Leaderboard
Popular Content
Showing content with the highest reputation on 2021-08-10 in all areas
-
version 25.0.2 First compatible version with 0ad alpha 25 Removed: Auto-train, now 0ad has it included APM charts4 points
-
One of the things I love in this style of game is the feeling of starting from scratch and progressing as time goes on. 0ad definitely has this, and one of the parts I love in that regard is the transition between three different phases (village phase, town phase, city phase). I feel these transitions would be even better if visual modifications were made to units based on the different stages to further emphasize the changes, making them appear more solid and upgraded when a new phase is reached. I'm mainly looking at buildings here. Civic center at the very least, maybe houses, possibly all building types that can be built at a certain phase and will carry through to the next phase. The general theming I had in mind is something among the lines of: Village phase: Buildings look dirtier and pretty rough, little detail in the structure, gives the feeling of small establishment. Reliance on plain wood. Town phase: Buildings look more solid and clean, some additional detail is added, gives the feeling of a growing establishment. Reliance on plaster. City phase: Buildings look clean and fancy, pretty and detailed, gives the feeling of a massive establishment. Reliance on sculpture and painted walls. This would require some artistic effort by the development team of course, considering how many unit related assets we'd have to modify. One way to make the process easier would be creating simplified versions of buildings for the early phases based on the existing ones: Take each model, remove some of the detailed parts of the mesh, save as town phase version... now take that version, delete more unneeded components, save as village phase. Afterward do the same with the texture, adding a bit of cracks and plaster then saving that as the town version, then adding more structural instability with some wooden planks and saving that as the village phase version. As a bonus we may do some minor resizing especially vertically, so town phase models look a bit more crumpled and short whereas village phase look even shorter and more crooked (mind the UV stretching). Is this a detail we can hope to have at some point? What are your thoughts on it? How do you think this should be done and look like?3 points
-
That's called auto-queue ( or auto-train). It's a new feature of alpha 25. You have to select the buildings and in the middle panel bottom u will see two buttons to enable/disable it (in spec mode for some weird reason is hidden instead of disabled). This was included in autociv before but as is part of the game now it doesn't have hotkeys from autociv. You can add them in the hotkey editor if you search for "queue" in the hotkey filter then add whatever you like for them2 points
-
What is AutoCiv This mod is an aggregation of features meant to enhance the 0 A.D. game experience. I usually implement these extra features as they come up with no general plan in mind. Download (how to install section below) autociv.pyromod autociv.zip Feature list General Readme: press Shift + F4 to open Player mute Player reminder (show a written note when a certain player joins) *** Link opener (opens URL links from the chat) Help command: type /help to see all available commands Console with autocomplete (Ctrl + C + L) Lobby Resize bars Host name mark Remember playerlist state Better performance when reloading lobby Shortcuts to create host, navigate gamelist Game setup Auto-assign civilization with chat (only works if host has the mod) Custom population limit Custom starting resources Custom map size Countdown to start the game Maps Skirmish Volcano island (8) In Game Hotkeys for (see hotkeys with hotkey viewer) Buildings placement Multiple buildings per hotkey (optional, user.cfg) How to use: Copy the hotkey you want and remove the "hotkey." prefix, next replace the hotkey key for the buildings you want to cycle and separate them by a space. Buildings selection Units selection Formations (selected units) Stances (selected units) Auto-train (selected buildings) Minimap expand Custom selection filters by: health rank class group Pause game overlay now shows only in the top area Stats overlay Settings Max corpses visible Download options Download and install from one of the two files from the start of this same page. Download and install manually the github repository (instalation file on the releases section) https://github.com/nanihadesuka/autociv Use 0 A.D. mod downloader (not always newest version) https://0ad.mod.io/autociv Instructions to install MacOS (thanks @HMS-Surprise) Linux/Windows: Open the downloaded file with (both ways should work): pyromod file: Double click the file (should autoinstall the mod for you and send you to the mods page inside 0ad) Right click → Open with → 0 A.D (or pyrogenesis.exe) ** NOTICE: in Alpha 25 the pyromod installation will trigger an error message: to fix just disable autociv, restart the game and enable autociv again. zip file: Copy folder inside the zip file into your mods folder Mod compatibility(s) The mod is compatible with: 0 A.D 0.0.27 Probable to work alongside other community mods as balanced maps spec mod (monitor) custom_rating boonGUI Should work with all mods that don't have extensive code changes. More stuff & goodies For more info just read the whole thread where I post new features. Questions & feedback You don't understand how it works? Feeling confused? Just wanna comment? Ask and post. Source code public repository https://github.com/nanihadesuka/autociv1 point
-
In A25, sometimes we can't find any fish, even if they are right under our boats. Please can we have a different model to indicate the locations of fish, so that fishing becomes a more viable economic option? A massive thank you to the artists who are willing to help me The minimap says there are 3 schools of fish in this region of water, but I am afraid I cannot see anything apart from the water... @Stan`1 point
-
1 point
-
1 point
-
1 point
-
More fish jumping - and their splashes make the selection ring visible! btw now it doesn't say 'Tuna' for every fish, but usually 'Fish'; maybe there's a nicer solution...1 point
-
1 point
-
I don't think it'll look good. I see at least 3 possible solutions: Make water more transparent on all maps where the fish is invisible. It doesn't require engine changes, but the water won't look real for some maps (not so much dirt/mud as it should have). Make the fish selection ring visible always but more transparent than usual color. Add a semi-transparent fish icon over a fish area.1 point
-
1 point
-
Animal and human ai was unified so they react according to stances like humans would do1 point
-
It appears as if someone(s) decided to change each animal's behavior to its most annoying variant. Tigers and lions now never cease to track and follow a unit once they saw it from afar (unless you briefly hop into a building). On Ngorongoro for example that means if you take a look around the map you'll have literally dozens of lions coming for it. That's more annoying than their previous behavior of stopping the chase once out of sight. Elephants on the other hand now will quickly stop the pursuit after you hurt them and ride off, again more annoying than previously if you want to kite them near a dropsite. From what I got from @Player of 0AD's post elsewhere the same is true for walruses. Rhinos now are incredibly aggressive, unlike before where they only aggroed if you came too close. Someone wrote somewhere that they don't like the new behavior of the musc oxes now running away when hunted. Of course this is a list of subjective preferences, but I at least would like to know that those are deliberate choices that the community agrees with.1 point
-
We're still trying to get it to build with some Ubuntu rules, so far with no success. Thank you!1 point
-
I bet he didn't see @seeh that coming! And yeah, I suppose the gather rate is the same for all tree types.1 point
-
1 point
-
I’m also very biased (and it is still a bit early), but I think A25 is great step in the right direction. I would like more civ differentiation in a26 that creates unique strategies (e.g., fanatics in a21, Athens champs/slingers in a23, mace siege rush in a23 and earlier alphas, etc.)1 point
-
I really like it. Besides that it looks better and runs more smoothly, the push mechanics alone was worth it playing the RCs. @Player of 0AD I agree, especially the animal behavior...1 point
-
1 point
-
Hi @maroder - I think the graphic fidelity of A25 is greatly enhanced - I certainly will give it go and see how the replays look. My concern is that with autotrain we're going to reach the point, especially in bigger multiplayer games, where we see lag due to the number of units much quicker. That said, I've not tested it in anger to see how the game engine enhancements deal with it in A25. If it's a much better situation then for sure, I'll stick with higher quality graphics.1 point
-
1 point
-
More metal. Way more metal. Don't specifically have to worry about running out of metal. Means you don't need to tell yourself "I only have 1 metal mine, I cannot play offensive." Had plenty of games like that previously. At least two metal mines means it is ok to try to be offensive. Currently, there is so much metal there is no reason to worry about not jumping into the fighting.1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
0 points