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Showing content with the highest reputation on 2022-07-27 in all areas
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probably already been written many times, but yeah: - right click on "no formation" in order to have no formation in use by default (current default is very bad for competitive play, and it's going to be worse in next alpha) - only use formations to regroup your men quickly, especially at the beginning of an engagement (usually after first contact happened without any use of formations) - end formations immediately after you created it. never leave units in formation while they are fighting. you can use attack-move for that, because attack-move immediately disbands any formation.2 points
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UPDATE: Dunno how it's going on your side, but i tried to make a public game in lobby from Laptop 16GB ram i7 and it can host the game pretty well. and joining from an alternate computer, and IT WORKS! There is some typo or something into the code, it will crash after first load, when it CRASHES just by clicking SUPRESS a pair of times game worked fine for me, crash didn't happened anymore, just some annoying red text on the debugger at the top of the screen when loading the map file... and it's working! Hello to everyone, I'm glad to introduce you to my last attempt to create a realistic battlefield inspired at the Ebre river. The city of Tortosa was named Dertosa by the Romans after they sieged and conquered Hibera, the iberian city that was placed where we can find Tortosa. This map covers this city area and it's sorroundings. Includes the roman path "La Via Augusta", the delta is not yet big as today is. And I plan keep including details I've found surfing the web. Settings are for 8 players. Right now i'm not able to set configuration in a manner teams can be arranged by host when hosting this map, it's forced to DIPLO FFA RES=300 MAX_POP 250; In case you want to do 4v4 position for members of teams should be 11112222 and once game starts, set teams in-game; starter pos are found towards the edges of map (but not in the snow). to be placed atHIBERA - HIBERUS DELTA - FFA NOMAD DIPLO & GAIA.pmpHIBERA - HIBERUS DELTA - FFA NOMAD DIPLO & GAIA.xml C:\Users\YOURWINDOWS10USERNAMEGOESHERE\Documents\My Games\0ad\mods\user\maps\scenarios\ IA looks to be able to play and win against me despite all the errors shown by the console when loading the map; I'm unable to prevent them from appearing; I'm unable to set preview for this map pointing via a preview-screenshot.png I've placed at art/textures/ui/session/icons/mappreview or (C:\Users\YOURWINDOWS10USERNAMEGOESHERE\AppData\Local\0 A.D. alpha\binaries\data\mods\public\public.zip\art\textures\ui\session\icons\mappreview) to be precise. I don't know how to enable specific pre-in-game teams arrangement, seems the way I configured the XML is forced to FFA DIPLO LAST SURVIVOR (in fact, is the option I wanted to enable, but someo people may miss the capability to do 1vs7 IA on this scenario wtihout needing to create copy of the map with different options at the XML. Feel free to try it, make suggestions, and so. TO BE UPDATED...2 points
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I think this splits the baby relatively well. But, again, I don't care and will get used to whatever is decided by the people who actually care.2 points
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Hey everyone, one question regarding the UI, specifically about the order the buildings are displayed in the building tab. Do you prefer if they are sorted: Left: First by function (eco, trade, unit production, defense ect...) and then by strength / phase or Right: First by phase and then by function1 point
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https://play0ad.com/summary-of-the-japan-tours-festival-2022/1 point
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they can be edited selecting the "crossing arrows" symbol. if you need to try the same units many times, you can save the map you created, and then load it directly when opening the game with command line. there is a guide somewhere on the wiki.1 point
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It is possible like Stan said to place units on the map an assign them to the players. It is in the object tab, when you go for entities, and filter for units you can place them and assign them to different players. I Just tried, when you select actors, you can also place them, but they are like ghosts and cant be editet. At least on my system.1 point
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If I about to summarize it Objective: Imporve observer's experience Requirments/suggestions: we have 2 suggestions Allow observers to see player's flare Add an observer flare visibile to only observers Analysis Feature Concern Context Comment Spec can see player's flare Spamming/Abuse In game Only view is allowed, so no issue External Mediums Only view is allowed, so no issue Cheating In game Obsever can text everyone, flare is just like any other info available to observer, so, no issue. Host bans observers if shares info. External Mediums Its a info avilable to spec just like anyother info, if they want to cheat they can user other important info then talking about flare. no additional cheat added. Observer can flare to other observers Spamming/Abuse In Game To other observers he might annoy, but he can annoy by texting them too. A little possibility. External Mediums NA Cheating In Game NA External Mediums NA There are minor points but nothing to concerned about. @Stan` I checked the the ticket, we didn't want to add an observer flare which is visible to player, so we disabled it. Nothing else had more description. @rossenburg That you can tell when players starts to move or by any other means. Flare can be for any reason. Besides as I mention, whatever the reason flare is just a info about a player (which we might not know or can interpret given situation). It is like any other info about player, so, not sure why we given it an exception. It is not enabling any new way to communicate between player and observers. Just my thoughs. Becasue, it is only adding more info to observer for experience not giving any new ways to allow cheat.1 point
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You can do it in atlas by placing units manually (using copy paste, you can save you pastes for later) You can also spawn units via script, like it is done for integration test e.g pushing map.1 point
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What I do is to start a game in 0AD, and use the cheat code "gift from the gods". Then I can get the units to test the map pretty fast. I Think this is what the cheat is for.1 point
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does indeed look nice. The next problem would be that you can select buildings at the same time as units: which makes it additionally harder to fit everything into separate columns. And we give the player no information about what building belongs in which phase, which might make it more difficult for new players to understand what to build to be able to phase up?1 point
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We went through a whole lot of those "improvements" in around a18 to a21 including vision range depending on phase and ended up roughly were we started off with, the old and current values. Unlike the "improved" version no one seem to have been highly annoyed since then. About time for the next round of disturbance Also low vision range makes it impossible to fully scout maps with slightly more complicated terrain. Having beautiful maps and only being able to see some small stripes of it is sort of a letdown. Guess I'll be forced to play revealed maps only in the future.1 point
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To give an idea, in Delenda Est cavalry have a vision of 50 and infantry a vision of 44. Also, DE mods unitAI.js to alter (this.GetStance().respondChase) from 100% vision range to 85%. What this does is allow your units to see enemies at the edge of their vision range, but they don't automatically berserk.1 point
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Lower vision range also helps the player control their units better, because of a shorter auto-attack range. Units berserk after enemy units less.1 point
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When I open map in map editor there's no error outputted. When i check logs i did found ERROR: JavaScript error: gui/maps/MapCache.js line 25 JSON.parse: bad escaped character at line 29 column 17 of the JSON data getMapData@gui/maps/MapCache.js:25:73 getFilteredMaps@gui/maps/MapFilters.js:52:32 getAvailableMapFilters/<@gui/maps/MapFilters.js:15:9 getAvailableMapFilters@gui/maps/MapFilters.js:14:23 checkMapTypeChange@gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Dropdowns/MapFilter.js:35:20 onSettingsLoaded@gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Dropdowns/MapFilter.js:19:9 onLoad@gui/gamesetup/Controllers/GameSettingsController.js:98:4 SetupWindow@gui/gamesetup/SetupWindow.js:61:11 init@gui/gamesetup/gamesetup.js:47:18 @gui/gamesetup/gamesetup~autociv.js:52:9 @gui/gamesetup/~autociv_countdown.js:98:9 pollAndHandleNetworkClient@gui/gamesetup_mp/gamesetup_mp.js:286:13 onTick@gui/gamesetup_mp/gamesetup_mp.js:158:2 __eventhandler37 (Tick)@multiplayerPages Tick:1:1 ERROR: JavaScript error: gui/maps/MapCache.js line 25 JSON.parse: bad escaped character at line 125 column 18 of the JSON data getMapData@gui/maps/MapCache.js:25:73 getFilteredMaps@gui/maps/MapFilters.js:52:32 getAvailableMapFilters/<@gui/maps/MapFilters.js:15:9 getAvailableMapFilters@gui/maps/MapFilters.js:14:23 checkMapTypeChange@gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Dropdowns/MapFilter.js:35:20 onSettingsLoaded@gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Dropdowns/MapFilter.js:19:9 onLoad@gui/gamesetup/Controllers/GameSettingsController.js:98:4 SetupWindow@gui/gamesetup/SetupWindow.js:61:11 init@gui/gamesetup/gamesetup.js:47:18 @gui/gamesetup/gamesetup~autociv.js:52:9 @gui/gamesetup/~autociv_countdown.js:98:9 pollAndHandleNetworkClient@gui/gamesetup_mp/gamesetup_mp.js:286:13 onTick@gui/gamesetup_mp/gamesetup_mp.js:158:2 __eventhandler37 (Tick)@multiplayerPages Tick:1:1 ERROR: JavaScript error: gui/maps/MapCache.js line 25 JSON.parse: bad escaped character at line 29 column 17 of the JSON data getMapData@gui/maps/MapCache.js:25:73 getFilteredMaps@gui/maps/MapFilters.js:52:32 getAvailableMapFilters/<@gui/maps/MapFilters.js:15:9 getAvailableMapFilters@gui/maps/MapFilters.js:14:23 checkMapTypeChange@gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Dropdowns/MapFilter.js:35:20 onSettingsLoaded@gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Dropdowns/MapFilter.js:19:9 onLoad@gui/gamesetup/Controllers/GameSettingsController.js:98:4 SetupWindow@gui/gamesetup/SetupWindow.js:61:11 init@gui/gamesetup/gamesetup.js:47:18 @gui/gamesetup/gamesetup~autociv.js:52:9 @gui/gamesetup/~autociv_countdown.js:98:9 pollAndHandleNetworkClient@gui/gamesetup_mp/gamesetup_mp.js:286:13 onTick@gui/gamesetup_mp/gamesetup_mp.js:158:2 __eventhandler106 (Tick)@multiplayerPages Tick:1:1 ERROR: JavaScript error: gui/maps/MapCache.js line 25 JSON.parse: bad escaped character at line 125 column 18 of the JSON data getMapData@gui/maps/MapCache.js:25:73 getFilteredMaps@gui/maps/MapFilters.js:52:32 getAvailableMapFilters/<@gui/maps/MapFilters.js:15:9 getAvailableMapFilters@gui/maps/MapFilters.js:14:23 checkMapTypeChange@gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Dropdowns/MapFilter.js:35:20 onSettingsLoaded@gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Dropdowns/MapFilter.js:19:9 onLoad@gui/gamesetup/Controllers/GameSettingsController.js:98:4 SetupWindow@gui/gamesetup/SetupWindow.js:61:11 init@gui/gamesetup/gamesetup.js:47:18 @gui/gamesetup/gamesetup~autociv.js:52:9 @gui/gamesetup/~autociv_countdown.js:98:9 pollAndHandleNetworkClient@gui/gamesetup_mp/gamesetup_mp.js:286:13 onTick@gui/gamesetup_mp/gamesetup_mp.js:158:2 __eventhandler106 (Tick)@multiplayerPages Tick:1:1 ERROR: JavaScript error: gui/maps/MapCache.js line 25 JSON.parse: bad escaped character at line 29 column 17 of the JSON data getMapData@gui/maps/MapCache.js:25:73 getFilteredMaps@gui/maps/MapFilters.js:52:32 getAvailableMapFilters/<@gui/maps/MapFilters.js:15:9 getAvailableMapFilters@gui/maps/MapFilters.js:14:23 checkMapTypeChange@gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Dropdowns/MapFilter.js:35:20 onSettingsLoaded@gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Dropdowns/MapFilter.js:19:9 onLoad@gui/gamesetup/Controllers/GameSettingsController.js:98:4 SetupWindow@gui/gamesetup/SetupWindow.js:61:11 init@gui/gamesetup/gamesetup.js:47:18 @gui/gamesetup/gamesetup~autociv.js:52:9 @gui/gamesetup/~autociv_countdown.js:98:9 pollAndHandleNetworkClient@gui/gamesetup_mp/gamesetup_mp.js:286:13 onTick@gui/gamesetup_mp/gamesetup_mp.js:158:2 __eventhandler463 (Tick)@multiplayerPages Tick:1:1 ERROR: JavaScript error: gui/maps/MapCache.js line 25 JSON.parse: bad escaped character at line 125 column 18 of the JSON data getMapData@gui/maps/MapCache.js:25:73 getFilteredMaps@gui/maps/MapFilters.js:52:32 getAvailableMapFilters/<@gui/maps/MapFilters.js:15:9 getAvailableMapFilters@gui/maps/MapFilters.js:14:23 checkMapTypeChange@gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Dropdowns/MapFilter.js:35:20 onSettingsLoaded@gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Dropdowns/MapFilter.js:19:9 onLoad@gui/gamesetup/Controllers/GameSettingsController.js:98:4 SetupWindow@gui/gamesetup/SetupWindow.js:61:11 init@gui/gamesetup/gamesetup.js:47:18 @gui/gamesetup/gamesetup~autociv.js:52:9 @gui/gamesetup/~autociv_countdown.js:98:9 pollAndHandleNetworkClient@gui/gamesetup_mp/gamesetup_mp.js:286:13 onTick@gui/gamesetup_mp/gamesetup_mp.js:158:2 __eventhandler463 (Tick)@multiplayerPages Tick:1:1 But i have no idea of what's going wrong1 point
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nice map but there fluctuations in fps when moving the camera around the map. Some cpu might burn .I guess maybe cause of the default size and the amount of resources. That's huge. More like an OW map1 point
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well, it's basically the template/ classes order. I think it will mostly be an improvement for beginners It's the same number of portraits in the same space. You can check, no change of the size. It would be 8 or 9 portraits per line instead of 10; but the columns are better filled up with 3 portraits, while in the original 7 out of 10 columns contain only 2 portraits.1 point
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there is already: ctrl+1 _ assign units to group 1 1 _ select group 11 point
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There is a huge difference, if you use an alternative medium is deliberate cheating anyway you look at it. If you have the tool right at your finger tip and it's part of the official game it's hard to prevent accidental reveals or even call it cheating. This phenomena is all to well known form some people in the passenger seat in cars.1 point
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@Stan` If players wants to cheat they can cheat on alternative mediums like discord. I understand the use case where observers might communcate falre of one team to another but that doesn't really add any additional/unique info, which they can't share on discord. Allowing observers to see player's falre for observer experience, for discussion and commerntries would be great. Not many players observer game throughoutly, so not sure main game should have it. It's definitely a good idea to be added in Boon GUI. @seeh if you are still making changes in it :P.1 point
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Scenario: I have seen in some gameplays where player1 keep his units in formation marchers towards player2 army and attack. When few units of players1 dies in fight, other units rushes to form the formation. As units keep on dying continuously, they get stuck in making formaiton while player2 kills all units. Outcome: Most units of player2 dies without doing anything becasue they are stuck in making formation. Impact: It annoys players sometimes becasue it wasn't their fault. Besides, most player don't use formation in fighting, they sometime use it only for moving units or to keep them together if they are scattered. I don't have gameplay recording to show it, but will try to get it next time. We can do follwoing if not done already. Maybe we shouldn't regroup units in fromation unitll user wants to move aways units from the fight. Sometime if user tries to fall back, units get stuck. Maybe we should move only selected units in formation rest can later catch up by running? If it is already done then it might be a path finding issue?1 point
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It would be nice if each phase got its own row. (1st row is village, second is town, third is city) ^a problem would be how to fit a bunch of village icons in one row.1 point
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Flare in replays doesnt lead to cheating i guess. Btw replays need a bigger music variation, not only 3 tracks and then eternal silence1 point
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I think a spec flare would be useful, especially a flare that is only visible to other specs. That will aid our discussions and commentary.1 point
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@DeWynter This mod adds a Death Match victory condition which researches all technologies for all players at the start. @Freagarach There might be a better place for this, or maybe VictoryConditions are actually Game Modes. EDIT: Not sure how tech works, but it seems I'm researching some stuff I shouldn't. deathmatch_gamemode.pyromod1 point
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I really like all these ideas (I know I haven't had a presence in a while, college is busy) I just want to play devils advocate against this way of thinking. A lot of the people making this complaint are from AOE2, where most civs play more or less identically, even when it doesn't really make sense. Its a double edged sword, like most design choices. Making civs follow a stricter common layout like aoe II does make trying to news and exploring easier for new players. However, after a time, all the factions just blend together into sameness and the game can loose its charm, as a lot of players are motivated by learning to play games well, and once you are there in aoe2, there is little more to hold your attention (which is why the latest AOE2 dlc factions have been straining those common layouts as much as the devs dare without annoying their famously fastidious fans) The counter side, like AOE4, AOE3, or AOM; Makes civs that differ more from each other can make it harder for newer players to expand and learn the various factions, because different factions play differently. However, it can keep players on their toes as they play, as the differences in different factions can ellicit different responses from the player depending on the matchup. It can also keep older players engaged, since it takes longer to master each faction. I know it was a little tangent for this thread, but since the thought came up I felt like here would be a good place to mention it. I think the women and helot dynamic was a very interesting design choice, like others in this thread. I mostly just wanted to say that we shouldn't be afraid of making each faction unique, especially if it expands the historical basis of this game, which it prides itself on1 point
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This is a common requirement for all textures to have a power-of-two size, see TextureFormat . It comes from historical issues of graphic drivers / libraries with non-power-of-two texture sizes. Unrelatedly: I compiled the information from this and the previous topic about the previews into a wiki page: https://trac.wildfiregames.com/wiki/Atlas_Manual_Map_Preview1 point
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Hi! That trick, adding a path like this added a map preview for me. But what is the necessary resolution for the image. My preview appears too large and stretched as well. Kind regards and thanks mimesot EDIT: I looked into the public.zip in binaries/data/mod/public and found the previews there to be 512x512px with the actual mappreview occupying roughly 400x300px in the upper left corner. I rezized a screeny accordingly and added the black space. What is this black space for? Anyway, it worked out perfectly.1 point