Leaderboard
Popular Content
Showing content with the highest reputation on 2022-04-22 in all areas
-
This only works for a mod. Raiding has been a part of 0ad from the beginning3 points
-
I didn't know you didn't have a topic of this game. Italians will be a new faction fin this game. Sorry I haven't info in English yet.2 points
-
Hello everyone, As some of you may know we maintain a list of all the changes for an alpha on the wiki. The page for Alpha 26 is this one. You can also find all the information you need to update your mod here. Unfortunately we sometimes forget to update it and some commits go missing. Would anyone be so kind as to backlog from r25861 and update the page if needed? This page is really useful to write the release announcement. Thanks in advance2 points
-
Offence Reporting It is necessary for you to create a post on this thread detailing the incident and including the replay file. When reporting a player, it is mandatory to upload the correct replay. Instructions: Locate replay at Main Menu/Multiplayer/Replays Select replay and note replay file path. Go to path in your file manager, locate the file named "commands.txt" Upload commands.txt to the Forums (account creation required) Tag @user1 Please state your lobby username and the lobby username of the offending player. You will not be notified of the result automatically, you may view the ongoing status of our progress at the bottom of this first post. Find more detailed instructions below: data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw== data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw== Progress Report: @Xander12 @gameraj @Nympheuz @raffut1969 @donkenburger @e.v @petiprg1 point
-
Hello everyone, We're happy to release the first M1 Mac Testing version of 0 A.D. Alpha 25b We provide this in the hope of finding and squashing bugs efficiently. It may however contain bugs. If you choose to test, please keep that in mind. EDIT: Since the bundle is not signed on certain macOS version you might need to unlock the app. You can do so by running the following command. xattr -cr /Applications/0\ A.D..app Download Link Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) Video Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test ranked games Test Saving and loading a game. Test Quickload/Quicksave (Optional) Upload the feedback files (See see wiki:GameDataPaths) What to do if I see a weird red line ? Make sure to enable GLSL in the game options. What to do if I have an Out Of Sync? You should go in your logs folder (see wiki:GameDataPaths), find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them. What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes Update your crashlog.dmp and crashlog.txt see wiki:GameDataPaths1 point
-
Hi guys, here is a picture of the Empires at War, Rise of Rome I made , using the 0 AD Scenario Editor...I have been working over a year on it, and posted some pictures of how is looking, for you guys to see, and I think is finally done, after more than a year making it... I really would like to share it with you guys, but I don't know how to upload , so any help from any of you that know how to do it is welcome...The map is Gigantic, and It represents Southern Europe and the Mediterranean Sea, the map and the factions can be modified to your own taste as you like. The scenario I made for this map is set for 4 players, Rome, Carthage, The Gauls, and the Seleucid Empire. You can play any of them or set them as AL players as you like. I make the map to look as close as possible to the real Geographical shape of Southern Europe, The Mediterranean sea, Northern Africa and the region of Palestine and the Anatolia peninsula, and the map is packed with gaia factions that will attack and defend their small buffer states from all All main players including the AL bot. So as you move across the map expanding your empire you will also encounter Sasanids, Gauls and Germanic tribes, Greeks, Spartans, Macedonians, Iberians, Britons , Ptolemaics , Desert Pirates and mercenaries. The map have cities and ports that represent real cities and towns from that age that need to be capture or destroy for their strategic value and a lot of resources for all player to capture and keep expanding. You can set this map as you like...I usually play with the Roman Republic...so that's why I call it Rise of Rome, but you all can play and set the scenario as you like, Hope you guys enjoy it , and if possible, make it better than what I did...I am pretty sure many of you will, and I see forward to that. I just need advice on how to upload here for you guys to play and get it tested, and fix it from any errors if you find any, and make it better... May the Only true God be always by our side... ....You can write me to my gmail account. charliechill17pr@gmail.com. Thank you all for your time and attention.1 point
-
This requires changing the current citizen-soldier system, adding citizens of both genders, and allowing them to complete the collection of various resources. Player P1 cannot train any soldiers. In this stage, there should be no fighting between players, all they have to do is to accumulate enough buildings and populations to prepare for the next stage to fight. This is not to say that the setting of citizens-soldiers is completely abolished, but I think at least soldiers should no longer be able to collect metals and stones. Fighting should be the main work of soldiers, and collecting materials should only be a sideline.1 point
-
The current game shows that attempts to completely replace dedicated laborers with citizen soldiers were unsuccessful, and the original intent was to integrate civilians and soldiers into citizen soldiers, moving from two units to one. But what about the results now? Now there are women who farm, civic infantry who log wood, mine metal and stone, civic cavalry who hunt, mercenary infantry who can build buildings but can't gather resources, mercenary cavalry and champions who can 't gather resources or build buildings.1 point
-
As a result of the game's separation of women from male commoners, it limited the kinds of work women could do, and they were not as good as men in logging wood or mining metals and stones. Even higher farming efficiency than men's is just an unrealistic "compensation". Otherwise, if women lag behind men in overall labor efficiency, who will train women laborers? But in reality, women can often cooperate with men and complete a lot of work efficiently. So I hate this division, because the result of division is that women are marginalized, and many players will delete women in the later stage and replace them with citizen soldiers.1 point
-
Both sexes should be workers not more women(only). Laborers. CS (citizen Soldier) must have little role as economic , help to worker to work but only a little. cavalry should be same.1 point
-
On the surface, it seems that 0AD merges civilians and soldiers to make the mechanism more concise, but in fact it shapes three different laborers - women, infantry and cavalry, making the mechanism more complex.1 point
-
But actually if you can build granary in neutral area, you don't need cavalry to have meat gathering function. In my opinion, because civilians are inconvenient to hunt -> need cavalry as fast meat gatherers -> cavalry needs to be trained in P1 -> need to consider the strength of cavalry in P1. It's not a strategy, it's just creating more problems that wouldn't have arisen in order to solve some small problems, making the whole mechanism more complex and difficult to balance.1 point
-
that is one purpose of cavalry meat gather rate. But the main one is that cavalry can not gather other resources so in order for the citizen-soldier concept to apply to cavalry, they needed to be good at the only economic thing they can do. Since cavalry have such a high food cost, and can gather hunt at a high rate it enables cavalry to be trained early on. Cavalry also make corrals worthwhile to make for food eco. I am glad that the economy side of 0ad has so many ways to improve rather than the simplicity of simply assigning villagers to tasks that do not need to be managed. There is strategy, and there is also skill. AoE2, and 0ad have not only strategy but also skill. This means it is just as important what you do as how well you do it. Later AoE games (Microsoft) lean more toward strategy, with more civ differentiation and less opportunities for skill (ranged units are 100% accurate) Strategy: I will gather lots of food to make women, and transition to metal for mercenaries. Skill: hunt gathering optimization with cavalry.1 point
-
I also prefer AoE3, which has a lot of interesting mods despite its imperfections. Also I think Microsoft is really lazy, they have time to make more DLC for AoE2, but they don't have time to give each nation's soldiers a look that is more in line with the historical display, this is partly because AoE2 is not a 3D game, making A moving soldier model is more troublesome than making a building model, but this does not exist in AoE3, you just need to import a 3D model.1 point
-
btw Did AoE3 have any impact at all? I'm barely aware it exists, because there's AoE4 and bc it's the new shtuff there's talk about it. But if I'm not mistaken 2 is still much more a thing than 3.1 point
-
True, I had forgotten that. Well how about the Senate house for Rome then? And other factions too if they happen to have a building of sorts for such things1 point
-
Attack speed,single damage, hit rate, block (can be expressed as melee defense).1 point
-
I am different from wow in some ideas. He wants to cancel some unique settings of 0AD in the mod, and I want to adjust them. For example, I find it interesting that a unit becomes an elite through combat. What I want to do is to make the combat experience obtained by a unit no longer related to its armor and weapons, and combat experience should be more important than armor and weapons.1 point
-
1 point
-
This is one very nice thing about Selucids and Ptolomies, you can immediately have a hero to lead your forces to battle, whats more they have an elephant hero that can level a civic center by itself if properly protected. Every other civ has to build a silly fort which costs a lot and takes an age. At least the Spartans, Athenians and Gauls have an easier time of things with unique buildings, I think Mauryas as well. But the others are stuck building forts1 point
-
Do these issues occur also when running the official Mac version using Rosetta, or are they specific to the ARM build?1 point
-
1 point
-
Here is a workaround: xattr -cr /Applications/0\ A.D..app Running the above command after dragging the app to Applications should make it run. Still trying to investigate the root cause of the issue.1 point
-
1 point
-
I have ideas how to fix the issue, but I need to finish GL stuff first.1 point
-
We already talked about that with Wow... The multiplayer gamers ones are going to be very upset with us.1 point
-
Hi Lion, What about Adding the Rise of Rome campaign map...I will be posting the campaign soon for everyone to play it. You can play the campaign on solo mode as The Roman Republic, or modified the settings for up to 8 players. The map can also be modified to fit everyone personal taste and be use for many other scenarios, like the Roman Civil war or whatever pop into your mind. You can add other mods to it as well to make new scenarios base on many Historical situations in Europe, the Mediterranean, the Middle East and North Africa. Creativity has no limits for the creative mind.1 point
-
The game is now trying to force all factions to start massive battles in P3. But in fact, each faction has different levels of civilization according to the historical background. If some factions do not have some powerful units in the late stage, such as cataphract, chariot, war elephant, ballista, then their dominant period should be placed in P2 and attack earlier than other factions. And those factions with powerful units in the later stage should try their best to survive the opponent's offensive in P2 until they reach P3 and reach the dominant period.1 point
-
Phase 0 would be peasants and poorly trained militias. similar to classic AoE. The first phase would be found(settle) a village. The requirement would be 1000 food. It would be like War Selection.1 point
-
1 point
-
It should be said that taking the Balkan Greeks as a basic template does not work, because the Balkan Greeks are relatively primitive in weapons and tactics, and they lack many necessary units that should be counted into the basic system. Just like we look at the technology tree of AoE2, most factions will have a choice in this complete technology tree. They usually only have some of these technologies and units. The more complete the technology tree, the stronger the faction. The more incomplete a faction's tech tree is, the more it needs various civilization rewards or team rewards to make up for the "deficiencies". The problem with using the Balkan Greeks as a reference to a generic civilization is that you're trying to make their mutilated tech tree itself "complete", i.e. make the parts they lack irrelevant. You have to make archers weaker than javelinmen, make war elephants a replacement for battering rams, and make those important techs and units dispensable so that the Balkan Greeks don't look weak. A basic universal civilization should have most types of units, should have archers, horse archers, chariots, war elephants, ballistas, Seleucus is a good example (real Syracuse is also very good example). I'm not against "starting with the Greeks", but I am against starting with the Balkan Greeks.1 point
-
yeah. it's pointless to have more details on the design documents, ifthey're not going to be used anyway. I recon that some solutions that avoid micro may be bad for other reasons, but it's against the doc to argue that micro should be empowered for its own sake, and still people sometimes argue exactly that, and noone ever cares to bring up the design docs.1 point
-
I think he means to accomplish what AoE2 only did visually. All the civs look the same in first age and differentiate from there. You would select civ by clicking p1 upgrade for that civ is the way I understand it.1 point
-
@borg- given that p1 is such a critical time but also quite a long process. Do you think it makes sense to achieve this goal by having an "earlier" phase? Something even more rudimentary where only women or maybe some near-universal unit like spearmen can be trained and houses/ storehouses/farmsteads built. A 200 food 100 wood 20 second up time to p1 would be ideal because it gives ranges of options, someone trying to rush would click p1 very soon, but someone trying to boom a little would wait a little before p1. 1 or 2 p0 buildings would be necessary for phase 1 click. Perhaps we could also make different civs have different costs of time or res to click p1 (maybe some civs cost stone? or metal?). Current unique starting units would appear at cc upon phase up (like spearcav, camel archer, han swordcav, maur elephant, kushite healer) and would be seen as a tiny buff for that civ. I think it makes sense for this first phase to take no longer than 5 minutes, and for only the baskets upgrade for berries available. I do think that such a change would make it even more important to balance the civs. We could also make p0 without the civ selection phase 1 research If we make p0, we could allow blacksmith in p1. I think that this early purchase of blacksmith would be much more expensive relative to blacksmith in p2 which people tend to spam without thinking of costs. This would provide some early boom/military differences that can be exploited (remember booming=turtling discussion?) I think this would make rushing a more interesting strategy too, because rushing in p0 would be challenging, and you would see some drastically different populations/ phase up times early on in the game.1 point
-
It is generally believed that the traction trebuchet originated in China. We call it "礮Pao". This is the simplest but most effective weapon that uses the principle of leverage. We used it to drop bombs from the 12th to the 15th century.1 point
-
@Philip the Swaggerless Yeah, you're right there. Not having to build something, and instead of spending you're gathering resources, that's definitely an advantage.1 point
-
Hi, this is my first forum post, I've created a small map for personal use. I made it in a few days, and it's not the best. Forgive me, I'm still learning the ropes. Looking for feedback! Without further ado, I present my first half-decent, horribly unbalanced map, the Battle of Iapetra, downloadable below. Screenshots will hopefully be added soon. I hope you enjoy, and apologies for the inaccurate name! city_siege.pmpcity_siege.xml1 point
-
Hi @AlphaEpsilon290 and welcome, My tips would be to try break pattern in terrain textures, take about e.g. 3 main terrain elements and add to it with a small brush where needed. Play around and note the difference between left click terrain painting, and right click terrain painting. It's also nice to not only break terrain textures, but the terrain itself too by adding some height differences like holes, bumps, mountains, hills (and by texturing those accordingly) etc. Wildlife and nature can do some wonders to the atmosphere and setting aswell. If you want this map to be played without the unlimited resources setting, it's standard to have the following resources near the civic centre: About 10 chicken and 5 bushes for food, some straggler tree's nearby for early wood without needing a store house, and a big metal and stone mine about a farms reach away from the civic centre. Ofcourse you don't neccesarily have to follow this standard, but it can give you an idea. Good luck and have fun1 point
-
Some tips: Scenarios are cool because we can emulate certain features that existed at that location and at that time so be sure to add trees and use the atlas relief modifiers, there are a lot of cool things to use. Keep us updated with future updates!1 point
-
@user1 I regret to have to make this report but this player named FUBAR did go a bit too far. He suddenly left a rated 1v1 game hosted by himself without resigning soon after I destroyed one of his CC, even though he had 2 and most of his infrastructure were intact. He began to talk rudely since I reached town phase, calling me names like 'smurf' and 'bullshit'. Even after the end of the game, he called me '@#$%' publicly in the lobby before leaving. I have both the replays and a screenshot. Had the game continued, I would likely have won. Therefore I think I deserve some rating increase, considering that many people have told me that I am underrated. My username: Roshan9 Offender: FUBAR 2022-01-02_0002.zip1 point
-
Hey good night user 101942 quitmetadata.jsoncommands.txt a game. Thanks!1 point
-
That's definitely the case of mauryan Maiden Guards. That units (champions!) don't absolutely make sense and I think should be reviewed. Another big problem (in my opinion) is about heroes. Boudica and Cleopatra have a insane and totally unrealistic damage attack and amount of HP.1 point
-
Yep, it does! Besides, I personally like "working side-by-side", irrespective of gender etc. Whether this is historically correct or not, I don't care too much, but I respect contrary opinions on this. If my previous post was misunderstood, it must have been me being not clear enough and what not.1 point
-
Hey guys. My mod was never intended to be woke, progressive, or to "right historical wrongs," or to reduce female representation, remove/promote misogyny/misandry, or anything pro/con politically or socially. I just felt it made more sense to have male and female variants of civilian citizens, aka "villagers." That's pretty much the extent. I think it also just looks cooler to have male and female villagers working side-by-side.1 point
-
1 point
-
Recently I watched a historical video which says that the pop-culture siege towers (which are used to capture walls) are rather wrong. In reality, the siege towers where used to shoot at the defenders (and to destroy gates / walls / buildings) So they should be fine.1 point
-
Over the last alphas, I think there was increasingly less offers by AI-enemies to become neutral or even allied; not that I'd much inclined to accept it. I'd still like some ~matrix to be available in-game to see what the relations are (it gets announced anyway, but I don't necessarily remember it).1 point
-
We can also determine it based on number of games won, ratio of games won, etc. Winning games and high KD ratio increase the xp of a player and titles are given based on do. This separates pros from nubs so that nubs don't get abused and pros can enjoy exhilarating matches.1 point
-
Just played around for 20mins, seems to work as intended. Tested citizen production via CC and house. I only noticed that the production of male vs female is not always equal. Sometimes a batch of 6 is only male/ female, other times it works as intended. It seems random. iberians.mp4 An then there is this: Also can you change the accent color e.g. blue? PS: Just noticed that the selection via 'Skirmish' --> 'New Maps' now only shows 'Atlas Valley', the tag for new maps has been removed with [24939] and [25007]. I guess you used some SVN version between theses changesets to create this mod.1 point
