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Showing content with the highest reputation on 2021-08-09 in all areas
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Wildfire Games proudly announces the release of 0AD Alpha 25: “Yaunã,” the twenty-fifth alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. Yaunã is an old Persian word for Ionians (Greeks). Trailers YouTube: New Features in Alpha 25 Pathfinding And Netcode Improvements – Improved Pathfinding, Performance And Reduced Game Lag Order Restructuring – Players Can Now Push New Orders To The Front Of Their Production Queues Improved Unit AI New Biomes Incorporating New 2k Textures And Normal/Specular Maps Initial Implementation Of Single Player Campaigns GUI Improvements Extended Graphics Options Improved Mod Support And Game Filtering In The Multiplayer Lobby Ongoing Civilization Balancing Various Other Game Stability Bug Fixes And Speedups Easy download and install Download and installation instructions are available for Windows, Linux and macOS. 0 A.D. is free software. This means you are free to download, redistribute, modify and contribute to the application under the same licences: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. See https://play0ad.com/new-release-0-a-d-alpha-25-yauna/ for full details and downloads6 points
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If all civs have at least one or two (nearly) complete heroes, that can be enough. It may also get you some feedback leading to new ideas.4 points
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I regret that I wasn't very active during the test playing. Anyway, I just gave the new release a try and... wow, the game is now so much better! So smooth, clean, calming and beautiful. You've really done a lot of work during those past two years. I usually had to get used to each new release, but this just one just instantly feels better. Also thank you for the auto-training feature. It's a lifesaver for lazy players like me. I won't longer throw games just because I don't feel like batching new units to be trained. I wasn't closely following the development, so I missed that there was this much going on. I'm quite amazed, honestly. Interesting, I did pacman -Suy on Manjaro and I can't still see it there. Anyway, I use the swap version, so running snap switch 0ad --channel=latest/beta did the trick for me.4 points
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Thanks to @Stan` and everyone else on the team for taking the time to have so many release candidates and for addressing concerns. I think a long "feature freeze" is the way to go and I'm sure the team will have conversations moving forward about whether future releases should be the same way. Of course it can be streamlined (this 1-2 month freeze likely wasn't planned to be that way, I'm sure). But I think in the end it produced a better product and the team should be happy with what they've accomplished. Next time can be more streamlined and planned with lessons learned from the last release cycle and the results can be even better.3 points
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Github repo: https://github.com/Mare-Nostrum-0AD/popup_choices Zipfile: popup_choices.1.zip Hey everyone! Here's a new feature I've been planning to create for a while. It allows Scenario designers to include "popup choice" menus in their trigger scripts. These popup choice menus can have up to three buttons, with each button (optionally) triggering a function when it is clicked. This allows you to create scenarios with storylines and more interesting scripted events, and also to display information to the player during gameplay (i.e. a "Historical Background" blurb at the beginning of the scenario). The instructions for how to use this are contained in the README.md of the github repo and zipfile I linked to above. I included an example script at maps/scenarios/demo_popup_choices_triggers.js. To try out the scenario, go to the Scenario selection menu, filter by Demo maps, and look for DEMO: Popup Choices. You'll have to know at least a little JavaScript to use this feature, of course. I know a lot of you here aren't coders, so I'll try to build a "template" scenario script and a library of functions for simple use cases to make this as accessible as possible to everyone. I'm also willing to help people build their scenarios, as long as it's just a small or medium sized project. I'm also including this feature in my other mod, Mare Nostrum, from now on. I hope y'all can make some interesting scenarios with this!2 points
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I used AUR, with an AUR helper yay. I think the Manjaro Pacman is a bit different to the one in pure Arch; I have noticed some packages that only exists in one of these. Manjaro packages are likely to be tested a lot more for stability. Anyways, both can use the AUR so pacman is not that important.2 points
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2 points
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In my opinion, the games seem more flexibile in what your options are: this is from the availability and versatility of metal as well as the increased ways to move around the map. Games seem to be much faster paced and exciting. Also, one of my favorite new observations is that people are much less hesitant to fight. In a24, people would paddle back and forth without ever committing to anything, while in a25 a fight can happen suddenly and without a forseen outcome. Let me know what you think!1 point
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I'm liking the pace of it, and autotrain is literally a game changer, as in, it feels familiar - but the dynamic of the game definitely has changed. It's certainly helping me as I was terrible at balancing unit production, but I know everyone else has that as well now! Waiting to test it all out in anger this week, see if I'm still a terrible player! But overall, I feel A25 is a vast improvement. I'm biased, I'm doing the PR work for 0AD - but before the release I officially suggested that A25 would over deliver - I genuinely feel it has. I'm really enjoying it straight from the off.1 point
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yes!! this method works!! need to access the game with high performance. Thankyou all!!!!1 point
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I noticed that for some of the random map types, the faction can be placed in a completely isolated hole in the ground (fully surrounded by mountains). This seems like an issue that may make levels unplayable due to impossible navigation. I took a screenshot as well as a savegame of the map which I posted below. 0ad a24.b7 (OS package / Manjaro). Map Type: Random, Map Filter: Default, Select Map: Ambush, Map Size: Medium. savegame-0001.0adsave1 point
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@LetswaveaBook will post it here soon, just want to give some time so possible autociv bugs don't get confused with possible 0ad bugs,1 point
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@ValihrAnt I know you have no shadows for performance reasons, but imo it looks so much better with shadows. Could you maybe use lowest quality shadows setting (possibly with short cutoff distance or without filtering)? Even that would make it visually much nicer to watch a game. Same question to @mysticjim1 point
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1 point
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Is there an A25 version for autociv? I dislike having no hotkeys for placing buildings.1 point
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You still haven't really articulated what in-game problem there is with it, other than you don't like the abstraction.1 point
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There is no need for an abstraction. Trading from far away places is beneficial. Usually trading with a far away place means international, but not necessarily. Given a fixed distance, trading amongst yourself should be more beneficial than trading with someone else bc then you don't have to share the fixed trade. Trading between different countries over a certain distance doesn't magically make it more profitable than trading over that same distance amongst yourself.1 point
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So, I will update these and add them to mod.io for A25 soonish. I'm still struggling to find bonuses, auras, and techs for Suebian, Zapotec, and Han heroes in Delenda Est, but Better Scouting, Two-Gendered Citizens, et al. should be relatively easy to port to A25.1 point
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I have trade posts in Delenda Est on many maps and I tried to sneak them into the base game with the terrain update (check out the Hindu Kush skirmish map). They are also available in the base game in Atlas and can be used in your custom skirmish maps. I and a lot of others ( @maroder, who also worked extensively on the new map stuff, @wraitii and @Freagarach on the team who have expressed a desire for more interesting maps) do want to eventually have cool things on maps and to extend the biome code to include treasures, shrines, trade posts, villages, dangerous animals, creeps, aesthetic animals, etc.1 point
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This has got to be the most polished release ever The last two months seemed like a bit of a pain for the devs (lurking bugs jumping at them from the forums, trac and several other places), but many have been fixed and the effort will pay off for sure. I think the new workflow with the preview releases is a great change.1 point
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I don't disagree with that. Just that those are symptoms and not the cause. I think that modern consumerism is by design unsustainable. Corruption and the like are just part of the race to the bottom.1 point
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I'm missing "Yes" in these answers. More seriously, this seems like an interesting feature for vanilla, mind to make a diff on Phab (if it is different enough from ordinary message boxes)?1 point
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Turns out I'm free today, so I finished the custom template. Here is the patch if anybody's interested: https://code.wildfiregames.com/D4196 Basically with this patch, introductory tutorial would be less cluttered as units and structures can only build/train/research what is required by tutorial and not much more. There are some teasers though (Healers and Storehouse wood gathering tech are unlocked even though not required by tutorial). For those more interested in testing it as a mod, I have attached it below, A25 only. The next step would be to fix some tutorial language as some are referred by incorrect name (Xiphos/sidearm tech in Forge is referred as Infantry Training by tutorial instruction). And then my plan is to divide the tutorial into several smaller missions as per syllabus to ensure learning players can skip any stage. Please let me know what you guys think! limited-introductory-tutorial.zip1 point
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@Imarok https://trac.wildfiregames.com/changeset/256661 point
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I agree that 0 A.D. is already good enough to be and early access title on Steam. With a reasonable introductory price of around 10 EUR/USD it could certainly generate funds to speed the developement of this wonderful game. For instance to have a set of scenario and/or campaigns.1 point
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