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  1. Github Repo: https://github.com/Mare-Nostrum-0AD/mare_nostrum Hey everyone! I haven't been active on this forum before, but you might know me from the mod I've been maintaining, Random Civ Selection Groups. I've been working on this mod for a while now; I originally built it for A23 last year during quarantine, and I've spent the last month updating it for A25. It's the culmination of a lot of ideas I originally thought of developing as individual mods, but eventually I realized I had enough new concepts to package together as a total overhaul for 0AD. I loved this game when I discovered it last year, but I was a little disappointed that the city building usually involved turtling around your starting civil center instead of spreading out across multiple cities. I got into RTSs through Rise of Nations, so that's the style of gameplay I was expecting. This mod, Mare Nostrum, is at its core a mod that aims to reimagine 0AD as a game where you build your nation from a small, defenseless village to a vast empire spanning multiple cities. The biggest concept introduced in Mare Nostrum is that each civil center gets a "population" representing the number of citizens who theoretically live in it (this is separate from the "Unit Population" that we're used to, which represents the soldiers and laborers you've recruited from your civil centers). Each civil center starts off as a village with only 100 citizens. Unlike civil centers in Empires Ascendant, villages in Mare Nostrum have low health and capture points, and cannot fire arrows. This makes it much more feasible to launch a successful rush in the early game. To grow your civil center's population, you have to build civic buildings like houses and temples and, especially in the mid-to-late game, promote trade between civil centers. As your civil center's population grows, it automatically upgrades to a higher level; first, to a town at population 500, then to a city at population 5,000, then finally to a metropolis at population 25,000. Each subsequent civil center upgrade has more health, capture points, and arrows than the last and, most importantly, unlocks the next phase in the game (i.e. your first town unlocks the Town phase, your first city unlocks the City phase, etc.). As your civil centers grow, it becomes increasingly more difficult to grow their populations with buildings alone, so building new civil centers and promoting trade between them becomes critical for phasing up (a civil center's population grows by about 2-3 citizens per unit of goods that arrive at the nearby market). This makes raiding your enemies' trade routes and capturing their nascent colonies (as well as defending your own) a more pivotal and engaging aspect of gameplay. There's a lot more great features I've added to the mod along the way (Siege Towers can capture buildings, every faction gets to build a temple to a "Patron Deity" that provides certain bonuses), which you can learn about in the README at the github repo: https://github.com/Mare-Nostrum-0AD/mare_nostrum. I'm going to make a tutorial soon, but for now I recommend getting a feel for gameplay by either playing a sandbox game or watching the AI play against itself for a match or two (the new AI, Delphi bot, is actually decent at the city-building part of the game now). Note that, because of the greater emphasis on building multiple civil centers, you should choose maps that are at least Normal sized, if not larger; each player should have enough space to build at least 3 civil centers at a decent distance from each other. To install, just clone the github repo I linked to above. It's currently compatible with the development (SVN) version of 0AD. I'm hoping to release an official A25 version on mod.io within a week of Empires Ascendant. Also, I'd really love for some of you to join in and contribute. I'm very much not an artist, so having some help on that front in particular would be great. Here are some screenshots of how the new civil centers look: An Athenian Village An Athenian City All four Carthaginian civil centers: Village, Town, City, and Metropolis I hope you all enjoy playing this as much as I enjoyed making it!
    6 points
  2. Here is the second 'Release Candidate' of Alpha 25 - Yaunā We've entered Commit Freeze, which means we only now fix Release Blocker issues that we might yet find. Downloads - Current bundles are for SVN revision 25808 Linux data and build MacOS Windows Things to note: We've not tested translations yet. I think it's time to do so. If there are errors, report them on transifex. Mind your mods -> they might introduce issues or Out Of Sync. Save your A24 config file somewhere, ideally. Notable changes since the last bundle: Fix the bug where saving while paused would make everything disappear Fix a crash related to patrolling small bug fixes Currently known issues: We've had a few crash reports. Please provide crash dumps or stack traces, when able. What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes? Update your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
    5 points
  3. https://github.com/0ADMods/Lusitanians_civ
    5 points
  4. OP We want the worker elephant to be difficult to manage, so that Mauryan players have to have good skill in order to boom well.
    2 points
  5. That will only work in a dev copy. The correct change is in user.cfg, which you can find via http://trac.wildfiregames.com/wiki/GameDataPaths
    2 points
  6. nub berries location again! So annoying! : (
    2 points
  7. Buenos días/tardes; -Grandes avances para la facción (gracias a @Lopess) -Los edificios son ; Centro urbano Fortaleza casas Factoría púnica (edificio especial) Disculpen las molestias*
    2 points
  8. A big change in 0 A.D. Alpha 25 is the reworking of biomes. This is something that’s slightly slipped under the radar in the run up to the launch of the new Alpha, so here is a brief look at some of the changes you can expect to see. Biomes are integral to 0 A.D. They are the visual and physical environment that each game is played within. We all have our favourites – or bogey biomes we dread getting in a random match. They’ve remained largely the same over that last few iterations of 0 A.D. – but Alpha 25 will see them undergo something of a shake-up. What Technically Is A ‘Biome’ In The Context Of 0 A.D? Biomes bring textures and natural objects, such as trees and animal species, together to simulate an environment you would find in the world. Why Are Biomes Different In Alpha 25? 0 A.D. Forum member, modder and contributor, @wowgetoffyourcellphone, has been adding new texture assets to diversify and modify existing biomes in his 0 A.D. expansion mod, Delenda Est, for some time. He has been the driving force in getting these enhancements into the core game, along with assistance from fellow contributor, @maroder. The result of this work will be seen for the first time within Alpha 25. What Will Be The Most Noticeable Differences? New terrains and their biomes will be more coherently put together, as opposed to the more ad-hoc nature that they were added previously. And the new terrains with be of a consistent 2k resolution, incorporating normal and specular maps. Previously, terrains were of varying resolutions and only a few had normal or spec maps. Wow, These Biomes Look Awesome! They sure do! And it’s worth highlighting that all of the new terrains come from sources licensed as Creative Commons CC0 – ‘No Rights Reserved,’ – to show how far CC0 assets have come and that you don’t have to purchase assets in order to make your game look good. What About The New Names? Are These Whole New Environments Or Just The Old Ones Renamed? Some (like temperate) are extensive redresses of old biomes, while others (like India and Nubia) are completely new. More new biomes should be in the works for the following alpha as well. Eventually all the old assets will be superseded by all-new ones.
    1 point
  9. From what I remember, this was to allow mauryas to more easily train that archer champion. Sparta has an identically functioning building called "mess hall" that can be built as much as needed as well.
    1 point
  10. Thank you very much for posting this. It is very much appreciated. @wowgetoffyourcellphoneWow!
    1 point
  11. The above is intended for Win10. For linux users: cd ~/.config/share/0ad/config/ or cd ~/.config/0ad/config gedit local.cfg Type in the code above, then save.
    1 point
  12. Correct way to scale 0ad: 1. Navigate /user/appdata/Local/0 A.D. alpha/binaries/data/config 2. Then create a file local.cfg (you can use notepad) 3. In the file, write the following: [gui] scale = 1.25; 4. Save and restart game.
    1 point
  13. 1 point
  14. Buenos días/tardes; -Estos son algunos de los edificios en fase ya terminada y que ya están siendo compatibles a nivel informático y gráfico con el juego; Casas lusitanas "pequeñas";(4 modelos) Barracas/cuartel militar lusitano; Almacén lusitano; Granero lusitano; Corral lusitano; Muralla lusitanas; (los edificios restantes , les faltan pocos días para ser compatibles también) Disculpen las molestias*
    1 point
  15. Correct Yes, ships have 'pushing' like units do, which makes them slightly more usable, but also overlap quite a lot.
    1 point
  16. I just tested every single button in the game and all of them work. I am already known as "Goddess of Linux" in my school
    1 point
  17. Jaja, you're earning yourself a reputation as a linux-fangirl. But I'm dumb and lazy, so as long as the OS (Win) that comes with my machine does what I want it to... To be on-topic: I just successfully pressed the 'disable feedback' button and then the 'enable feedback' button.
    1 point
  18. Have you guys got a github repo for Lusitanians? I have a basic template tree set up but it is still very Iberian right now. I will begin figuring out the bandolero and ambushers on Saturday afternoon UK time.
    1 point
  19. Not really because of a dumb bug in the sdl iirc. We don't have a true fullscreen mode so we can't set the resolution. There is a new hidpi option added by vladislav in A24 not sure what it does (Only works on windows) You cannot rejoin at all. So if you play with AI and get disconnected the game is lost.
    1 point
  20. Yesterday evening I had a quick chat with @Langbart via IRC concerning the fact, that after installing RC 1 (Win), which is 25799, the build info on the startup screen says, it is 25794. The quoted post contains the problematised Info. May someone please confirm, that this is not a bug? Yesterday, one of the theories was, that it might be connected with different OS-builds, but we distanced ourselves from the theorie quickly.
    1 point
  21. WiFi, 5Ghz, Ubiquiti access point in the same room. Yes, also with one AI only, the last logs I posted have 2 humans against one AI. (the host is an i7 and the other box a Ryzen 7, both 16GB of RAM) We only played AI opponents so far. cheers afx
    1 point
  22. Sorry I did mean a mixture of white hat hacking, black hat, pentest and educational purposes. You can also experiment with security software. All of the OS mentioned above can run blender 3D. Some better than others.
    1 point
  23. The objective is to conquer everything of course The rest is indeed unfinished. A help button is definitely a good idea regardless.
    1 point
  24. Not necessarily a bad idea to support parallel progressive and conservative development paths. I've seen seen that approach helps keep the peace on other projects. But my concerns would be how far "Empires Extended" could really push things while still being tethered to Empires Ascendant by a shared code base, engine, & art assets; and would the conservatives really be open to integrating substantive developments from Empires Extended into their private sandbox? I'm guessing you would eventually still end up in a situation where the two sides want to fork. The progressive will be tired of having to worry about breaking assets that EA depends on, the conservatives of defending their assets from being broken. When that happens, it will end in each party making a power play for design control over the shared engine and art (which would not be good). This might be a case where Wildfire Games could benefit from the example of the Spring Engine and Zero-K. Zero-K is by far the most popular Spring game (AFAIK) and probably drives a lot of its development. However Spring Engine exists for more than just Zero-K and the two are quite clearly separate entities, with Spring supporting several competing TA clones and other games besides Zero-K. The same does not seem to be true of 0AD/EA/Pyrogenesis, which appear to be functionally all one thing. I think Zero-K could survive a fork over design ideology because everyone would have confidence that Spring would not pick sides. Formalizing the progressive/conservative divide in 0AD's dev scene would be a lot safer if Pyrogenesis (the engine) and 0 AD (the art and code libraries) had similar levels of conceptual independence from the game called Empires Ascendant. (Note: I've deliberately avoided looking too much in on Spring/Zero-K development, because I'm occasionally friendly with some of those guys, and avoiding their drama is one way that I stay friendly with them. So if I am off base in my characterization of the Spring dev ecosystem, please pipe up.)
    1 point
  25. If you guys can give me all of the small mods or some requirements that you would like then I can collate all of them into a big mod, then call it 'Empires Extended'. But of course some balancing advisors will be needed to sort out the clashes. Currently we have: Bellum mod Rotation and train time mod Mercenaries mod by Letswaveabook NROC Autociv Thorfinn mod (implemented into Bellum Mod already)
    1 point
  26. moin all, when I mine stone or metal my workers are killed by the resources. I can't find a solution to stop this. i cannot build anything in fortress and gymnasium. Are these new features in A24? 0.A.D 0.0.24, Kubuntu 21.04 Regards Michael
    0 points
  27. La escala está un poco grande con respecto a la unidad. La relación de tamaño unidad edificio es de un 1/4. Casi todos los edificios tienen un tamaño estándar.
    0 points
  28. wait... 25 spear cav cost more than 5 cataphracts
    0 points
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