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Showing content with the highest reputation on 2021-05-26 in all areas
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@Ceres Testing can be quite boring: Just play as many games as possible! If something odd is noticed, we'll need to know the revision (git commit) you are on and we appreciate the replay of that specific match.3 points
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Hi Everyone, here is a preview of the Empires At War scenario that I am building for 0 AD version 24, using it's Atlas Editor... The scenario is build for 8 players with 10 civilizations to chose from, each with its very own geopolitical advantages and disadvantages base on their geographical starting areas on the map. The map itself is a gigantic graphic caricature of Central Europe and the Mediterranean Sea, North Africa, Western Canaan and Anatolia, that is base on the real history and geographical location of each of the civilizations in the scenario. The O AD Empires at War scenario is pack with many resources, wood, specially...a lot of it....fauna details, relics, treasures and buffer states that need to be conquered in order to keep expanding and waging war on your rival empires. All those buffer states have treasures for whoever take them that will help you enhance your civilization and keep waging war and expanding across the map. The objective of the scenario is to conquer all your rivals civilizations and become the last one standing. The scenario's map is Gigantic, and it may take days or weeks for any new player to win, and many hours among group of players with more experience. But you all can set the Scenario to be play as a solo game, and set the alliances and enemies as you like, played, and save your game, so you can keep playing other day. You can also modify the map as you like, change the terrain, the starting positions, units, buildings fauna, as you like. Or add others that are not in the scenario for not been participants on that region of the world at the time this historical base scenario take place. I am building the scenario using geographical and real History info to give to it a Historical feeling and make it an educational historical scenario while fun at the same time... But no one need to play my design scenario in its vanilla form if they don't like it, with the Atlas editor, everyone can change it and modified as they like. Here is a preview of how it is looking so far... Let me know what you guys think. Suggestions and tips from all players, specially those with more experience and knowledge than me, about the game itself, are always welcome. Here is a preview of how it is coming so far... Thank you all for your time and attention.3 points
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Hi Everyone, here is a preview of the Empires At War scenario that I am building for 0 AD version 24, using it's Atlas Editor... The scenario is build for 8 players with 10 civilizations to chose from, each with its very own geopolitical advantages and disadvantages base on their geographical starting areas on the map. The map itself is a gigantic graphic caricature of Central Europe and the Mediterranean Sea, North Africa, Western Canaan and Anatolia, that is base on the real history and geographical location of each of the civilizations in the scenario. The O AD Empires at War scenario is pack with many resources, wood, specially...a lot of it....fauna details, relics, treasures and buffer states that need to be conquered in order to keep expanding and waging war on your rival empires. All those buffer states have treasures for whoever take them that will help you enhance your civilization and keep waging war and expanding across the map. The objective of the scenario is to conquer all your rivals civilizations and become the last one standing. The scenario's map is Gigantic, and it may take days or weeks for any new player to win, and many hours among group of players with more experience. But you all can set the Scenario to be play as a solo game, and set the alliances and enemies as you like, played, and save your game, so you can keep playing other day. You can also modify the map as you like, change the terrain, the starting positions, units, buildings fauna, as you like. Or add others that are not in the scenario for not been participants on that region of the world at the time this historical base scenario take place. I am building the scenario using geographical and real History info to give to it a Historical feeling and make it an educational historical scenario while fun at the same time... But no one need to play my design scenario in its vanilla form if they don't like it, with the Atlas editor, everyone can change it and modified as they like. Here is a preview of how it is looking so far... Let me know what you guys think. Suggestions are always welcome. Here is a preview of how it is coming so far... Thank you all for your time and attention.2 points
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There is already a map that uses flooding. you can find it in the random map category under the filter "Trigger maps" and it is called "Extinct Volcano"2 points
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2 points
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I forgot, Hebrew too. We do not have any Phoenician language, we are going to use Hebrew. We are going to use Basque for the Iberians.2 points
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Indeed the replay file, but sometimes a small video or screenshot is also needed. Depends on the kind of bug you find. About bug reports, you can e.g. post them here: You can use the autobuild fine, but it _may_ be that the bug you report is fixed in the lates compiled version, that is no problem of course! We'll just note it to you.2 points
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It is very subjective, it is to test if all the gameplay is balanced, as changes occur and features are added. Mainly testing patches and creating patches, in case of reaching agreements with other players.2 points
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I would say most of the old terrains won't be compatible with the newer stuff, but there are some here and there which I'll poach for the terrain update. Excellent! You've been a big help so far.2 points
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1 point
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What i miss most in 0 AD comparing to other strategy games is the interaction or the early interaction between players. Games are really rare, where you really interact with your opponent, in fast its only single playing on side and building up and attacking in the end if its suceeds its gg and if not its also gg, but for the enemy. Maybe we need a better rock paper scissor system? Maybe we need just some principles to accelerate the beginning?1 point
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Hello Everyone, I am back from my long vacation! Happy New Years to everyone, to set everything into motion we will be having a Summer Tournament League on June 24th - July 24th (estimated 1 - 2 rounds every Friday and Saturday) We'll be expecting at least 16 players to join more details below: Dates: June 24th - July 24th (extensions if need be) How to Register: To register please, say your "in-game-name" and rating (also message me your email address for check-in) Optionally you can register on challonge: https://challonge.com/tournaments/signup/B1V10ZFk8W this is also where the bracket will be hosted How will the Games be Played? The Games will be a Best of 3 Matches Which Maps will be Played? Mainland, Libyan Oasis, and Death Canyon What should be the Map size(s) Games should be played on the Small or Medium Map Size If you want to contact me about something how should I? Respond to this post or email me at: derek@owumi.me Game Settings: Population Limit: 300 Starting Resources: Low Mode: Conquest Spies: Allowed Treasure - Off Explored Map: Off Revealed Map: Off Cheats: Disabled Game Speed: Normal (x1) Ceasefire: None Spectators: Allowed Tournament Rules: Recordings: Send Files to me via Email - derek@owumi.me or Reply to this Post Play-style: Best of 3 1v1 Double Elimination Banning Phase: Both Players can ban 1 Civilizations (Bans affects both player and it can be cancelled off) Player Ethics: Do not be rude Do not pause the game before loosing Do not Pause the game without asking for permission from your enemy and the host If any of these rules are broken you may be kicked or banned from the tournament completely If you're in any way interested feel free to register with any of the ways given. Wish you the best of luck in competing!1 point
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If I may do a suggestion, such a tech might also allow military colonies, Carthagian embassies, temples to heal your wounded units, blacksmiths, a market to trade some extra metal, melee citizen cavalry and some extra upgrades. It would be good that after this tech you could train mercenaries very fast, like in 4 seconds and overwhelm an unsuspecting opponent. If we only could think of a name and cost for such a tech...1 point
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That is at least which I would say. I don´t see any reason for a particular mercenary to be trainable in p1. If you could name a concrete example I could give my thoughts on it, but if you don´t specify (give the type of mercenary, its stats and its costs) the proposal, it will be impossible to discuss it in detail. We need to keep in mind that giving players an extra option is only impactful if there is good incentive to go for that option, on the other hand I would prefer to restrict the real goodies to p2. Those are two conflicting desires and without knowing the details, it is impossible to judge these desires against each other. Also I feel like if you are able to use the 300 starting metal for your rush, then your rush would be to difficult to stop if your opponent does not have access to his own mercenaries (especially if the rusher gets a free healer). Also we need to consider if mercenaries in p1 deliver continuous action to p1 or whether they just cause you to spend 300 metal at the start. I suspect it will only cause some action at the start where you spend 300 metal for mercenaries and after that do not bother with making more of them.1 point
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1 point
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Seems an interesting Idea - yes this concept will solve a lot Since workers are also units when they are in defense, it seems that there are not much clever solutions?1 point
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It would and I believe those were WIP workarounds, no code was ever released for that reason.1 point
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Yes, @Stan` kindly showed this to me. But I was just too slow in understanding that I should also use svn to quickly get it, without the hassle about different versions etc. when looking into trac. Thanks to all of you for your always great help!1 point
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You can, which is quite handy Its in binaries/sytem/pyrogenesis.exe But make sure to only use the [autobuild] revision for testing, as the revisions in between may not be that stable when using this autobuild (Its only done once a day and not after every commit)1 point
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Yes, for technologies. For buildings, this time gets shorter, depending on the number of builders.1 point
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You use svn? Then just svn up to the newest autobuild and all should be fine. I don't think mixing binaries and source from different revisions is a good idea.1 point
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In pic 2 means the "cost" of time, or the time in seconds to build/ research something and in pic 1 it means the Game speed. @Lion.Kanzen was faster1 point
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Time/Speed Up means game speed. And down waiting time.1 point
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Right, but for some civs you end up with bad stuff like Ptolemies getting their "no wood cost" dynamic taken away, etc. Now it is a reduced wood cost and the civ plays completely different (still strong though).1 point
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I think each civ should have it strengths in 1v1s and each civ should have a strategy they excel in. There always will be civs that a considered better than others, but each one should have its charms and a fair chance.1 point
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You might need a few changes, as some templates were renamed (things like the elephant stable), but overall A24 and A25 maps should be compatible I believe.1 point
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well i do not know I believe there is https://trac.wildfiregames.com/wiki/Alpha25?version=63 and https://trac.wildfiregames.com/wiki/PortA24ToA25 but there were quite a ot of updates to triggers.1 point
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It's always better to use everything. At least you should make sure that the exe matches your repo versions1 point
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1 point
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In Latin some of the phrases were performed by me. TTS It could be useful if we narrated the campaigns.1 point
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Vulgar (Like Vulgata latina) I think. From there the other one is medieval, it does not go for the main game, only mods.1 point
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1 point
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The persian and Kushite voices were recorded on a Phone, while the latin and greek recorded in a studio. There is no text to speech nor free work although those voices are CC BY SA.1 point
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With replay you mean the file stored in the replays folder, or a video (in addition), or a screenshot? I assume it depends on how to best show/explain what's wrong. About problems of balancing: This will be too difficult for me, but if I observe other problems, I will report them. Where? Here or there? https://wildfiregames.com/forum/forum/378-bug-reports/ Or even somewhere else? Are there categories of bugs/problems that should be sorted/kept together in dinner place? (housekeeping question, so to speak) I understand I could also use the latest available autobuild for testing. Correct? Or do you prefer a fresh build from the latest git version?1 point
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You can do that, but those of us who don't program, we wait for the autobuild.1 point
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Sorry guys my school messed up our exams so we have to re-sit them. I won't be available until Friday evening UK time, but by then I would be liberated from the school so I can get onto SVN and TG.1 point
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Map upgrade done. Now I need someone's help to identify: all the skirmish/scenario/random maps that are subpar, all the assets that are so bad they shouldn't be used So that we can make a mod out of it1 point
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1 point
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This means we can have more intense 4v4 on giant with pop limit 300! I am already excited just imagining it! Who cared about good graphics when you can have performance?1 point
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Hey everybody, happy to report a LOT of new 0 A.D. music coming! I'm working on a bunch of tracks, and @Samulis contributed a lot of excellent ones as well! I've noted the request for more battle music, will see what I can come up with! Though to the best of my knowledge there are two combat tracks from Jeff Willet, Elusive Predator and First Sighting - is there only one on the game playlist? Might be worth checking. Thanks, Omri1 point
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