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Showing content with the highest reputation on 2022-12-09 in all areas
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I just wanted to say thanks for all the works here. Great3 points
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i thought of this too, resetting ratings every alpha would be better. Most 2000+ players do not move on unless they find a player >= 1900 to play with. Lorenz123 left the game years ago and somehow still remains in top 100 till now, i think he's in top 15. This is because higher players needs to play with other higher ranked players in other to get good ratings. If there's no higher ranked player to play with, the leaderboard is just stagnant. I bet 80% of the top 100 players are offline for years, making it hard for the leaderboard to move as its supposed to2 points
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Hello 0 A.D. friends, I have been thinking about the possibility of making a mod implementing macros and came to the conclusion this is feasible, albeit complicated. Despite my good intentions, I will be in shortage of time very soon, and this is the kind of project that takes a while to be developed. Perhaps, this is also the kind of project that triggers the interest of some of you smart guys populating the forum. If so, this is the topic for you. If any of the developers has considered this before, I'd be curious to hear from them. This might not be a new idea after all. This post is organized in sections, so a reader can skip the parts they're not interested in. 1. What are macros? 2. Why do 0 A.D. players need macros? 3. Why macros, when there are mods around? 4. What's the proposal? 5. How can a player define a macro? 6. Implementing macros can be complicated1 point
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Your allergy metaphor just does work if you are allergic to that pickle in the burger the whole burger has become toxic for you period removing it does remove the contamination it's still their and still toxic. Enjoy the Choice1 point
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The mod is great. It allows for quicker improvements that players want. I'm just saying that, at least for a26, the mod represents a large portion of all regular users and therefore has replaced vanilla as the 'true' a26. I would love to see it back for a27.1 point
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I would like to stress that so far only the rice field and regicide fixes have been committed. Nothing from the mod itself. A possibility is for the mod to be rebased for A27 and continue to exist as standalone. We have not decided what to do yet because there is too little activity on the other side. Only three people are active. One is working on a new Atlas, the other on Vulkan, and the last one is working on some minor art fixes.1 point
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We can call it "experimental" all we want, but for all intents and purposes--it is the current alpha. The vanilla version of a26 does not function, if for no other reason, because of the Han farming issue and as a result most regular players exclusively play the mod. The mod will also likely be a27. And, again, a single OP unit can ruin gameplay. For example, in a22, a common rule was the no one was allowed to make cav or bolt shooters. In a24, no one made anything but archers and OP defensive structures made games extremely long and enjoyable. Those are two alphas where a single OP unit was sufficient to ruin gameplay. We should not brush off just a few potentially OP units. I have other issues besides the specific ones I named, but the ones I named provide a general preview. That is also true if you add just one tech--it becomes part of the tech tree. Each of these can standalone. What requires all 23 to be implemented at once?1 point
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also, how would that stop him from using a vpn and route 0ad traffic thru it? About shyft, isnt "moohawk" rezamath? i forget, so shyft is reza? any proof of games together? when was reza last seen on OG acc. i told him we could play rated 1v1, and id send him 100 wood 100 food at start, and beat him as many times as he wants me to but he keeps ignoring me, i ask like 50 times. btw 100 wood 100 food = 400 res differential early on, so like aprox at least 50% advantage ie 10 vs 15 pop or something.1 point
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(1) It's a complicated system with 23 new techs. (2) It basically tries to rebalance everything all at once, which will inevitably create greater imbalances. (3) It contains some specific things I find concerning. For example, jav cav have a massive buff. Their spread (accuracy) improves a massive amount and their prepare time also is almost cut in half. Similarly, a massive buff is available for sword cav, which can get +10% health and +1 pierce armor. Additionally, a massive buff is available for archer cav, which get 1.15x dmg pierce dmg and 1.25x projectile speed, which increase accuracy (but does so indirectly). Taken together, the three best units, which many people already think are OP, all receive really, really large buffs. These buffs are also better than comparable inf buffs (e.g., archer cav get 1.25 dps plus increased accuracy but inf slings only get about 1.1x more dps). Likewise, projectile speeds are modified for several units and these modifications are inconsistent (1.5x speed for inf archers but 1.25x for cav archers and 30 for inf jav). Changing projectile speeds was a big part of the problem in a24. Honestly, I see no reason to ever change them because the same result can be accomplished in other more direct ways and their change isn't transparent to players.1 point
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Yesterday the game wouldn't even let me build a storehouse in such a spot, because it "wasn't my own terrain". Anyway, if you can't deny a CC in such a spot your days are numbered anyway.1 point
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are you doctor organs, you look like a small boy. it only takes some money to pay our developers so that they can work on this full time then 0AD will be finished product. or a lot of C++ developers find 0AD and fix all lag and stuff.1 point
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nothing is enough for the most famous player of 0ad @BreakfastBurrito_007 people assume i'm "toxic" just because i say truth and help them improve. But in no way, i'm "toxic" just for the sake of "being toxic". This is just my personality . Many have notice (at least my supporters but also everyone else) that i have high manners and hold gentleman discussion thanks to my high education.1 point
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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".1 point
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I don't know. You tell me--is a patch of 22 upgrades still good? A patch of 21? 20? 19? . . . A patch with 1 upgrade?0 points