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Showing content with the highest reputation on 2022-07-24 in all areas

  1. The assumption that a more aggressive game is uncomfortable to beginners is not valid. For example: Age of Empires 2 is an aggressive game, but it does not mean the game is no fun for newer players. Also aggressive games point beginners quickly to the moment when they fall behind. Whereas a defensive boomy game only tells people after 10 minutes that they did something wrong.
    3 points
  2. I'm not particularly a fan of the fast style, I think in general, not just units, they must be harder to get. Basically everything is now easy to get, you hardly need a new cc to expand for example. Some small changes might be interesting, like initial gold and stone mines smaller (800 - 1000), cc border should be considerably smaller, gather rate longer, remove the ability to recruit soldiers in cc, etc..
    3 points
  3. Normal x1 , turtle should be very boring i guess LOL. In fact you can select women, ask them to gather berries , go ahead with your daily activities, go beaches, go to the gym, take some walk etc, come back to 0ad and the women will still be walking to the berries not to think of starting to gather
    2 points
  4. Yeah the bot is dumb, it will also ban a Rating bot if that guy who has a double account does a rated game. @Dunedan @user1
    2 points
  5. Nevertheless, I hope the game is never made too stressful for less aggressive player, many beginners are like this, before they start to realise the fun of aggressive play. Just a gentle reminder that turtling is a legitimate strategy.
    2 points
  6. 0 A.D. Trac Mod List Introducing a new way to get more visibilty for your mods, you can now get featured on Trac. The idea is that modders- if interested- add their own mod to the page on Trac and we get a nice list together. Gonna tickle some modders to possibly spark some interest @nani@Langbart@azayrahmad@wowgetoffyourcellphone@Lopess@andy5995@Lion.Kanzen@maroder@LetswaveaBook@Stan`@wackyserious@asterix (unpinged people welcome too ofc)
    1 point
  7. yes tahnks. i have now a solution that works for me at the moment it sends information to me (as error-message), so i cant forget: error('xy calls people often .... (July2022 gamesetup_mp.js:36). '); // this is visible at the beginning i opened / start a game coool.
    1 point
  8. hi i not used profanity. i don't use profanity in the main lobby but maybe the player i named has profanity in his name? i wrote Ste<tab> ... is that the the reason? BTW i see now that most of the messages are double in this chat. crazy. so i restarted 0ad and rejoined the lobby. now this problem is not there anymore
    1 point
  9. Won't add it as is not really part of the feature. But, you probably can make it react to player join message, only needs some lines to change. Look at the the bot `playerReminder` at https://github.com/nanihadesuka/autociv/blob/master/gui/common/botmanager.js Check, when the gamesetup starts, for the join events. Change the code for the cases you want to react to and voilĂ .
    1 point
  10. @Gurken Khan was correct that the upgrade only adds a single arrow to the volley and the upgrades does not do anything else. However this comment is totally of topic.
    1 point
  11. Oh, you got kicked for calling someone who has "sh*t" in his name ?
    1 point
  12. I had an idea which is probably too crazy but you never know: - Civic centers start with a smaller territory and are cheaper - Buildings don't expand territory around them - Instead, they expand a little bit the territory of their central CC - There is a limit for each building type of the total territory expansion they give to 1 CC - Towers may be an exception to be the only building that expands territory around it, but it is not possible to build multiple nearby towers to reach a location linearly. - Maybe there could be a bonus if buildings are closer to their central CC, encouraging careful city planning. - Fortresses may be built in neutral territory and have some territory around it but this cannot be grown like with CCs - Civic centers could also start weaker but get stronger the more buildings are around it (with exception to initial CC to provide some defense) - A fully developped CC will still have reasonably smaller territory than current p3 CC - There will still be a solid minimum range between CCs encouraging players to develop their secondary cities instead of building many of them to grab all nearby resources.
    1 point
  13. There are such info, when registering a user there's something like which should save the date the user made the account. And about the total number of games played, that is again possible. You can check ProfilePanel.js. Send me a pm if you have problem with it, can help you work around it
    1 point
  14. [Differential] D1581 Mod Interface: Enable setting territory visibility (wildfiregames.com)
    1 point
  15. We could do that. Get some monks, lets wave a book towards those huskarls and sent them back to where they came from.
    1 point
  16. No because this is a strategy game, not an AOE clone
    1 point
  17. Do we like this? On first look it sounds terrible for me personally, but it's maybe better for "casual" players, for people who want to play easier games. Me personally would like to see more smaller fights during game, resource raids, etc. Mentioned idea about limiting resources on initial CC sounds interesting towards above goal. But we should be careful - not all players want aggressive game. We don't want to make game uncomfortable for beginners / intermediate players.
    1 point
  18. look at bongui mod. they changed that panel quite a lot, for the better I think.
    1 point
  19. I think this is needed. @ValihrAnt had a mod at one point that did this--it seemed to work well. Right now, there is basically no resource scarcity--players can build all the units they need with the resources within their own borders at every phase of the game. Players also don't have to skirmish over resources because they can gather the desired res in another part of their base. It's great that there are enough resources on the map to make all the units available (i.e., players can now make champs and mercs because metal is actually available), but there should be some resource scarcity. An easy way to introduce scarcity is to just force players to expand to access the wealth of resources on any given map. The current abundance of resources also means that players don't build second CCs because doing so mostly just expands where you can build instead of what you can gather. This takes out an offensive second CC strategy. It also takes away a strategic trade-off decision between building a second CC for long-term access to resources, which makes you weaker in the short term but stronger in the long term, and going for a quick p3 push, which makes you stronger in the short term but weaker in the long term. Making borders smaller will help with all this. It could also address some of @LetswaveaBook's complaints about how p2 is largely uneventful because p2 could become the phase where you build offensive CCs and skirmish over scarce border resources. I have no problems with the training speed and think its current stats are desirable.
    1 point
  20. auxilentmoon quit a game without resign commands.txt metadata.json
    1 point
  21. I'm curious: If the game would use less units and be equally as challenging / fun (basically, the same, just less units) would that be ok to use less units vs more? There's a point, I think, where it would be more fun to do 6v6 and 10v10 games that are low pop rather than a 1v1 with 300 or 4v4 with 200.
    1 point
  22. In 1v1 games you dont need to build a new cc to get some extra resource, this hardly happens in team games too. The border in phase 3 is enough to reach all resources 95% of the time. We should give more value to buildings and units, not just build/train as fast as possible without a purpose in mind. The game works now only in the first few minutes, after that is spam maximum units, move to p2, build market/temple/blacksmith, move p3, research blacksmith techs, train hero and fight a final fight, whoever wins this fight, win the game.
    1 point
  23. The original idea for units was that they should be (somewhat) difficult to replace, so there's an incentive to not waste their lives. Another reason why ranking was invented.
    1 point
  24. @LetswaveaBook heheh I am just watching your game https://www.youtube.com/watch?v=-FuI_J00ZY4 . There was loooong time of chilling. Then you both got so many units so that game started to lag. x) Also when I watch first engagement around fortress - there is no chance I can't see how big armies are. I have no idea who has more to fight. I guess microing units is impossible in such a big blob as well. Idk if people like that...
    1 point
  25. @faction02 raised a good point. I have updated the last release (v0.25.8) with a small update. From the Options>Charts menu you can now hide/show charts. This will improve readability, I hope. You will now be able to see charts like this: New features will appear in a future version (probably in A26). Attached you can find the updated version (v0.25.8.2). The same zip file can be found attached to the first comment of the current thread. LocalRatings-v0.25.8.2.zip
    1 point
  26. True, but you don't have to perform top all the time anyway. One could even agree on a "half-time" break, might be an interesting twist to be able to have a team talk then. The issue with short games is you can only boom and rush once, some harassing maybe, but you simply don't have enough time for strategy, heck just moving your units to your opponent might take a few minutes. Some things which are supposed to have only long term effect like building a good base, trading routes, or corralling loose meaning. While the current meta might be fun in some way it is also somewhat one-dimensional.
    1 point
  27. true, i think its much fun this way. A team game can cost 30mins minimum 15-20min. changing this = even longer game time == boring
    1 point
  28. CHARTS! Hello 0 A.D. friends, I am happy to announce a new release (v0.25.8) of the LocalRatings mod with new amazing features! Are we getting better over time? Is our archenemy becoming everyday stronger? Charts will tell! Explanatory picture below. And if you don't like the default chart colors you can always change them (see picture below). Further, two new Score Weights have been added: the amount of resources used and the amount of resources sold at the market. Finally, Other minor issues have been addressed. Download: you can download the new release (v0.25.8) of the mod from the zip file attached to this post or from the zip file attached to the first post of this thread or from the official page. LocalRatings-v0.25.8.2.zip
    1 point
  29. Let's get it done, my first attempt. But at first i have to apologize, i still have Version 23 (due to a very old computer), so someone have to bring the textures and objects up to the actual version. They all start at line 200 (the texture section) of the code. And i really don't mind what textures you use, as long as it looks cool to you. For the textures, many of them have are set textures for low and high altitudes, it should be easily recognizable by the name. Also the trees are chosen by the altitude of the terrain. My originally idea was to use snow covered high peaks with pines on the low ground, and snow covered pines on the high ground. So what is this map about. I can define a topography that will be the same for every player in every game. But i can also use elements in this topography that can have a certain amount of randomness. I can define the location of the civil-center and the mines. All this is applied to every player, and should produce a similar environment. If the map is bigger than the defined topography, additional topography is added to fill the map up. Summarized, this map is a mix of scenario and random. It can be adapted to different sizes and amount of players. Of course, if you choose a very small map for many players, it still may look very bland. The map gets interesting at medium size. I have several time tried and failed to win against the computer as opponent in the medium size. So i really want to know, is the map at medium size really challenging to play ? ovara.zip
    1 point
  30. 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
  31. hi guys i wouldnt say I'm a historian but rather a history fanatic with ancient warfare and in doing so its become somewhat of a hobby any who i just had some suggestions to make first off would have to be the 2 pila for roman hastati... the grape juice mod does a good job at this but for some reason the infantry misbehave in combat and brake their battle line and rans off to fight some other oak at the back (by the way ammo i think is a very good concept i think you guys should try implement in the future) next would be a to give formations bonus stats for the troops involved, for eg. forced march a speed boost maybe at the cost of armor as the infantry are off guard (just an example) lastly would be to correct some errors with some of the troops (i promise im not trying to be a critic, i love this game and its what started my hobby with ancient warfare) but the phalangtists (pikemen) were lightly armored because their primary defence was there 6 meter serisa pike and also strength in numbers, but i understand you guys did it for balancing proposes anyway i love this game and these are suggestions... not me criticizing your work, i hope you guys can see what i mean by this :)
    1 point
  32. Hey everybody, happy to report a LOT of new 0 A.D. music coming! I'm working on a bunch of tracks, and @Samulis contributed a lot of excellent ones as well! I've noted the request for more battle music, will see what I can come up with! Though to the best of my knowledge there are two combat tracks from Jeff Willet, Elusive Predator and First Sighting - is there only one on the game playlist? Might be worth checking. Thanks, Omri
    1 point
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