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Showing content with the highest reputation on 2021-08-28 in all areas
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Why ? What is there to say: I like to look at something different once in a while. Installation note: No guarantee that it will be compatible to any other mod, but if you want to try it, it's probably best to enable this one last (after) everything else. Current version: 0.27.3 (testing/ A27 / SVN) | 0.26.3 (A26) Where to find it: For A27/ SVN: newest testing version https://api.mod.io/v1/games/5/mods/1965214/files/3658747/download (needs manual installation) For A26: It is available through the in-game mod downloader or manually from: https://mod.io/g/0ad/m/shiny Some features: In case you don't like the new backgrounds: There is now the option to enable or disable it and switch between the new and the old backgrounds. Just go to the options and click on "Disable new background" _________________________________________________________ Credits to: @Langbart who gave me the idea and with whom I discussed much about the initial design/ who generally helped, @wowgetoffyourcellphone @Stan` @Radiotraining for tips on the design and a general thanks to everybody who gave their opinions and suggestions in this thread.7 points
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I don't like the idea of having the possibility to take control of allied units just because currently many of this "hurdles and special situations" happen because allies are not able to cooperate in synergy. Being in synergy as a team is a skill often too much underrated. I would personally prefer a feature that allows you to select the exact point where to ungarrison a definite number of soldiers you placed into an allied building. Currently if you can garrison some sword cavs into an allied building in order to defend it from rams when you press U your units will be ungarrisoned randomly and they won't immediately start to attack the ram.3 points
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(https://code.wildfiregames.com/rP25869)3 points
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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.2 points
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What about shared troops? A teammate tells me via mumble that he garrisoned some units in one of my CCs close to his territory that is under heavy attack. While he is fighting also on the other side and thus already very busy, he would like to give me control over his units. I can already now ungarrison, but then I have to tell him they are out and he needs to take over. Therefore, I thought that maybe taking/giving control from/to allied teammates could be an option. There are surely lots of hurdles and special situations to consider, and maybe it's technically too complex, but I just wanted to bring this up - for a mod or in-game.2 points
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PPA updated: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/2 points
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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.1 point
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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.1 point
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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
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hi, I used to use ffm_visibility and some of the older versions of this mod. Despite most of the features are useful, I can't really use it anymore because of the "Shift-S" hotkey. I tried to remove it from the hotkeys editor, but I think it gets restored every time you go to the main menu. Using the arrows to move the camera makes no sense to me, since they are far from all the other hotkeys on the keyboard.1 point
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I think most of these in 1v1s are more like pro snowballing features. -Wood is plentiful on the map, but having only 1 CC for the entire game might stress you. -The static defenses are difficult to overcome, but on the other hand, they do not really endanger most opponents. A unit garrisoned in static defense has only 5 damage per second, which is mediocre at best. On top of that, they don't focus their arrows on a single target, which means that instead of taking out a few units, the army has a chance to escape without casualties. -garrisoning units does not stop an attack. It keeps some units save, but most often there are kills to be found. -Again, I think buildings are difficult to take out, but neither do these buildings harm the opponent to much. -Soft-counter is really pro-snowballing IMHO. It means you still need a decent force before it can be effective. It is not like good use of a few units results in taking out a larger force, as in games such as age of empires 2(mangonels, siege onagers) and Red Alert 3(war dogs). I think it could be better.1 point
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Yep, some thought could be put into the separate game modes or victory conditions. For instance, Civic Center victory condition could have an optional timer. Capture the Wonder is a game mode (a Wonder of the World is placed near the center of the map) that turns on the Wonder Victory by default (can't be toggled off) with the optional timer. And perhaps it disables player-built Wonders. Some thought could be put into a Death Match mode as well. Make it more than just getting a bunch of resources at the beginning.1 point
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Or forced on every map. For example, some people like regicide. Some people don't. It is an option in every game, but that doesn't mean it has to exist in every game. It seems like this should be able to be added via an optional victory condition to every map.1 point
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I can't say for the other players but it is my feeling that melee/ranged balance is quite good at the moment.1 point
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A "capture the wonder" or "king of the hill" gamemode could be quite fun. I feel like these are features that would be great to have as optional add-ons for games of 0ad rather than core features.1 point
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Yes. If you need more help with using Phabricator or tips for messing with UnitAI, you can come online on IRC. From a cursory look: yes.1 point
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Houses are capturable. Yea, you can garrison and make it harder to capture it. However, why should houses perform the function of walls/palisades when walls/palisades exist.1 point
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You can probably build a house out of palm "trees" so I think we can call them trees non-scientifically. idea: date palm food source changes into date palm wood source once all berries are eaten.1 point
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What we need, IMHO, are new stone mine models. The main issue (I think) is the temperate stone mine we're using next to the starting CC. It looks a lot like the metal mine, especially with graphics turned down low (the spec and normal maps disabled on the metal mines make them lose their luster).1 point
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The "yellow vein" texture is OK. There's no need to change it. Problem is that not all metal deposits use it. Some of them uses a model/texture that is too similar to the one used for stone deposits. I'll take some screenshots when I have some time.1 point
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Thanks Stan, and of course i will enjoy it, this game its freakin awesome, nice job to all you guys from the wildfire for making such a nice and cool game.1 point
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Thanks for all the attention and help, but i've managed to make a small modification just for one single file (unlock_shared_los.json) so the cartography is already researched from the start of the match, the mod its attached down below, fell free to change and tweak it as you want or maybe even add it as a option in the match menu. Its all up to you guys. Again, thanks for all the messages and ideas. Vision_Sharing.zip1 point
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In "gui/session/chat" there is a file called "ChatMessageFormatSimulation.js" in which, I think, you could remove " || msg.player != g_ViewedPlayer && !g_IsObserver && !g_Players[msg.player].isMutualAlly[g_ViewedPlayer]" at line 91. Perhaps you'd also need to remove line 270 from the "TechnologyManager"-component (it defaults to all players). This should allow the phase completed notifications to show to all players, for the start and abort notifications remove the appropriate lines in the "TechnologyManager"-component (just a few lines further). I hope this helps, otherwise I'll have to look more closely ;)1 point
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A23? Now there is: SharedLOSautoresearched.zip @Stan`, feel free to upload it to mod.io; I won't. Also, making it a game-setting would be nice, but also more complicated to implement. @nani, off-topic yet somewhat related, it would also be nice if phase advance notifications are communicated to all players, instead of only to allies (and observers) and if each player's current phase would be displayed in the diplomacy window.1 point
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I guess it could be a gamesetup option for the tech to be autoresearched @nani?1 point