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  1. Hello everyone, The mod is now live! You can contribute over on GitLab at https://gitlab.com/0ad/0ad-community-mod-a26/ The mod can also directly be downloaded from 0 A.D. using Mod.io. The current version, 0.26.1, incorporates the Han rice/grain fixes as a demonstration. Feel free to reach out to @Stan` or myself if you would like to become a maintainers. Otherwise, open the web IDE and get ready to make PRs!
    5 points
  2. Formations were quite broken before already, but are more so now, and they are just as useless. wait, are you sure you could garrison cav in barracks before?!? I always kept it in the stables!
    2 points
  3. All buildings should have them. If you find a building without please report.
    2 points
  4. Archery tradition increases the range by 10: link Advanced rank does not increase the range, but gives -20% spread: link Elite rank does not increase the range, but also gives (additional) -20% spread: link
    2 points
  5. 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.
    1 point
  6. What is AutoCiv This mod is an aggregation of features meant to enhance the 0 A.D. game experience. I usually implement these extra features as they come up with no general plan in mind. Download (how to install section below) autociv.pyromod autociv.zip Feature list General Readme: press Shift + F4 to open Player mute Player reminder (show a written note when a certain player joins) *** Link opener (opens URL links from the chat) Help command: type /help to see all available commands Console with autocomplete (Ctrl + C + L) Lobby Resize bars Host name mark Remember playerlist state Better performance when reloading lobby Shortcuts to create host, navigate gamelist Game setup Auto-assign civilization with chat (only works if host has the mod) Custom population limit Custom starting resources Custom map size Countdown to start the game Maps Skirmish Volcano island (8) In Game Hotkeys for (see hotkeys with hotkey viewer) Buildings placement Multiple buildings per hotkey (optional, user.cfg) How to use: Copy the hotkey you want and remove the "hotkey." prefix, next replace the hotkey key for the buildings you want to cycle and separate them by a space. Buildings selection Units selection Formations (selected units) Stances (selected units) Auto-train (selected buildings) Minimap expand Custom selection filters by: health rank class group Pause game overlay now shows only in the top area Stats overlay Settings Max corpses visible Download options Download and install from one of the two files from the start of this same page. Download and install manually the github repository (instalation file on the releases section) https://github.com/nanihadesuka/autociv Use 0 A.D. mod downloader (not always newest version) https://0ad.mod.io/autociv Instructions to install MacOS (thanks @HMS-Surprise) Linux/Windows: Open the downloaded file with (both ways should work): pyromod file: Double click the file (should autoinstall the mod for you and send you to the mods page inside 0ad) Right click → Open with → 0 A.D (or pyrogenesis.exe) ** NOTICE: in Alpha 25 the pyromod installation will trigger an error message: to fix just disable autociv, restart the game and enable autociv again. zip file: Copy folder inside the zip file into your mods folder Mod compatibility(s) The mod is compatible with: 0 A.D 0.0.27 Probable to work alongside other community mods as balanced maps spec mod (monitor) custom_rating boonGUI Should work with all mods that don't have extensive code changes. More stuff & goodies For more info just read the whole thread where I post new features. Questions & feedback You don't understand how it works? Feeling confused? Just wanna comment? Ask and post. Source code public repository https://github.com/nanihadesuka/autociv
    1 point
  7. boonGUI User interface mod for the RTS game 0 A.D. Everyone can follow the development, contribute to discussions, report bugs, suggest features or even make pull requests. Install Choose your preferred method GitHub git clone https://github.com/LangLangBart/boonGUI.git Linux: ~/.local/share/0ad/mods/ macOS: ~/Library/Application\Support/0ad/mods/ Windows: ~\Documents\My Games\0ad\mods\ Pyromod Drag and drop the file over the 0ad start icon or double click it. The mod will be unpacked and placed in your 0ad mods folder ZIP Unpack it it in your /0ad/mods/ folder Launch 0 A.D., click Settings and Mod Selection. Double-click boonGUI, click Save Configuration and Start Mods. Troubleshooting If you get errors/warnings after upgrading, delete the existing boonGUI folder and install the mod again. If that doesn't help, just post a message here or on GitHub.
    1 point
  8. There are so many different idea's on what would be an improvement for 0ad that success isn't automatically guaranteed. What is a good change or not, is highly dependent on what you think the game should be and how (competitive) play should unfold. So I would guess it would be good to first discuss what the concrete goals/virtues/aim of the mod is.
    1 point
  9. @kalimaps didn't get included last year as we were in FF then we had no one on random maps. These days there is @smiley and @maroder
    1 point
  10. I made a map back in 2021 that does this: https://code.wildfiregames.com/D4053 My version, also accounts for team slices, so terrain and resources can be varied for individual players, but identical between the teams. I'm not quite sure why it didn't get included in the most recent release, but it was ready to go a year ago as far as I knew.
    1 point
  11. lol, i have the same idea for the incas
    1 point
  12. Citizens: I'm thinking the Mayans (and Zapotecs; ie the Mesoamericans) could have a unique Citizen concept, similar to the Atlantean citizens from Age of Mythology: The Titans, where the Citizens don't require dropsites. All economic upgrades would be in the Observatory and Market. Special Buildings: I suggest keep the most unique special buildings for them and move the others to Atlas-only. The 3 I suggest to keep as buildable special buildings are the Range (replaces the Stable), Ball Court, and the Observatory. I like the design of the Zapotec ball court, so maybe use that model for the Mayan one too (it's the one special building that can tie all of the Mesoamerican civs into the Mesoamerican culture, thematically). The Ball Court gives an military (+5% attack for foot soldiers) and a cultural bonus (all capturable structures +20% capture points). The Observatory is where you research all of your economic technologies and maybe 1 extra special technology per phase (total of 3). Temple: The current temple model is too small. I suggest make that their Shrine, and then use the "Temple of Masks" model for the new regular Temple. Shrines (left to right): Kushites, Chinese, Italians, Mesoamericans, Egyptians Doing that, makes the Mayan temple closer in size to the temples of the other civs (see image below): Temples (left to right): Athenians, Han, Mauryan, Ptolemaic, Mayan, Mayan (upgrade) I'm thinking the Mayan temple could have a special Upgrade ability, similar to how one can upgrade Sentry Towers to Defense Towers. Upgrading a standard temple to a "Sacrificial Temple" gives it an additional aura that very slowly drains the health of nearby enemy units and unlocks 1 extra special technology ("Ritual Sacrifice" which gives Mayan priests the same aura). Can also train the Kanetuki Bell Ringer in the upgraded temple. Civic Center: Choose 1 model. I like this one best: We can put a tile decal beneath it. Wonder: It's too big. Scale the model down by about 10% just so it's a little closer in overall visual mass to the other wonder models. Units: Super bright colors need to either be toned down or converted to player color. A lot of the bright colors don't correspond to player color: I could help you standardize the colors if you'd like? I made a textures/skins/props/standards/maya_infantry_1.png for you too: champion_infantry_sumo_sarcedote.xml should probably be champion_infantry_bell_ringer.xml
    1 point
  13. The introduction of the idle workers' number and the formation banners is such a quality-of-life improvement. These kinds of small visual indicators could help so much in other areas. For example, the structures that are garrisoned could display the number of garrison units on banner (a slightly bigger and fixed banner rather than the current small winding flag used as a cue to indicate if a structure is garrison which would not be ideal for that purpose). I know you have that in the UI when selecting the actual structure but quickly seeing this at glance on the map could make garrisoning much more interesting and easier to manage.
    1 point
  14. Because no tracks were made for them. Maybe next time.
    1 point
  15. Why aren't Athenian and Persian included in the changeset? Don't these civs benefit of the new tracks? I played with the Athenian last night, and I only heard the old tracks, even when watching the replay.
    1 point
  16. Another bug is the behaviour of soldier formations which you stop with the "halt" command (h) - some of these soldiers ignore hostile soldiers and try to capture buildings, and some randomly try to attack soldiers which are far away, rather than attacking close enemies.
    1 point
  17. 1 point
  18. I realized that the Carthaginians javalineer CAV is the only CS CAV wich moves like champion CAV in trantivy. Was that on purpose?
    1 point
  19. That's weird. Normally, it shouldn't be like that. I will check this evening. I will watch it this evening. I speak French, this is my mother tongue (I am Swiss).
    1 point
  20. Bueno aunque solo puedo hacer yo pero hay que bajar un poco la saturación de los colores de los mamíferos y la saturación de los colores de los reptiles por qué los reptiles y no son tan llamativos en cuanto colores.
    1 point
  21. @Duileoga Hay que ordenar algunas cosas y dejar otras cosas o edificios fuera.(fuera del gameplay pero no del mod). Siento que hay muchas cosas pero están un poco desordenadas.
    1 point
  22. Release Version 2.6.2 fixes the problem. The mod should now behave as in the previous alpha version.
    1 point
  23. Good morning or afternoon; -I write it in english because it is more international; (Maybe I made some mistakes with the translation,) ------Common buildings; (19) 1. Civic Center;---------------------------(Ol nuk naj) 2.houses;-------------------------------------(nah) 3.Warehouse;--------------------------------(Kohk nal) 4.Farnhouse;---------------------------------(Mol nal) 5.Orchard;-----------------------------------(Tz'apli) 6.Corral;-----------------------------------(K'al mut tz'i chitam nal) ("the fence where birds, dogs and wild pigs are confined) In the Mayan corral they are raised; 6-1.Birds(Turkeys and Ducks);---------------(Mut)(turkey-Meleagris gallopavo) 6-2.Dogs;---------------------------------(Tz'i) 7.Port;-------------------------------------(Kayoom nal) 8.Barracks;-------------------------------------( Tok' Pakal nal) 9.Shooting Gallery;----------------------------(Yum nal) 10.Blacksmithing;-----------------------------------(K'al pibil) 11.Temple;----------------------------------(k'uh nah) 12.Market;---------------------------------(K'iwik) 13.Forward Tower;----------------------(Te ichnal) 14.Tower defense ;----------------------(ichnal) 15.Small defense tower;---------------(Ch'at ichnal) 16.Fortress;---------------------------------(Noj Pa' tuun ) 17. Palisade;-----------------------------(Te Pa' )"Wooden wall". 18.Wall;-----------------------------------(Pa') 19.(Wonder)-Acropolis;------------------(Chak yotoot) (Wall gate);----------------------(Pasil Pa' ) (wall tower);------------------------(ichnal Pa') Absence of ; 1.Stable. 2.Siege workshop. -----Special or cultural buildings; (8) 19.Ball game court;---------------(Pitz) ("Pitzil" means ball player) 20.Library;-----------------------------------(Hu'un nah) 21.Observatory;-------------------------------(K'inob) 22.Main Temple;-----------------------------(Noj k'uh nah) 23.Pyramid;------------------------------------(Witz) 24.Palace;--------------------------------------(Otooch) 25.Square;---------------------------------------(Naab'i ) 26).Colony;-------------------------------------(...) Mayan Buildings Extras; (for scenario editor) 1.Gateway:-------------------------------------------(¿?) 2.Arbor;-------------------------------------------(¿?) 3.Triadic structure;--------------------------(¿?) 4.Structure;-----------------------------------(¿?) 5.Aristocratic houses;--------------------------(¿?) 6.Platform;----------------------------------(¿?) 7. Pyramid of El Mirador:--------------------(¿?) +(8)Avenida ;----------------------------------(Sakbé) +(9)Tomb;------------------------------------(¿?) ¿What do you think? @Lopess @wowgetoffyourcellphone @Lion.Kanzen @Stan` @Trinketos sorry for the inconvenience*
    1 point
  24. It's pretty hard to make any improvement without statistics. Could you retrieve Shift + F11 statistics (profiler.txt) for A25 and A26 for the same scene? And attach logs and hwreport as well, you might find paths to them here: https://trac.wildfiregames.com/wiki/GameDataPaths.
    1 point
  25. Reported earlier by @Edwarf #6623 (Han farming upgrades are broken) – Wildfire Games Will be fixed by @wraitii's initiative balancing mod => 0ad / 0 A.D. Community mod - A26 · GitLab See
    1 point
  26. ok, made it workable for A26. Two issues though. - Production queue for units does not show the time indicator - Production queue for techs does not show at all, but ones fully researched they are displayed @ISlan
    1 point
  27. Aurelian style armor. 3rd century.
    1 point
  28. very similar to the Xianbian , Avar and Alan equipment. https://elementy.ru/nauchno-populyarnaya_biblioteka/435540/V_roskoshnykh_shlemakh_v_pyshnom_bleske_lat Xianbi - the successors of the Xiongnu As a result of continuous wars with Ancient China and civil strife in 57-55 BC, the Xiongnu were divided into northern and southern. The latter completely fell under the influence of the Chinese Han Empire, part of the northern Xiongnu went to the west, and the rest were soon assimilated by the Xianbi tribes who lived to the east. Subjugating the Huns, the Xianbis formed their own state association, which reached the peak of its power under the leader Tanshihuai (141-181 AD). The strength and power of the Xianbians was experienced by the Middle Chinese state, which for hundreds of years had been in a state of continuous war with its northern nomadic neighbors. However, already in the middle of the III century. the Xianbis broke up into a number of independent principalities, among which the largest were Toba Wei and Muyun, which existed within Southern Mongolia and Northern China. Xianbian warriors protected the body with a scaly shell made of iron plates connected by straps threaded through holes, and the head with a spherical helmet with a dome of long narrow plates, with a pommel and a scaly barmice. Although the Xianbians themselves were hardly the developers of a new progressive type of narrow-plate helmets, but their widespread spread from Korea to Eastern Europe occurred precisely in the Xianbian era. The first such samples, which appeared at the end of the I century, probably originated from similar Hunnic ones. The Hunnu —Hunnu, Xiongnu) are nomadic tribes who created a powerful tribal alliance in the steppes of Central Asia, which reached its greatest power under the supreme ruler Mode, who took this post in 209 BC. A huge territory appeared under the rule of the Hunnu: from Khingan to Tien Shan and from Baikal to the Gobi Desert. Although cattle breeding continued to play a leading role in the life of this people, their way of life was changing, becoming more settled, agriculture, metalworking and crafts began to develop Subject scientific and historical reconstruction of the helmet of the Kenkolsky warrior of the III-V century. It is made based on the images of warriors in the frescoes of East Turkestan and finds of helmet parts of a similar design in adjacent territories. Photo by A. Bolzhurov
    1 point
  29. Maybe it's a "unit emerged" sound and not "unit has been trained"? That's the way I took it anyway, been like that before. I also liked to garrison cav in barracks, but it's more consistent now. And really, horsies shouldn't be in barracks.
    0 points
  30. I don't see any reason for this.
    0 points
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