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Showing content with the highest reputation on 2022-07-11 in all areas
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3 points
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https://play0ad.com/summary-of-the-japan-tours-festival-2022/2 points
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https://code.wildfiregames.com/D4385 but it's a wip and needs some updates though. I need to get back to it sometime soon aswell as other patches. I'm certainly open for suggestions to include in the patch though.2 points
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This was a feature in the old fgod mod. It was toggleable in the options. ------ Separate but related topic, it would be nice if replays were viewable from the MP lobby and if team total pop was viewable in observer mode. Both were features in fgod.2 points
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every now and then someone cames up with this concern. it's funny because currently rams are quite out of the meta actually. the problem, I think, resides in the unintuitive counter system based on the pierce/hack differentiation. noone seems interested in rediscussing it though, because of the "small incremental changes" line of action.2 points
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You mean "remove some ramps", so that archers and towers can punish melee troups without retaliation ? This is possible, you can create cells without ramps and connect them to cells with ramps, this makes long cliffs, with few accesses. But in the random-mode make these cliffs rather short, the map mostly are not big enough for long cliffs, especially with more than two players. Does it make a difference, if you shoot an arrow down or up ? For defense tower there does not seem to be an altitude-bonus. This picture below visualizes a little bit, how these maps are set up. The green areas are the cliffs, that should restrict the movements. The red stripes are passages over these cliffs. The passages look plentiful, but i assume, you have only 15-20% of passable way compared to a open terrain, and that makes already an huge difference. At the moment i really try to make the topography as ragged as possible. I hope i get a good first try published this week. For the maps you can chose different biomes, but you can also set up different outlays for the bases. Does this count as a different map ? Here some actual Screenshots. Already with the more ragged terrain. These narrow passages have some resemblance of "the brave 300".2 points
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2 points
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The food served consists of raw dead chicken, elephants, deer etc. as well as fish and grain corns. In 2026 rice will be added to the menue. The crafted products are ancient siege engines.2 points
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This happens in a25 and a26. If I have a group of units selected and use Alt+double left-click, nothing happens. If I do it again, all other units get deselected (except for the one I've double-clicked on). If I select a single unit, hold down shift, then use Alt+double left-click, then all units get selected. If I have a group of units selected, and I use Alt+ right-click, I have to do that twice for a single unit to move from the group to gather, repair, move... I have a Logitech K120 keyboard. I've had it for like six years now (though I recently upgraded it to a third-gen model but that didn't make the issues I've been having go away. Is anyone else experiencing this since a24 or a25 was released? system_info.txt1 point
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Me and some rl pals have been really enjoying 0ad over the last year. The only problem we see is that rams are way to overpowered. They are way to hard to kill and so fast infantry have trouble keeping up to do damage1 point
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There are many problems on how multiplyers game names are mentioned by the players. We need to put follwoing restrcition on the game name. Character limit: The game name shouldn't be longer than 50 chatacters (atleast not >100). Some people fill in the screen with game name. Profanity check: We should check for profanity in game name hosted by the player. If someone is using profanity in it then he should have same penality as lobyy profanity usages. I think these basic changes should be there. @Stan` what do you think?.1 point
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Were you ever able to save a game? Or is the \saves folder empty? If not, try to delete any saves as @Stan` suggested above. If there's a corrupt save, the game will crash on trying to load and trying to save.1 point
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sooo it isn't easy to count then? lots of people around with a weird smurf fetish. And i think the people that are actually playing competitively is well below 40 ppl. The rest often get instakicked from games or are smurfs anyway so you always end up with the same bunch. The rest of the lobby are mostly buddies playing together in a relatively relaxed setting.1 point
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I added a section for dealing with rams to the Gameplay FAQ today, but it needs to be reviewed and added to probably.1 point
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I think that cavalry crossbowmen were an oddity in the Han army and better be removed. Maybe ask our historians about that.1 point
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20k total unique players in a week. How many on the lobby in that week? Can we determine how many multiplayer people "stick around" and aren't just trying out the game? Play 1 or 2 matches, get smurfed or otherwise massacred, then rage quit?1 point
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Well to be honest, I like the full buff more too (the poll seems to agree), but @borg- really doesn't like it. It's not really clear why. People who tested it with me seemed to like them.1 point
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I think most factions need a considerable buff to be on par with Ptolemies, so I think that balance wouldn't be a problem. The Ptolemies get a food tickle from the start and the Persians only after they spent time and resources for building the ice house. Also, I think it would be nice for a change if the best faction for a change wouldn't be the one with the best eco.1 point
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I tend to think that this is because rams can still be very annoying to deal with. For my taste rams should be a little slower. Infantry swordsmen can deal with them if the rams are stationary. But when the rams retreat, they of can get to a safe position before taking to much damage.1 point
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This really seems like something to put in the tutorial (if it is not already).1 point
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I'm glad you liked my idea. I added a section to the Gameplay FAQ about rams and elephants, but someone much more knowledgeable than I should review and edit it.1 point
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Done. There is probably more on that website we can redirect on Trac for easier maintenance. The plan with @implodedok is to reduce the number of pages on that website as much as possible.1 point
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Yeah it's not very intuitive on how to defeat rams, and it's easy to empathize with new players who are baffled if they have 50 skirmishers attacking a ram and no damage being done.1 point
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The maps look really interesting, congrats I'm looking forward to see how the implementation looks.1 point
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1 point
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Ah, so I'm not the only one! I thought it was my laptop degrading even further. ^^'1 point
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@maroder's roster patch needs an additional reviewer. Maybe @chrstgtr @borg- @LetswaveaBook interested.1 point
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1 point
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Wildfire Games is more like a banner under which we volunteer instead of an organization / company. No formalities required, just work on the game however you want, and you are part of Wildfire Games.1 point
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Umm. I just wish to work for Wildfire games. Its cool. Dont worry It is my actual Resume. And yea mentioning 'Organization' is way more respectful than just naming the company right?1 point
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This reminds me of some old RA2 maps. Pinging @maroder and @smiley for their interest in maps.1 point
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Maybe the ram builders would automatically garrison upon completion of the ram. Just an idea for later perhaps.1 point
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The next step is to redesign the areas around the base. The topographic cells are to compressed, i want more space. So i put up in the map-description language an character (exclamation point), that connect cells to the cell of the base. I put this char exactly at the location of the default-hill. I could also overwrite the hill with some char and put the cell somewhere close. But there should always be some distance between the topographic features. The description of the map now looks like this: setMap(["", "", "", "", "", "", "!....A....!"]); And the result now looks like this: Again, up to now, for all players the topography is the same. Next, i want to reduce the amounts of cell before me, at the moment there are three cells, i just want two, and i want them not to be aligned to my base. For the description i added the dot to erase any topographic feature, that was set by default, and a "X" to set a new cell. The description now looks like that: setMap(["", "", "", "", "", "", "!....A....!", "", "", "", "", ".....X.....X......."] and the map looks like that: Now i make a little alteration, i will only put one hill in front of my base. The small "x" is like the big "X", but it will not get randomly displaced. setMap(["", "x", "", "", "", "", "!....A....!", "", "", "", "", "...........x......."] ); The result looks like that: Now i apply the random displacement to the cells: The cells now are lowered or raised plateaus, except the cells, that belong to the base - they are always lowered. For the accessibility there is no difference, if the plateau is raised or lowered, the ramps to the plateaus are either go up or down. Also, while the default cells are randomly displaced, the cells set by the discription-array are not. Of course you can create cells, that are displaced. But for this example i wanted to be the cells in the immediate surrounding of the base all to be fixed. The last step for now is texture and trees. And this is, what the "normal"-sized map for three players look like: Just for the observation, i have limited the trees to the proximity of the base - i have an old computer, and i utilize everything to reduce lag. But there is also a character for Cells with a forest. And this is what a map of the "medium" size looks like. Parts of the element described in the array are missing. So this map is already to small. Still you get a nice map, and still it is fair to all players.1 point
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1 point
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Only 538 that's too low compared to the population India have, maybe I should start sticking posters on walls for 0AD. I tried doing online stuffs but nobody care what I say.1 point
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Can you help me read this data? What does the 18,593 number represent? Weekly unique user reports for 6/10/22? The other report you linked shows that there are 22K unique reports for 1/1/22 to 5/24/22. And over that same period there have been like 100K downloads. Does that mean that there were just 3.5K unique reports for all the other weeks of the year? That implies that 90% of YTD downloads translate into active weekly users, which implies there are more than 90K active users out there who downloaded the game this year. That would make its active player base as large as 1/4 of all AOEIV sales. Given the lack of observable users elsewhere (social media, forums, MP lobby, etc.), that simply doesn't seem possible. Does the game send reports even if the player is not actively playing the game? In other words, are there phantom reports coming from non-users who still have it installed on their computers?1 point
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Whoa! Being the highest rated active German player cant be that bad then, right? xD1 point
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Sorry, real quick some off topic. According to some project leader (whose identity I won't reveal as it was in a pm) we have about 20k active weekly devices with opt-in autostats. Just as an idea what our active player base is.1 point
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Try updating drivers for your ATI graphics card. You could also try to add that line to your config file or de-install and re-install 0AD. I feel sorry for you that it's now been a month you couldn't start the game.1 point