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Showing content with the highest reputation on 2021-08-29 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.5 points
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Hm, I'm still struggling with the installation of the re-release on 2 PCs. My guess is that the problems are due to me installing 0 A.D. for non-admin users. PS: As I suspected, the problem sits in front of my PC. I should not have messed with local 0 A.D. installations on the kids' PCs via scoop and then on top (as admin) the installation of the re-release. I major messed things up. Well, it should work soon after having cleaned up Augias' - sorry, my own - barn. PS2: Lo and behold - it now works on all 3 PCs - and is just great fun! Thanks to @wowgetoffyourcellphone and all others!3 points
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My sibling and I do this all the time. But it's kind of hacky for now.3 points
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It would be neat to have an "apprentice mode" where another player can help a less-skilled player for a period of time. Also, it would be nice to have "co-op mode" where two players can control the same civ for the duration of a match.3 points
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Extended from this thread: Github Repo: https://github.com/JustusAvramenko/0ad_terrains_overhaul @maroder, myself, and others are looking to build upon the biome and map work we did for Alpha 25. We will post discussion and progress reports in this thread. We will also entertain suggestions, bug reports, and criticism here. First thing Maroder is working on is improving Gulf of Bothnia random map. First thing I am working on is improving the India biome. I'm making wider spaces to build and removing the obscene amount of grass props. ------------------------------------------------------------------- In addition to improving the existing new biomes from A25, I'd like to add a few more for A26: Hispania-North Africa Italia Persia ------------------------------------------------------------------- We would also like to work with the team to extend and expand the biome code to allow for more flexibility and interesting maps. Wishlist. Note: Not all random maps are required to use all options available in the biome files: Additional Gaia options fish1 fish2 treasure1 treasure2 treasure3 bushForest1 So, these are bushes, plants, and saplings that line the edges of forests. This is crucial to make forests look natural. bushForest2 dangerousHuntableAnimal Boars, etc. riverineShoreAnimal1 Crocodiles, Hippos, etc. riverineShoreAnimal2 dangerousAnimal1 Tigers, Lions, Wolves dangerousAnimal2 Additional Decoratives bird1 bird2 oceanAnimal1 sharks, etc. oceanAnimal2 dolphins or Portuguese man o' wars, etc. rockShore cloud1 dust1 Sand storms, etc. dust2 Resource Counts. Allow biomes more fine-tuned control over various resources. Patch: https://code.wildfiregames.com/D39952 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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I said civ, because "2 players playing the same player" sounded awkward, if accurate. But basically, it would be 2 separate people playing as 1 player in game, sharing responsibility. It's called coop or co-op mode in other games. It could be as simple as just allowing multiple people to choose (or be assigned) the same player in match setup.2 points
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It's the re-release. It's available on the website. https://play0ad.com/re-release-of-0-a-d-alpha-25-yauna/2 points
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if we consider the initial example by @Ceres, we see that communication is not the issue, we may even be telepathic, but if I send troops to help in a battle my ally is leading, while I'm also busy elsewhere, there is no way I'm gonna be as effective in managing those troops, as he/she could be with shared command. Also it's not like the option to share troops excludes the need for good communication anyway. However, this could escalate quickly and it's up to developers to decide how far to allow sharing control between allies: worse players could take the habit to give control of their troops to better players, and also couples of players could specialise so that one always works on the eco of both of them, and the other follows the military expansion, for the benefit of both (this is actually an example of how sharing units could foster communication, rather than avoid it).2 points
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If we could have text with drop shadows, then lighter backgrounds would be okay.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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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
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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 think it would be only a good idea to introduce Champion experience. Think of it. You dont wanna lose them then not only because they are expensive, because at a certain point, this is not the case anymore. And healers would be more viable. Even Champions should be able to become stronger after battle.1 point
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Training and usage of Healers by the AI (AI wont train them, but even doesnt use them if i placed them from start) Training and putting citizen milita who are going war into barracks long before attacking the player to have more xp and therefore strength (i think this one is not realistic to be introduced) An option to get unlimited/uncapped Heroes for the AI (just not only 3)1 point
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Improved Stone Mines for India, and you can definitely see fewer grass sprites. We need new models for the "small" Metal mines that pair with the new metal mines added in A25, as the current "small" metal mines re-use the small stone mine models. @Stan`1 point
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Coop games would be awesome. It's an alternative to 16 players games. Coop games and the ability for players (or disco player teammates) to vote on "coop players" mid-game to replace a disconnect player would be great too (and if disconnected player reconnects they can take over and/or continue with coop).1 point
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you want a loot level so high that if you manage to do a succesfull rush (and it doesn't even have to be extraordinarily succesful, you said) then you have an economy that can compare with that of other players that have been booming instead? now imagine this in a 1v1 setting, could be a school example of what snowballing is: you have been raided and you managed to reduce damage a little, so you may think you are fine, or at least that you can catch on, but no, the other player is so much forward (as if he was booming) that he can keep rushing without fear of being reset, because just a small margin snowballs more and more again.1 point
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Look at the base styles and how they are defined, you can control how the textures are streched when the dimensions change, perfectly doable with current gui code.1 point
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A re-release is another minor version of the game. A23b and A24b were minor re-releases of A23 and A24 respectively. Usually it comes from a lack of thorough testing and sometimes a lack of quality control of the patches which is a bit sad. You can download it from the main website and you need to reinstall the game yes.1 point
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Well you could render the text on a purple background and generate a drop shadow from it in gimp.1 point
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Tried that, but then you have to use a very blurred shadow to accommodate for the different strings and translations and in the end its looks more like a smudge. But yes I will try to find an option that works with light backgrounds.1 point
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@maroder Oh my god, this is such amazing art! My deepest respect! This goes to all developers, artists, and contributors.1 point
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Mod installation is bugged on the initial release. Use the re-release.1 point
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When I want to do sth like that I do an area selection until I have at least the number of desired units in it; other units I kick out by CTRL+click on their icon. Should I have more than the desired number of units in my selection I CTRL+click them individually; since they're marked they stick out and with the ctrl held a mis-click won't change anything.1 point
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@wowgetoffyourcellphone@chrstgtr I also notice that in TGs I see good players who have a lot of fun rushing sometimes get carried away and do what I call "over-rush". What happens is the value of further rushes decreases and the overall effect is that you slow yourself down. Sometimes I see one super successful rush where the victim is then placed very far behind in boom, and the attacker can either use the population lead to have a faster boom and finish the victim later or the attacker can keep rushing. If a weaker player has a successful rush against a better player, they might want to keep rushing even if it slows themself down, because the weaker player was less critical to their own team. Sometimes a game can be lost by a good player slowing themselves down by continuing to rush a player who is already behind from the first rush.1 point
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The problem isn’t 1v1s. The problem exists in team games where a player can have an incredibly successful rush and then get steamrolled by an enemy that boomed (ally of the player that got rushed). As a result, most rushes are only partially done because at some point (which occurs quite early) you put yourself more at risk of doing damage to yourself (vis a vis the booming enemy) than you can ever do to the rushed player. This is particularly true if your pocket ally is worse than your enemy’s pocket ally. Because of all this, most rushes in team games last only one or two waves. Multiple wave rushes are also much more common in 1v1s, which is partially the result of farther walk distances that give rushed players a chance to recover. ETA: so basically, loot helps make a “good” rush (ie, something like 10 kills and 5 deaths) be a viable strategy. “Lesser” rushes like 7 kills and 5 deaths can often cause you to lose a game even though you actually “won” that initial fight1 point
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I don't know. Maybe you're just such a nice guy. Or you try to improve communicating your point?1 point
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I like this idea of additional messages on booty or other incidents. At least I can't always keep an eye on my statistics and don't always know them by heart. And I still don't know a lot of the little things about the game. There are obviously advocates and some who feel rather bothered by such notifications. Of course, that changes with everyone over time. At some point you know everything or you could remember it right from the start. an additional message of success strengthens the ego and is emotionally just pleasant;) I could somehow imagine this as an option that can be switched on and off. How important, I can't decide, I will certainly not be able to participate in the implementation again.1 point
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What I mean is, it's such a passive benefit that is not very obvious. In other games you see some kind of UI notification when you gain loot, either with a number flash, a text notification, an animation, something. Loot in 0 A.D. is very sub-surface. In BFME2 you had to physically move your soldiers to go grab loot as it was dropped from a loot-bearing structure that was destroyed. In 0 A.D., you have to go digging into a layer or two of the UI to find it and even then you don't really notice it's happening. There's just this snowball effect that rolls under the surface.1 point
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Maybe I'm just a pedant, but how could anyone not ever look at any unit info and not notice that there's a loot category? As I said before, I don't think loot plays much of a role and so I don't care too much either way.1 point
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I think it's funny how the original game design had some interesting self-balancing and anti-snowballing features. While soldiers get automatic upgrades (promotions) and extra armor, they were supposed to get slightly slower. As you upgraded units, they were supposed to get more expensive. And technologies were supposed to have self-balancing effects, so let's say you upgraded unit health, they were supposed to take slightly longer to train. The stronger your buildings became, the more expensive they were supposed to cost or the longer they were supposed to take to build. Technology pairs meant that you gained 2x as many possible techs, but you couldn't have all of them no matter how many resources you had. And the pairs complemented each other in a self-balancing way. All of this was stripped out of the game, largely because their implementation was ad hoc and new people came into the team and thought things should work a different way or didn't understand why they were designed the way they were.1 point
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I'm going to remove much of the loot in Delenda Est. Loot is a reward, true, but it's one that promotes snowballing, and I think a lot of players don't even know it exists (except for XP purposes). It's just a silent snowball. I think massacring the enemy is its own reward. I'll keep Glory and Coin loot, but raw resources as loot is going to be out for DE A25b. This also has a side benefit of making the "loot" bonuses of a select few heroes feel more special. Mostly removed from Delenda Est, although capturing CCs remains.1 point
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they don't exit randomly, they follow the current rally point of that building, so you have to ask to your ally to set it appropriately.1 point
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I play since alpha 21 and even when in aggressive mode it has never happened me that soldiers deliberately stop working without an explicit order. They stop working only if attacked, so I have always used this shortcut1 point
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Can't believe something as amazing as those screenshots was done, yet the project seems to have dropped dead for almost 3 years. May we please ask for an update on this? Is there still no way to integrate the code in a proper way so this can make it into the original engine? I was just wondering about things like additional building lights and glowing windows in another thread:1 point
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The biggest problem with 0a.d is that you can easily reach your population limit without having to do anything. No need to expand territory, no special buildings, nothing, all the resources you need are in your reach. I think making the territory something more valuable would be interesting, also future additions of camps to ally, treasures among others, can make this snowball diminish.1 point
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Yeah anyway adding flags to houses is not hard, I'll see if I can do it for A26 or teach someone how to do it. It's basically: - Import Dae in Blender (make sure to click import units (Some models might not import (correctly or at all) or reset all prop points be careful) - Add a new empty object (shift +a) - Rename it prop-garrisoned or prop_garrisoned (game doesn't care) - move it to the correct location - parent it to the building Ctrl + P with both selected and the structure as active (light yellow) - Export back. - Update the actor to use props by adding <group> <variant name="ungarrisoned" frequency="1"/> <variant name="garrisoned" frequency="0"> <props> <prop attachpoint="garrisoned" file="path to flag"/> </props> </variant> </group>1 point
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@vladislavbelov any update from this thread? (glow, light, lighting, storm)1 point
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The gifs look so good that it'd be a shame not to have it. Imagine some guys walking through the forest with torches or a campfire at night!1 point
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Also it's worth noting that Pyrogenesis should be a standalone engine. Just because 0 A.D. cannot handle it doesn't mean the engine shouldn't support it. IMHO the engine split would be great for that.1 point
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"Ultra" Option maybe ? Well it looks already gorgeous with the campfires. Why not ? Do you have a patch somewhere @aeonios Ping Which one ?1 point