, mercenaries) viable whereas it was not the case in A23 (which was notably a lot of slinger spam). About archers being OP: yes it is true that they have a very good accuracy, possibly making them OP, but they are less efficient than other ranged units against melee units (which have been improved in this version). Remeber there are other options than making citizen soldiers ranged units. Of course this doesn't mean we won't find OP units in the future. Champion melee cavalry look quite strong, champion archer cavalry maybe too.
    1 point
  9. Download to test: https://github.com/JustusAvramenko/theban_greeks Ready for testing! Works with Alpha 24. Adds the Theban civilization to the game as a playable faction. They include 3 new heroes, 2 champions, custom actors, a fix for the plumed Boeotian helmet, 2 special technologies, a team bonus, and more! Will release on Mod.io in 2 weeks or sooner if all the bugs are ironed out!
    1 point
  10. The problem is precisely the permissions to write the configuration in the home directory. I reproduced on my computer: $ rm ~/.config/0ad/config/user.cfg $ sudo chown root:root ~/.config/0ad/config ERROR: CConfigDB::WriteFile(): CreateFile "config/user.cfg" failed (error: -110300) Try cleaning your config directory (type in terminal): sudo mv ~/.config/0ad /tmp/0ad_backup and reinstall snap in dev mode (without restriction) snap remove 0ad snap install --devmode 0ad https://snapcraft.io/tutorials/advanced-snap-usage#3-handling-interfaces-and-permissions-in-your-snaps
    1 point
  11. Looks like there are not enough permissions Try "Enable Acess files in your home folder" https://ubuntu.com/blog/a-guide-to-snap-permissions-and-interfaces
    1 point
  12. It is good to see that (at the moment) the majority of people who voted would like to see a more realistic city layout and I would support any option that finally resolves this issue. A few things to consider / discuss: The main difference in the effect of "soft" or "hard" implementations would probably be in the early game. Soft encouragements like the farmlands or @Thorfinn the Shallow Minded / @Nescio suggestion would still allow the fields in the early game to be close to the CC, which means that the rushing situation is unchanged. On the other hand adding a hard limit that forces player to build outside of the CC's arrow range would encourage rushing. One difficulty of the farmland idea is that all the maps have to be changed, which is much more work than just adding an aura of some kind. I like this idea very much. I am adding the new suggestions to the poll, but keep in mind the result is skewed, as you cannot revote. The positive aura idea is probably best explored in @azayrahmad city building mod, so maybe he has some insights on this topic.
    1 point
  13. @user1 is the only one that can reset the password
    1 point
  14. Could you try svn version (https://trac.wildfiregames.com/wiki/BuildInstructionsGettingTheCode)?
    1 point
  15. Nah it seems it really because of GLSL shaders @vladislavbelov might have something more for you to test.
    1 point
  16. What if you set shader effects to minium?
    1 point
  17. For a game called 0 AD, I'm surprised Yeshua hasn't been suggested yet
    1 point
  18. Very nice... I think you could reduce the damage variants to only 3/4 variants. Now I've got an idea of spreading fires through palisades... I've also thought on removing defense and dropsite capability of civic centers. However I realized that civic centers in 0 AD is based on AoE games, which is meant to be the first and eventually the last building you'll ever have in the game, and thus needs all basic economic and defense capabilities for a city to survive. My suggestion is to do it like Stronghold games, by giving free first granary and stockpile. In 0 AD case, free first farmstead/storehouse and small tower. You could make separate templates for them (like template_structure_defensive_tower_free.xml), set the cost to 0, and limit this to 1 per civic center. I haven't use AutoBuildable component, but I imagine this would be able to be used in such scenario. Good luck with your mod!
    1 point
  19. Thank you, but this doesn't work right. Hmm. Flames should billow out of the front and it should almost work like a ram, melee. If it can be hacked to look good with a ranged attack then we can go with that, but I always envisioned it like a melee attack.
    1 point
  20. 1 point
  21. I am attempting to do exactly that, but I am hitting a wall of errors. I asked @Freagarach to assist me with the template.
    1 point
  22. Alright, the only think I think that's holding them back from official release on mod.io is their Fire Raiser. It throws an error. Once I figure that out, it might be all good to go, unless someone finds another bug.
    1 point
  23. Currently I don't need dumps, first I need to find an option that triggers the crash. @feneur could you remove the post limit?
    1 point
  24. Could you try to disable all options step-by-step except GLSL (GLSL should be always enabled)?
    1 point
  25. > ig9icd32.dll!7261644d() Inconnu ig9icd32.dll![Les frames ci-dessous sont peut-être incorrects et/ou manquants, aucun symbole chargé pour ig9icd32.dll] Inconnu ig9icd32.dll!7208ce0b() Inconnu ig9icd32.dll!7277f890() Inconnu ig9icd32.dll!7287a13b() Inconnu pyrogenesis.exe!CShaderProgramGLSL::Bind() Ligne 515 C++ pyrogenesis.exe!CShaderProgramGLSL::Link() Ligne 390 C++ pyrogenesis.exe!CShaderProgramGLSL::Reload() Ligne 494 C++ pyrogenesis.exe!CShaderManager::NewProgram(const char * name=0x004f20e4, const CShaderDefines & baseDefines, std::shared_ptr<CShaderProgram> & program={...}) Ligne 272 C++ pyrogenesis.exe!CShaderManager::LoadProgram(const char * name=0x004f20e4, const CShaderDefines & defines) Ligne 69 C++ pyrogenesis.exe!`anonymous namespace'::GetOverlayLineShader(const CShaderDefines & defines) Ligne 53 C++ pyrogenesis.exe!OverlayRenderer::RenderTexturedOverlayLines() Ligne 448 C++ pyrogenesis.exe!OverlayRenderer::RenderOverlaysAfterWater() Ligne 425 C++ pyrogenesis.exe!CRenderer::RenderSubmissions(const CBoundingBoxAligned & waterScissor={...}) Ligne 1399 C++ pyrogenesis.exe!CRenderer::RenderScene(Scene & scene) Ligne 1714 C++ pyrogenesis.exe!CGameView::Render() Ligne 240 C++ pyrogenesis.exe!Render() Ligne 240 C++ pyrogenesis.exe!CGame::ReallyStartGame() Ligne 319 C++ pyrogenesis.exe!ProgressiveLoad() Ligne 309 C++ pyrogenesis.exe!Frame() Ligne 394 C++ pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x009cc028) Ligne 692 C++ pyrogenesis.exe!SDL_main(int argc=1, char * * argv=0x009cc028) Ligne 743 C++ pyrogenesis.exe!___delayLoadHelper2@8() C [Cadre en ligne] pyrogenesis.exe!invoke_main() Ligne 90 C++ pyrogenesis.exe!__scrt_common_main_seh() Ligne 288 C++ pyrogenesis.exe!CallStartupWithinTryBlock() Ligne 365 C++ kernel32.dll!75b7fa29() Inconnu ntdll.dll!77077c7e() Inconnu ntdll.dll!77077c4e() Inconnu Given the above callstack, I think it's for @vladislavbelov
    1 point
  26. The callstack we need to know what crashed Could be anything. Try disabling GLSL and postprocessing in the game options (first postproc then glsl)
    1 point
  27. This mod has been updated to A24 Uploaded on Mod.IO, and waiting verification. NoViolenceA24.pyromod
    1 point
  28. Ysbaddaden, a giant of Welsh mythology. Yr Wyddfa, a famous mountain in Wales. Ynys Môn, an island called Anglesey in English, a place where there was a sanctuary and famous for the massacre perpetrated by the Romans on this island. https://en.wikipedia.org/wiki/Roman_conquest_of_Anglesey In case the Britons got their re-work.
    1 point
  29. Hello, here are some suggestions that I have found on Wikipedia, they are mainly deities from the ancient Near East: Levantine (Canaanite) gods: Yam Yahweh Yarikh Arabian gods: Ya'uq Yaghūth Yarhibol Yatha Hope you find one of these names useful!
    1 point
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