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Showing content with the highest reputation on 2023-02-12 in all areas

  1. I'm updating mod art on this github, at this point I believe they can replace the nordic models in Delenda Est once they're done. https://github.com/0ADMods/suebian_art
    3 points
  2. So does Cyrus the Great. Don't hear anybody complain about him.
    3 points
  3. They were removed as part of the Alpha 24 Release. To prevent units making formations you can set the default formation by right clicking on it.
    3 points
  4. Hey everyone, A27 is getting ready, so I am planning to update this mod to have it available at the release. So now would be a good time for some feedback / feature requests/ any bug reports. ______________________ Besides the request for bug reports - I do like some visual novelty once in a while (and I have looked the the temple of vesta for quite some time now). So I have some drafts for new background images that could be included in the next (A27) version if you (i.e the users of the mod) find any of them nice enough. (Note: they are not 100% finished, but should give a good impression of how they will look like) If you like any of these options and want to see them in the mod let me know - and if you don't like any of them and none should be included let me know as well. Option 1: David / the victor Option 2: Athena & ruins Option 3: Road to victory
    3 points
  5. I just checked out the Scythians and Xiongnu. They are very cool and I like the nomadic implementation. Building anywhere is good, and the wagon<-> house/storehouse feature is great. @wowgetoffyourcellphone do you plan on adjusting their structures so that they appear a little more distinct? Im not sure how well the cavalry able to build feature would work out. On one hand, I would rather cavalry conform to the rest of the civs as a consistency measure, but on the other hand, I think their ability to build could allow for very fun aggressive gameplay. Perhaps a middle ground would be to just allow the women cavalry units to build. This is quite a lot of differentiation between the nomadic civs and the current ones. I am thinking this level of differentiation would welcome @borg-'s sparta patch, which I have reworked into a git branch for the community mod.
    2 points
  6. 2 points
  7. For me this discussion is more focused on how far this game is an rts game or a historical simulator. But that doesn't matter much because in the end what matters is having good art and good gameplay, I believe that if players can have fun and enjoy in a pleasant way different facts from the history of the most diverse civilizations that is what matters. Today I see this mainly in mods, especially in Delenda Est, interesting mechanics, without dubious restrictions on which civilizations deserve to be represented and the possibility that even groups that are on the margins of great civilizations appear as trainable mercenaries depending on the map. And if you only want to play between civs who are contemporaries and neighbors, nothing stops you.
    2 points
  8. Too late for Alpha 27. Will have to wait for Alpha 28:
    2 points
  9. I am opening this thread following the debate we had recently about following releases (A28+) and the inclusion of new civilizations. In the past, the community already discussed it, but it didn't get the same level of attention: I think it should be discussed in a specific thread, with a proper title and a proper structure, with a poll to know the opinion of the community. Two civs have been worked on for a mod, the Maya of the Protoclassic / Late-Preclassic period and the Zapotecs : We must remember that 0 A.D. is dedicated to a period of time ranging from 500 BC to 1 AD.
    1 point
  10. Real-time strategy (RTS) games are a popular video game genre worldwide. Although many people may view them simply as a form of entertainment, these games can have a positive impact on mental health and cognitive development. First, RTS games require high levels of concentration and the ability to make quick decisions. When playing an RTS game, you have to be aware of everything that's happening on the screen, from building structures and producing units to planning attacks and defense. All of this requires you to have a good attention span and to make decisions efficiently. Furthermore, RTS games can also help improve long-term memory. When playing, you must remember the location of your units and buildings, as well as the location of resources and enemy units. You must also have good short-term memory to perform simultaneous tasks and keep track of several missions and goals. Another positive aspect of RTS games is that they encourage planning and problem-solving. When playing, you must plan your actions effectively and make decisions based on available resources and units. You must also be able to solve problems efficiently when unexpected situations arise in the game. Furthermore, RTS games can also help develop social and team skills. Many real-time strategy games allow you to play in teams with other players, which requires good communication and teamwork to achieve common goals. This can be especially useful for those who have difficulties socializing or working in teams in real-life situations. What do you think? I await for your awnsers!
    1 point
  11. Simulation/components in public.zip
    1 point
  12. I don't know why that hasn't been implemented. Sometimes I just want to play with western empires.(Rome , Carthage, Greeks). With a barbarian or Hellenic ally. Vs Some other empire + barbarian ally.
    1 point
  13. I would say some color change to the fabric of the yurts would be good. A more beige color vs white. I have not heard of this. What is Auto-build?
    1 point
  14. Best I can do personally is add more props. Will need @Stan` or @LordGood for more drastic changes. D you have anything specific to suggest changing? As with the Han, we can probably start off with all the distinctive features intact, then with player feedback iterate them to remove everything unique and fun for Alpha release. You should check out DE's Spartans. Perhaps could serve some inspiration. Choose Leonidas as your hero, you can see how unlocking Gorgo works (she boosts civic centers and female citizens).
    1 point
  15. I'm Brazilian , but I don't see it that way, I think it's not just because it's a representation of our continent, but it adds more diversity in cultures, units and structures, in addition to the civ of pre-colonial America I miss other parts running away a little from mediterranean // middle east (moders are working on it)
    1 point
  16. That's true, I'm working with @Duileoga on this, your opinion and experience is welcome.
    1 point
  17. I agree, although recently people suggested to remove Boadicea due to that. I am not in favor of removing her but indeed she breaks the limit.
    1 point
  18. Indeed. This area is outside my expertise and I have already too much to read for other mods I am participating with. It would be nice to have someone with an academic background, or at least comfortable with academic literature, and the motivation to tackle this topic. Customized tech tree would be revolutionary but it should be implement first then.
    1 point
  19. @Tackyben Good topic. It'd be interesting to find some research, paper of more serious work. But regardless, we can share thoughts here for sure... I'd partly agree with you and say, RTS games are a bit better than other no-brain games. I'd say it's complex and more fun version of chess with additional requirement to make quick decisions. It has some useful elements. But... But, another aspect is that too much gaming is not healthy at all. First of all your spine can suffer b/c muscles are becoming weaker if you don't work and move them. Gym is not enough. Many people today have big problems with spine. It's not health for heart for same reason. It's dangerous for eyes and many other organs. Problem is to clarify what is "too much" as it's individual and depends on your body/mind characteristics and environment. For example if you are developer and play 3h/day of games after work, I'd say it's bad. At the end, I'd say it's not good for mental health, for concentration, for ability to be still, to stay in peaceful environment, to think deeply in silence, to plan long term. In real life (RL) it's spawn of 5-10 years while in RTS it's 5-10-15 mins. And in RTS it's repeatable unlike in RL. At the end it's not good for memory. It's addictive, which is dangerous, especially for kids/teenagers without ability to introspect themselves. But for us adults it's not much different. Plenty of kids are in mental clinics healing from game addiction. RTS gamers are not immune to that. Also today in internet era, when we are overwhelmed with information, with entertaining signals (sound, visuals), screens, car/machine noice, etc. playing games is additional stress and additional amount of unnecessary information that brain MUST process, that consume psychological energy/will and physical energy/calories, etc.
    1 point
  20. Then a COW filesystem like Btrfs might be best bet as it supports "offline" de-duplication so even if gitea doesn't cp --reflink you'd be fine. https://www.man7.org/linux/man-pages/man2/ioctl_fideduperange.2.html Added bonus of using Btrfs, backups are easier. Don't know Go but I'll grab the gitea sources, maybe I can figure out what it does. They don't share subdomain so splitting sounds like a good idea regardless?
    1 point
  21. You can't do official "Pull requests" But my understanding based on this SO answer: https://stackoverflow.com/a/15057469 by Eevee (CC-BY-SA) is that people could just fork the gh/gitlab repository, do whatever pull request they want over there in separate feature branches (we can even use the free "actions" to run some test) and the we could just merge those manually or automatically back into the gitea one. The question is more: do we want to accept pr's from there/ does it make sense to split the development discussion in even more places/ is this worth the effort.
    1 point
  22. Delenda Est also allows players to choose random civs based on region. Best of both worlds.
    1 point
  23. We do and we can, although not that easily. First we need to migrate everything. The same vm is used for gitea phabricator and trac. Not really. You'd need to split the repo into subrepos for that and some team members don't like the idea because it makes contributing to both much harder cause you have to write N PRs where N is the number of repos. Again not an issue with a lot of people much more annoying with little amount of contributors
    1 point
  24. Yeah but it keeps evolving (Although most API updates break the JS part) because of performance issues the API might change. Working on a mod for it. The problem is that because it's a P2P model you always need everyone to have the exact same version. Else you're gonna quickly create a split in the community. Ideally at some point empires_ascendant (the civs contained in the public mod (the 0ad mod) should be available on mod.io. But with many mods comes a lot of problems because it's not user friendly to enable them. https://trac.wildfiregames.com/ticket/5366 I believe the biggest issue would be the amount of contributors. Having the engine split from the game is a nice idea, but most mods are around the game anyway and can use .DELETED files to remove what they don't need, and we don't have that many devs so splitting the two would make dependencies hell. Correct. People need to read the docs for that. And there are scripts. We also can't ensure everything is rightly placed cause one has no idea what a mod will do. This is the only correct way to do it (and that's what the github action does) else the game is gonna have to cache the assets on the first run.
    1 point
  25. those are all for now. more may come if I have motivation, time and high quality cc0 models of other cultures (which tend to be harder to find) stargate - now that you say it; loI indeed. Regarding a vertical layout: I have gotten that feedback from several people. Generally I tend to like the horizontal layout more, imo it fits better to the screen ratio (and allows for easy drop-down menus). But I'm not opposed to try a vertical layout if more people would favor that. But .... that would still block the center of the image. So Davids head would need to be moved either way and the current temple of Vesta as well. I do agree tho, the buttons are a bit unfavorably placed for option 1.
    1 point
  26. Hello. Most non-casual games are healthy in this definition. However, respectfully, I would not say RTS has a lot common with real planning abilities, nor it is beneficial for playing skills, and vice versa. It might keep memory from some kind of degradation, though as games rely on visual-sound perception only, it barely can improve. In term of socializing, it is true, as the game is being an identity agenda and so, is a basis for building a social group (community) around it. The fact of common responsibility within the group, as well as in any other, might help in real-life situations. In my take, the RTS is not a strategy simulation in literal meaning, and there are not any. As for me, I would value the game by it's historicity or a well written lore, because it is a kind of art and retains its qualities.
    1 point
  27. I hope this post can clarify things a bit more. There are at least three options to change hotkeys. Option A Open 0 A.D., then open the Settings > Hotkeys menu. Change hotkeys from there. Note: @gui456wSERTDYF I know you are already aware of this solution, but I report it for completeness. This solution can be ok for replacing few hotkeys, but not suitable for changing many hotkeys. For example, this is not ideal for @gui456wSERTDYF's issue (replacing "Ctrl" everywhere). Option B Look at the default.cfg file present on your computer: this file should look like this. Each line identifies a configuration option. Just to make one concrete example, the default hotkey for attackmove can be found under the [hotkey.session] section in the default.cfg file: [hotkey.session] attackmove = Ctrl ; Modifier to attackmove when clicking on a point I you wish to rebind attackmove, say for instance to CapsLock, add this line to your user.cfg file: hotkey.session.attackmove = "CapsLock" Option C (recommended) Very similar to Option B. Following the above example, if you want to rebind attackmove to CapsLock (again, as an example), add these lines to your local.cfg file: [hotkey.session] attackmove = CapsLock ; Modifier to attackmove when clicking on a point The local.cfg file lies in the same folder as the user.cfg file; it possibly doesn't exists: if so, create it. The local.cfg file has the same structure of the default.cfg file. In principle, you can copy-paste everything you want from default.cfg into local.cfg and tweak the values at your own needs. Note: this solution is probably the one @gui456wSERTDYF is looking for. You can copy-paste all the default.cfg content that includes "Ctrl" into local.cfg and replace the "Ctrl" occurrencies with the key you like. Remember to include the section names (in the above example, the section name is [hotkey.session]). Option D (not 0 A.D.-related but OS-related) @gui456wSERTDYF if your Ctrl key is not working... have you considered assigning Ctrl to a different key system-wide? In many operating systems (and certainly in the GNU/Linux ones) you can assign Ctrl to other keys, for example to CapsLock.
    1 point
  28. With the addition of the Han, the Xiongnu and the Scythians are a must have.
    1 point
  29. I don't have a Deviant Art account.
    1 point
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