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Showing content with the highest reputation on 2022-04-22 in all areas
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This only works for a mod. Raiding has been a part of 0ad from the beginning3 points
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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
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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
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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
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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
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I'm translating 0 A.D to Indonesian and I found this Water Weeding technology. The description is "Grow water weeds to to supply rice plants with (sic.) nutricients." Can I get a context on what species is this water weed? And if it is actually giving nutrients to rice plants? I'm Indonesian where rice is our staple food. As far as I know there is no weed that supply rice plants with nutrients (weeds are robbing rice's nutrients, if any). There are some that could be planted side by side with rice, but it's for land optimization, not to improve the rice's nutrients.1 point
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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
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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
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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
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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
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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
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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
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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
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I personally much prefer AOE3 over 2, mainly because 2 is really chaotic and the isometric view is horrible imo. The combat feels much nicer in 3 aswell. But yes, it was a small ripple compared to AOE2.1 point
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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
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I have always said that capturing should be optional. No main feature. As you said, in peace, or quiet hen the zone of combat is clear.1 point
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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
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I'm not saying they are innovative but they inspire to improve what we already have. In the end, we are looking for more of the same, but with newer improvements.1 point
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Because even if there is no travel distance between granary and prey, cavalry gather it faster than women or infantry. You can also improve hunting efficiency by attacking from farther away so that the prey flee toward the farmstead.1 point
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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
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How about: Allow specs to flare, and allow settings toggle for spec flare visibility?1 point
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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
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I have ideas how to fix the issue, but I need to finish GL stuff first.1 point
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Personally, I think it would make the most sense to have civilians fight enemies and animals by throwing stones. In a panic, rocks will almost always be available immediately at hand. For hunting, one would have a chance to go and get a bow and arrows before you set out, but when ambushed by raiders you would have to use the tools on and near your person. Getting in to hand to hand combat with an aggressor is also extremely scary (and dangerous), so a non-militarized populous will prefer to deal with threats at range... which against an enemy without ranged armament is the objectively correct way to handle the situation if you want to live. Lastly, perverse as it seems, I think perception that a thrown stone is sub-lethal compared to dedicated ordinance like an arrow or javelin is actually a huge advantage in getting untrained people to overcome their cognitive aversion to killing. If it takes multiple stones to kill someone, you can always deny that you were responsible for delivering the killing blow. (Maybe this is why stoning is a historically popular form of execution.)1 point
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The price is that players who are not used to the A23 will gradually abandon the game. I started recommending 0AD to Chinese RTS players 4 years ago, and it was during this process that I began to absorb their opinions to make the Mirror mod. If the alpha cannot be changed in the future, then I will implement it in the module. This at least has another option for some players.1 point
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Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Breakpoint) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 13 (Insufficient access rights to open file) OS error = 0 (no error code was set)1 point
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Hi, please state your OS and actually attach the crashlog.txt and crashlog.dmp files. Here's how to locate them: https://trac.wildfiregames.com/wiki/GameDataPaths You can also check https://trac.wildfiregames.com/wiki/FAQ Two classics: 1. Your antivir is preventing 0AD from running, 2. You're on a laptop and your integrated GPU can't handle it (switch to designated GPU). HTH1 point
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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
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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
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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
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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
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Aha that’s got me more interested. If the generic civ starts with skirmishers and spear men in p0, does the civ have those in p1 too or can they have their original starting units? Also is p0 a valid way to describe this? Or do you imagine this in p1 as it currently exists? I would be fine with this as long as those “regional civilization” bonuses are not something more deciding than the overall civ and team bonuses. I would dislike it if for example all the African civs became boom, all the Greeks became rush, all asian civ become turtle. I think these bonuses should be important in p0 while the civs are grouped like this, but wear off or go away in future phases. Cheaper palisades in p0 could be a good example of a bonus for a regional group that does not influence late-game civs distinction too much.1 point
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It can be that way too, instead of having 3 generic civilizations at the beginning, we can start with Greeks and then choose which Greek civilization we want to expand.1 point
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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
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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
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@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
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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
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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
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Hey good night user 101942 quitmetadata.jsoncommands.txt a game. Thanks!1 point
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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
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This has gone a bit too far. 1. 'Female citizens' in 0ad are UnitAI + template.xml + actor.xml. They have nothing to do with real women whatsoever. So there is no sexism involved since we are dealing with purely AIs. 2. If you make 'male gatherers' , then someone could ask for 'female soldiers'. But if you implement that, you see women killed on the battlefield, then they will protest because women's rights have been violated... So these people will never be satisfied... 3. Women rush can be an effective strategy to delay your opponent. I don't see why the creator of the thread just sprays in a random criticism and never returned to check out the the mod. They have not returned since November 2020... No other female players have had this complaint, nor are the interested in installing extra mods to make the AIs more politically correct... This led me to suspect that whether this Crea is trolling...1 point
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I'm wondering if it is desirable for Siege Towers to do what they historically did: capturing walls? I think it makes more sense than to have it as arrow-shower vehicles like they are now. Due to infantry cannot capture walls, I think it would be interesting to have gates be captured by siege towers and letting infantry to enter the gates as an alternative of ramming the gates. Speaking of gates, I think it is weird that siege towers can pass through the gates, considering its height. Perhaps we can limit passable units based on footprint height as well?1 point
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Hello! I'm not sure if this belongs here, but would you find addition of climate catastrophes (flooding, storm, earth quake, volcanic eruption) interesting and feasible to add?1 point
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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
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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