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Showing content with the highest reputation on 2022-06-18 in all areas
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Hello everyone, LINK: https://gitlab.com/0ad/0ad-community-mod-a26 Following recent & less recent discussions on the forum, the team has a proposal on how to improve balancing that seems viable in the short term. This post will explain the 'what' and 'why'. What We will make a copy of the files relevant to balancing (templates, civ data, techs, ...) as of A26's release, and create a new repository on Gitlab. This repository will be bundled as a 'A26 community balance' mod, and regularly signed & uploaded on mod.io by the 0 A.D. team. The mod will also be easily downloadable directly from gitlab. Community members will be granted commit access to this repository, on a voluntary basis, by 0 A.D. team members. This commit access is subject to the expected rules, such as not trying to mess everyone's work and generally behave productively. More generally, the mod will be public and anyone can easily make PRs using GitHub/gitlab's interface, and people with commit access will be able to merge PRs. This mod can then evolve on its own after A26's release, independently of 0 A.D.'s work towards A27. Why We agree with you that balancing is a sore point for 0 A.D. The issue is complex, and the team lacks time to fix it. Previous efforts, such as the balancing PM or the balancing subforum, did not work well enough. Furthermore, we receive a lot of feedback from the community on gameplay and would like to give the community a more hands-on approach. There are far more players than team members, and we hope that having more people with commit access will speed things up. We understand that Phabricator is a little unwieldy. Using a better known tool will also make it easier for people to make changes. We cannot currently give commit access to the whole SVN repo, nor can we easily split the 0 A.D. mod to make balancing its own repository. Making more regular releases seems unrealistic at the moment. Migration to gitlab is also a work in progress. Therefore, we think this is an easy way to make strides forward while not increasing the workload of the team too much. By making it a mod that can easily be downloaded, and that's provided by the 0 A.D. team, we can somewhat ensure that the mod will be played, and thus a better product. This also relieves the team of some of the pressure of balancing the release right away, since we know unbalanced units (which are somewhat inevitably discovered after release) can be fixed. What happens with A27? This balance mod's scope will not follow potential engine changes in A27, and may not be immediately portable when the time to release comes around. Our hope is that, by comparing the mod with A26, the 0 A.D. team can understand the direction that things should go in and port relevant changes in a coherent manner. This will almost necessarily lead to some changes not being ported, or to some work being necessary to do so. To summarise: we'll give you the keys to the car to make A26 a more fun game. By the time A27 comes, we can hopefully use your work (and our own) as a good template for a better game out of the box. If this experiment is a success, we may reproduce it after A27, but time will tell. --- The repository will be shared around the A26 actual release, to make sure the files are indeed those from A26. In the meantime, feel free to share feedback on the idea and indicate what you'd consider a fitting role for yourself.7 points
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Sorry if this sounds like a ridiculous idea, but since 0AD is a historical civilizations game, I am making a mod to explore Early Hominids in Africa, I think it would be cool to explore the lineage of our ancestors evolving in prehistoric Africa, in a mod, Sorry if sounds like a ridiculous idea, but I am doing this mod so I can not only make a mod for 0AD of this, but to allow me to explore early hominids and make some interesting models, and landscapes in Atlas and Blender, just thought I would tell you guys I am in the works of making this, any ideas are welcome for this project! Now I already have the plans laid out of how to portray them in a mod, but I am making different maps based on location and research of where they evolved in, and what weapons and tools they used, I am also using mixed textures of real animal images obviously using CC-BY-SA and Public Domain to create Mammals that lived alongside our ancestors. But yeah I am in the early stages of this project, and I hope to eventually release it after the loads of research I am doing to apply with the 0AD engine's limitations, but I am a huge expert and really into research on early hominids, and I look forward to sharing some pics with you guys, I look forward to your ideas and I will be showing some pics soon!6 points
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Sounds good, I am open to tips on this, since I am busy working on the first hominid for the mod, Sahelanthropus Tchadensis which will be made alongside a map of the Djurab Desert in Chad, North/Central Africa where fossils were found. with some possible animals made to coexist in the same environment as Sahelanthropus in which I am yet to research. Each map in the mod is going to be location based on where fossils were found mainly for each hominid.2 points
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Se ven muy bonitas las actualizaciones de @Lopess (The updates look very nice.) Maravilla (Wonder) Fortaleza (fortress) Torres defensivas y muralla (Defensives towers and walls) Casas, almacén y granero (houses , storehouse and farm) Templos (temples) Puerto (dock) Taller de asedio (siegue workshop) Cuarteles (Barracks) Centro urbano (Civic Centre) Disculpen las molestias*2 points
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This turned out really good!!! If you can and if you feel like it, we need a good texture for the women and the priestess.1 point
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As far as China's experience is concerned, there is no "female armor" that highlights women's sexual characteristics, especially in ancient times, bras were not used to support the breasts. Most of the time women's clothes are the same as men's, and the same is true of armor.1 point
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Yeah, when this topic popped up I thought to look up our Visha Kanyas; their attire is even more bikini-ish then I remembered...1 point
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There are multiple resource costs, while there is only 1 research time per affected tech.1 point
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150 metal is still way faster than 100 food and 50 wood. 1-food is the slowest gatherer resource 2-it requires upgrades for only one resource type 3-metal mines take a long time to deplete whereas wood is quickly chopped down. As a result, players must build multiple storehouses to always be close to wood while they only need to build two storehouses for metal mines. This means that collecting wood costs resources (the cost to build storehouses), time (the time spent building storehouses), and shuttling time (the amount of time wasted when units walk from the wood to the storehouse). These costs are almost nonexistent for metal.1 point
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I do plan to have some screen on the landing page if you've activated the mod, but that'll only be for signed versions of the mod, which I expect to lag behind the 'fastest' stuff. It's going to be a little awkward, unfortunately, but less so than having to actually apply patches or something Not doable for this release either, though yes that would be a nice feature.1 point
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Hello, I arrive a little late but I would love to see mod on A26 or A25. I hope that a mythology mod will come out one day. I will play it.1 point
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And auto loading the mods required to play a particular match would also be a major help in making this work.1 point
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By the way, is there any plan on the off chance that a check is implemented, that pops up an advise to download the latest version of the mod, anytime you join the MP lobby without the mod or with an old version?1 point
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Cool! I once thought of starting a similar early human society mod, I can help with unit textures!1 point
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Needs to be a major change in Transiflex. Also "dein", "deine", "deiner" ... need to be capitalized. Then I'd follow.1 point
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we must define a few axes as well. Units roles/ counter(soft and hard). Asymmetrical RTS(yes or not) and how? And future planned features. And redesign unpolish gameplay (capture, siege, naval units).1 point
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Just an idea inspired by the hill removal - what if the new map named "plainland" would have little ponds of water instead of cliffs - mainly so that one could use fishing advantage and also make Athene civ more balanced since they could finally get their full potential since they have mercs and champions locked to only maps with bodies of water present Athenes really could use the ability to unlock their full roaster of troops on the most popular of maps for TG-s since as of now they just feel like subpar civ if you get them on random compared to games with water anywhere on the map Fishing is super good as well and would make booming more interesting as well and would make "mainland" meta more diversified and interesting to play/watch1 point
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I thought in this example the difference in units lost is a factor 2. I don't want to be sarcastic, but do these situations really exist or is it wishful thinking?1 point
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Well, I actually know how to implement things into the engine, and I know what to include, so I have a basic idea already of what i am going to code for this.1 point
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This is a good idea! I believe the entire base already exists here, some new 3d models. If you need help getting started with coding, I can help with tips.1 point
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It was deliberate, but since the structure split this should be changed. With y'all's permission I can fix that.1 point
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IIRC it' supposed to be like units should only be able to enter buildings they can be produced in, but since cav used to be produced in barracks it was deliberately chosen to let them get in there.1 point
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Less ticks means less execution time. There was a plan to make gathering a bit more efficient by doing more resource gathering at once. It would be 0.2 per second if decimals are allowed. The GUI might not represent that well, though.1 point
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you don't forget to talk about the potential of mods.1 point
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I mean official when it's finished. Nope, only planned.1 point
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Ah, I remember that. does Goguryeo now have a mod too?1 point
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Huh. Didn't see that when I looked at their site. Bring your lightning and sound systems to get some attention!1 point
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There is an indie section apparently and they contacted us after the Stunfest. It's a 20k people event1 point
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Yayoi probably since there is already a mod started.1 point
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What era of Japan? Yayoi period? Kofun era?1 point
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Great! I guess. What's our connection/where do we fit in there? Or did someone(s) only wanna hangout at this Japan festival?1 point
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Iconos de unidades Lusitanas; Héroes(3); (Los jinetes de héroes serán jugables en las partidas pero el resto estarán en el editor de escenarios) Unidades navales(2); Unidades navales auxiliares(2); Unidades auxiliares(3) Campeones /as(4); Infantería leve(5); Caballería ligera(2); Unidades civiles(3); Unidades de Asedio(3); (Total,27 jugables ,como los kushitas, más un extra para el editor de escenarios) Disculpen las molestias*1 point
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A26. I never use the release versions. only the development ones (SVN).1 point
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Yeah, starting_resources.json should be expanded. Shouldn't be too hard (TM). ^^1 point
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That property in and of itself is useful. I just wish there was a way to set some resources lower or higher than others, not just zero.1 point