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  1. boonGUI User interface mod for the RTS game 0 A.D. Everyone can follow the development, contribute to discussions, report bugs, suggest features or even make pull requests. Install Choose your preferred method GitHub git clone https://github.com/LangLangBart/boonGUI.git Linux: ~/.local/share/0ad/mods/ macOS: ~/Library/Application\Support/0ad/mods/ Windows: ~\Documents\My Games\0ad\mods\ Pyromod Drag and drop the file over the 0ad start icon or double click it. The mod will be unpacked and placed in your 0ad mods folder ZIP Unpack it it in your /0ad/mods/ folder Launch 0 A.D., click Settings and Mod Selection. Double-click boonGUI, click Save Configuration and Start Mods. Troubleshooting If you get errors/warnings after upgrading, delete the existing boonGUI folder and install the mod again. If that doesn't help, just post a message here or on GitHub.
    3 points
  2. https://0ad.mod.io/delenda-est/ @Itms has verified the mod and it's now available on mod.io. As discussed in the other thread, some of the heroes aren't done, but most everything is playable.
    3 points
  3. @Gurken Khanwhat we have now is not what i expect. We have victory by wonder, but we don't have a sacred place on the map that if controlled for a few minutes wins the game, it's not even close to the same thing. We don't have treasures on the map, we only have a few resources played across the map, no need to fight for them, just use your horse and collect everything before your opponent. It needs to be more complex and fun. I also want to say that these features shouldn't just be available on some specific maps.
    3 points
  4. PPA updated: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/
    2 points
  5. This mod adds the map "Mainland balanced" (https://code.wildfiregames.com/D4232) Thanks @badosu for fulfilling the community's interest in balanced maps by providing a nice bunch of balanced maps for a23 and a24 Currently, only the starting food surrounding players is modified. Also, straggler berries are not modified yet (which can lead to imbalances). And the biome only slightly affects the total amount of food, and it currently doesn't affect the berry/hunt ratio, this is something I will change later. This removes Jungle (too laggy) and Nubia (wood too imbalanced) biomes until they get fixed. Alpine Mountains is also included (https://code.wildfiregames.com/D2830, ) The mod is now available through the in game downloader! (mod.io). Manual download here otherwise (updated a26, current version 1.0.1): feldmap-1.0.1.pyromod feldmap-1.0.1.zip a26 archive: Old (a25 version):
    1 point
  6. 0 A.D. release names start with the letter of the alphabet that corresponds to the release version. Alpha 22 was Venustas, Alpha 23 was Ken Wood, Alpha 24 was Xšayaṛša, Alpha 25 was Yaunā and Alpha 26 will start with a Z ! As with previous releases, we give everyone the opportunity to propose release names. Let us hear your best proposals!
    1 point
  7. Wildfire Games, an international group of volunteer game developers, is happy to announce the re-release of 0 A.D. Alpha 25 “Yaunā”, the twenty-fifth alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. This version is a maintenance release. Gameplay remains untouched and both versions of Alpha 25 remain multiplayer-compatible. We strongly advise you however to upgrade to benefit of the following fixes: Ranked matches did not longer grant points in the lobby. Mod installation no longer require restart. Mod installation no longer prints errors when installing mods by double-clicking Mod installation now overwrites the existing mods to allow for easier updates. Fishes are now easier to spot on lowest settings with the addition of seagulls. The team wishes to apologize for the inconvenience and hopes you will be enjoying your time playing 0 A.D: Empires Ascendant.
    1 point
  8. my idea is that they make a mode where we control the characters in the first person
    1 point
  9. I want to share a video that I found some time ago, thanks to another post by @Lion.Kanzen: Before watching this, I hadn't realised how much attention should be put on snowballing when designing a RTS game, and I think it's important for us to discuss this because 0AD is a game that snowballs an awful lot: after losing a fight, you may come up with a plan for coming back and turn the tables, but in 1v1, it's better just to resign, because you know it's gonna be pointless anyway. In fact, 0AD would be a lot more fun if it it wasn't so easy to escalate any advantage so quickly. I think that 0AD could be a lot better in terms of anti/pro snowballing mechanics both in economy and in warfare, but one thing that really stands out, and thus I'd like to discuss immediately, is loot: the author of the clip above says that pro-snowballing mechanics are not necessarely bad, because they can be very fun to benefit from, like veterancy in many games, included 0AD, while anti-snowballing mechanics should be more hidden to avoid feeling punishing. Well, loot in 0AD is a mechanic that is hidden (not fun at all, almost impossible to notice in fact) but favours snowballing: it has it all wrong. I think looting could be a fun thing, if it was more evident, or even explicitly commanded by players (like plundering enemy buildings, or maybe even collecting resources from corpses if you gain control of the battlefield) but they way it is now, it's just a free gift for players who are already winning, and a strong factor towards making it impossible for losing players to come back from a bad position.
    1 point
  10. Yeah, holding x/y relics for z time might be a good mode.
    1 point
  11. the relic mode could be modified? so that the team that has the most relics if all have been taken wins? or wins by time? as it is set now if you put all the relics, it is like a normal game but with the technologies of the relics .....
    1 point
  12. I'd like to see more combination victories being played, but right now the game just isn't satisfying to play that way.
    1 point
  13. Put this on mod.io bro. The new minimap layout should be included in the base game.
    1 point
  14. Hey there make sure to reset the teams. Usually what happens is the the players get set to the same team.
    1 point
  15. Usually it is better to leave behind enough units on the various resources needed so that you are able to train replacements to your army. I think it is more risky (to your team) to not attack. If you have 100 extra units in your base gathering res instead of fighting, you will accumulate lots of extra resources which you are unable to use since you are already at the pop cap (assuming you have all the upgrades you want). For this reason the units have more value if they are used to fight. Also, if you attack first, you can usually decide where to fight, since it is now your enemies' goal to limit the damage you do to them. Also, attacking does not necessarily mean moving directly to someones base, it can also mean flanking their army, gaining a position close to their base that they don't like, building offensive buildings, or causing an economically unfavorable reaction from your enemy.
    1 point
  16. I always thought the in-game depiction of gathered food was unrealistic; guess I was wrong:
    1 point
  17. The difference is that #6078 is about triggers, not user interactions. So one could have a scenario that pings the player to a certain location.
    1 point
  18. It seems all it takes is to play a different map than the one and only mainland with low size. Valid reason for blocking expansion is the distance between civ centers and possibly high cost. Also people do expand by means of planting structures at the border, some times house chains to cross half the map. Also some snowballing is needed or the game won't ever end. Me think snowballing isn't excessive in 0ad.
    1 point
  19. I liked how catapult splash dmg prevented snowballing.
    1 point
  20. Just an idea. wouldn't it be interesting to avoid snowball, give a population increase by cc? For example, if you are playing 1v1 with max 300 pop, then houses and other buildings can give you max population 200, the rest can only be achieved by building new ccs (like 50 max pop per cc). I think this would encourage more expansion/fighting for territory.
    1 point
  21. Han themed: Zhang of Han https://en.wikipedia.org/wiki/Emperor_Zhang_of_Han Zhang Qian https://de.wikipedia.org/wiki/Zhang_Qian Chinese themed: Zen https://en.wikipedia.org/wiki/Zen Zhuge Liang https://de.wikipedia.org/wiki/Zhuge_Liang Zhuangzi https://de.wikipedia.org/wiki/Zhuangzi Zouyu https://en.wikipedia.org/wiki/Zouyu Zhurong https://en.wikipedia.org/wiki/Zhurong Zhulong https://en.wikipedia.org/wiki/Zhulong_(mythology) Zhūquè https://en.wikipedia.org/wiki/Vermilion_Bird Greek themed: Zeus https://en.wikipedia.org/wiki/Zeus Zephyr https://en.wikipedia.org/wiki/Anemoi#Zephyrus Persian themed: Zoroaster/ Zarathustra https://en.wikipedia.org/wiki/Zoroaster
    1 point
  22. Plans yes, what will happen may vary, as they were supposed to be included in A24 (had to fix the innacuracies, didn't make it in time), A25 with the fixes didn't get there in time, so who knows
    1 point
  23. In 0 A.D., even in 1v1 it's possible to comeback, I myself managed a small comeback in a 1v1 yesterday, but I agree it can be hard and the game is quite snowbally. In order to comeback from a disadvantage in 1v1 I see 2 main strategies possible: - In early game, if you are around equal in military might, you can try training more soldiers and overrunning the opponent in an all out attack - If it is going to late game no matter what, or if you have less military than the opponent, then play very conservative and try to defend early p3. Hopefully after some time you will have stabilized the economy situation. I think the promotion system is nice and the snowball is not its only use: for example, making use of healers in the army benefits a lot from promotion system, and by that I mean not just the healers, since the units getting healed don't die they get promoted, also healing strong units is better than healing weak ones. For looting however, although I believe right now it's only a small factor and has very small effect even in snowballs, I agree that the looting of fighting army is quite hidden and difficult to feel in the game. Killing traders also loots the resource they're transporting, which his however quite nice, but if the defender microes well he can delete the trader before which is unnice.
    1 point
  24. because you have to build houses anyway
    1 point
  25. That is not a disadvange. You could use those houses as walls, so cavalry does not raid you to death in A25. Also the extra build time is not that much and if you are (about to be) housed, small houses solve your problem easier.
    1 point
  26. Taking the opportunity to publicly thank @Langbartfor this mod, and the tremendous work he did for me in creating the NROC mod for my commentary videos. Dude, I'd have been in big trouble in A24 without your efforts
    1 point
  27. This is such a silly feature, but I love it too. When Delenda Est comes out for A25, I'll try to make it compatible. There are cool little details in it. For example, some units bleed from their noses when they die, which doesn't add to the gameplay, but it's just great that the developer took the time to add that detail.
    1 point
  28. It's getting off topic. For a project like 0ad the only way I see it to be finished is when it is dead. So I hope it will never be finished but be maintained and worked on for years to come. LibreOffice or the Linux kernel aren't finished either but provide an api which they promise to not break if at all possible. If needed the API will be marked deprecated and use of will possibly spit out warnings for quite a while before being removed. There is no reason 0ad couldn't do the same if it wanted. But supporting >= without a stable api makes no sense what so ever. A modder should only ever use >= if he is exclusively using such an stable yet till now and for the foreseeable future inexistent api. PS: You could also have the mods installed into a versioned directory like replays, which could alleviate the issue of broken installs to some degree.
    1 point
  29. A version for a25 is now available for download on 0ad.mod.io (v0.0.25) Thanks for your work on that, @Jammyjamjamman!
    1 point
  30. My position is that it should be added to the game so I don't have to add it to Delenda Est. It's a nice feature, and one I think AOE2 had back in the day. I'm not sure why elexis was so hard core against it.
    1 point
  31. I hope this will happen someday but not before 0AD becomes really playable and (almost) bug-free. Take CaesarIA as an example ( http://store.steampowered.com/app/327640 ), they got published on Steam very early in their development cycle (too early), then they got many bad reviews. Players expected an enjoyable game but what they got is just a pre-alpha game with missing graphics and many bugs. Now, even if the CaesarIA team members have been working on replacing the graphics, bad reviews are still displayed on their Steam page forever. That's something nobody would want for 0AD. I agree with Palaiogos, Steam would make 0AD more popular, it would certainly attract new players and let players update their version of 0AD easily (thanks to the Steam auto-updates system), but I think it's too early. In parallel, I would also advice to publish 0AD on https://itch.io/
    1 point
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