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Hi 0 A.D. friends, the FieldManager mod I am presenting in this post is aimed at reducing micro-management on fields. Official mod page on GitLab here. The mod has been around for a while and I see players on the lobby already using it. I was hesitant to announce it on the forum, for I wished to come up with more functionalities but... I couldn't so here it is! Despite its ostentatious name, the mod provides few but useful features: Select military/non-military/all gatherers from selected fields. Select one gatherer from each selected field. Evenly distribute gatherers across selected fields. Here's a screenshot of the commands available when selecting a number of fields: Be aware that... This mod executes automated actions. This can be considered as a cheat. When you play a game with this mod, make sure other players are aware you are using this mod and agree. Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!3 points
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I think we keep taking the wrong lessons from A24 bad reception. A24 wasn't fun because it was too turtle-y and because just a few civs were played, I actually miss quite a lot A24 slower battles. They also had the effect of giving tactical relevance to logistics, and line of reinforcements, which is totally gone now. By this line of reasoning, development of real-looking tennis/table-tennis videogame is wasted money, because Pong is a perfectly fine game already.2 points
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yes, this will be the primary issue to fix. I'm pretty much ready to submit a few merge requests when the community mod is set up for a27, one of which would address this. It should help with the "meat shield" meta people talk about.2 points
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I'm horrified. Will we go back to machine gun Scythian Archers? Let's just reduce damage of ranged units. Ranged units should be the support units, not the primary damage-dealer anyway. We've had a dozen discussions on this already and the concept is broadly supported, just no one has bothered to make patches because it changes the meta (lol).2 points
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Okay, Helicity and I did some testing, and we discovered that it's probably caused by the bug related to hero garrison with regicide mode. Helicity said that sternstaub recommended that he check for that bug and disable persist match settings. Merely disabling persist match settings was not enough, though. Here is how to fix the bug related to hero garrison and regicide mode. Except that Helicity couldn't find matchsettings.json or matchsettings.mp.json. So, I hosted a game with a non-random map, such as Acropolis Bay. Helicity connected, and unlike when I was hosting with a random map like Mainland, he did not get disconnected. Then I enabled Regicide mode. Helicity noticed an error message that pointed toward the hero garrison bug. I enabled hero garrison, then disabled it. Then I switched to a randomly generated map (Mainland). And, Helicity did NOT get disconnected this time. Success. Later, with Helicity's "normal settings" (with community-mod and other mods?) the problem returned. So, there is still some troubleshooting to do. Note that there were some files in Helicity's mods/user directory, which is like having an extra stealth mod enabled that changes unexpected files. Files don't belong there for non-developer users, so we made a backup of those files and deleted them. It didn't fix the problem, but it is something else to watch out for in the future. The next step for troubleshooting would be to narrow down a setting or mod that is a minimal way to reproduce the symptoms. Note that there are three places where settings are stored for the game. There's default.cfg, local.cfg and user.cfg. Check in each of those paths for matchsettings.mp.json and matchsettings.json, and check in each of those config files for settings related to hero garrison. Backup any data that you remove before removing it so that we can identify the root cause(s) of the problem. If you choose to remove default.cfg then reinstalling the game will restore it to the correct state. Another clue: Helicity said that he neither hosted a game nor played as a player of a game involving regicide. However, he did spectate a game involving regicide. Developers, is there a way for match settings to become persistent in the game other than matchsettings.mp.json? It's strange that the problem would even happen without regicide mode enabled. Maybe there is a different root cause that induces the same symptoms as the hero garrison+regicide bug. Helicity, can you please provide a copy/paste of the console messages about the JavaScript errors related to the infinite loop, please?2 points
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If any of you is wondering why this mod is useful, this is what I do in almost every game: when reaching the population cap I might want to make space for new units (such as rams or elephants), so I do: 1. select all fields, 2. select one gatherer per field (using the mod) 3. destroy the selection. Another use case is when floating in food and short in wood. In this case one can: 1. select all fields, 2. select one gatherer per field (using the mod) 3. send selection to wood. In these (and certainly other) cases, one can keep field harvesting at its maximum efficiency.2 points
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The idea is how we can make the game more tactical, easy to control, interesting to watch.(What sells the most visually about the game is that the combats are attractive). Without losing the RTS essence. 2 objectives are sought: Greater unit control, especially melee infantry. Greater management by allowing better control of groups of units and therefore being able to create basic tactics. .that the units can be arranged in various divisions and individually controlled. They even form large impassable blocks. Together they form solid, or nearly solid missile defenses when moving in formation. Maneuverability is important. https://en.m.wikipedia.org/wiki/Military_tactics Some concepts need to be kept in mind.1 point
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Hi I like 0ad but i cant play it online anymore Because i had to use vpn to open the lobby. Idk why. Maybe 0ad team has blocked iranian ips. Now i cant use any vpn. Because iran goverment has blocked all vpns Now im between two filters One from 0ad team and one from the goverment. Im bored and dont like to play other games. I tried many ways but nothing worked.1 point
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Let me clarify: I enjoy the fighting part of each match more than booming, so I would really like the battles to last a bit longer so that there is more action. Regarding rushes, sometimes it's not the perfect strategy and the battles will be small scale - less enjoyable than titanic clashes (personal opinion). Now, the disadvantage of fast battles is whoever comes with the most numbers and / or champions wins. In team games, given the map size and units' running speed, one player would often lose their entire army before the second player comes. I think this is terrible. Instead, the more numerous side should have some obvious advantage and the less prepared side gradually loses, but victory should avail itself over a few minutes of aggression and resistance instead of a complete massacre in 20 seconds. This is especially the case in 2v1 situations - it should not instantly terminate a player, let them have a chance to reinforce. Real battles don't end in 20 seconds neither. In order to achieve this we lower the damage of all projectiles and also reduce the damage of melee, so that units can live a bit longer.1 point
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I've tried it and it is very nice. Perhaps can be added to the base game.1 point
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I guess you're thinking of more "army formations" rather than battalions of like-units. In that case, yeah, one could imagine some army formations that do some of the following: Could have any number of formation options shown dynamically depending on the composition of the selection.1 point
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No offense, but that is a lot of words to say "I dunno bout dis. we can make it gud tho" Wedge isn't a tactic, it's a formation. You don't click it and then cavalry automatically pwnz0r the field. You click it to put your cav into an formation that gives them some kind of stat buff for the tactic or maneuver you want to perform. You still have to command the maneuver.1 point
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I think there are ways to give the feel and approximation of battle tactics without needing to turn the game into a Rome:Total War clone. On the "extreme" end, there are Battle for Middle Earth-style battalions, which I favor, but on the other end, there are stats, auras, formation control, PreferredClasses, etc., which don't remove the mosh pit completely, but gives a sense of tactical control. While I prefer the former, I've implemented the latter in some ways in my Delenda Est mod. Check out in DE how hoplites and pikemen boost each other, and how the Wedge formation helps cavalry. Minor changes for sure, but can incentivize more tactical unit usage.1 point
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To be fair, you started it with ping pong, how is that relevant?? my point is that we will never be able to (nor should we) simulate real strategies used by generals. Maybe this can be featured in campaigns. My recollection is that a23 battles were fairly similar to a26, except there was pretty much no need for melee units at all. In a24, battles were longer, units slower, and buildings stronger. That being said, I don't disagree with reducing ranged units' damage, I said previously that it might be necessary after melee buffs.1 point
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I respectfully disagree with both of these. I didn't like the 45 minute average games, and there is absolutely logistics and reinforcements in a26. Good analogy. On the other side of that coin, how about we make the game take actual days to play, make the romans better than every other civ, make women actually give birth to get soldiers, individually put soldiers on horses, make the maps earth sized? Sound fun?1 point
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could you make melee combat longer? Sometimes the units feel like tiger paper. they die with nothing and very little melee combat is appreciated in the game.1 point
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@wowgetoffyourcellphone I think i've mentioned it before, but I plan on changing the ranged vs melee balance in the community mod. I think this way the fear of impacting the balance can be alleviated. Probably first will be the melee damage/armor change, then ranged damage reduction afterwards if needed.1 point
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My piece of advice: do not listen to DoctorOrgans about anything. He gathers chickens with women after all.1 point
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Unless someone is a true believer in a concept, it's difficult to put in the effort to make a mod for it. Not that making mods is difficult, but the motivation isn't there. You're better off taking some time learning how to mod, then make a mod to show off your concept.1 point
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Looks very helpful indeed Can it be used in multiplayer without the host having the mod?1 point
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If map settings are not resetting correctly between games or switching maps then yes, it could keep some settings from another map/game. There is also genral dilema when messing up with settings, if player can do the change to the specific setting in the map group, then it probably should not change when switching maps, so potentially if on one map setting is locked and it is switched to map where it can be changed, it could be carried over.1 point
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I can't help sorry. No time for this. I am pretty sure you can get your info here: http://libgen.rs/covers/2691000/14430beb2a3d3fe762df67c5fe6dc702-g.jpg1 point
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-Han mezclado los edificios con los de los nórdicos/vikingos de delenda est?1 point
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In my opinion, a building that is a must-have is one of those royal tombs. Let's imagine we will have one of those tombs: What kind of design for the other buildings could work with? ---------------------- Now, do we want something inspired from the sanctuary of Tatul? If yes, same question than for the royal tomb: what kind of design for the other buildings could work with?1 point
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Our beloved video game got featured on German tech news platform Golem.de: https://www.golem.de/news/openttd-wesnoth-co-quelloffen-wuseln-und-aufbauen-2302-172204-2.html1 point
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@andy5995 Obviously it is best, yes. I suppose the committer did not know elephants were referenced at all in the FAQ. At least I did not. Also it raises the question of whether we should update the FAQ before the updated has been released, to avoid confusing players. The change is mentioned here wiki:Alpha27:Gameplay1 point
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"0 AD: As historically accurate as possible Open source game development is a time-consuming process because many of the developers involved in it work on the project exclusively on the side and in their spare time, and there is de facto no budget. In the case of the real-time strategy game 0 AD, things are a bit different: actually started in 2001 as a total conversion modification of Age of Empires 2 and subsequently developed as closed source, the ambitious game became a standalone open source project in 2010. The modding team has re-formed under the name Wildfire Games as an 18-person indie studio, but up to 100 volunteers have already worked on the open source project." ----It is good that they take the time to explain to the masses how these projects work.---- According to the developer, the most important thing about 0 AD is the historical accuracy in the design of the ancient civilizations and factions, and you can definitely see that in the graphically successful real-time strategy game. Just last September, the Chinese Han civilization was introduced as a new faction with Alpha 26. Over one and a half million players have already played 0 AD.1 point
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The summary screen in-game doesn't show your adversaries, if you're merely paused. Upon disconnection, yes, the game is considered 'finished' and you can see the stats. I can tell you, there are easier ways to find victory than disconnect/reconnect every minute or so.1 point
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I think yes. The only thing bothering is the circular iron shield boss. This is something that appeared among the Przeworsk culture in modern day Poland, not in Denmark... At least until the Roman era. I don't know if we should restrict the evidences to material found in Jutland or not.1 point
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In modern german, a <siege weapon>ram is called "Rammbock" (Ramm-Bock), where "Bock" means <animal>"male buck". Perhaps it was derived from the natural world? //EDIT There is a online dictionary where you can see where german words (possibly) derived from. The word "Rammbock" can i there not find, but it gives info on the word "Ramme". Translation attempt: "[die] Ramme f. device for stamping the ground, for driving stakes / pegs into the floor ... old high german "ramma" (9th/10th century) ... late middle high german "ramme". ...underlying is a word for the animal aries/ram which has gone extinct in new high german: "ram" (8th ctry), "rammo" (9th ctry) [which is now called "Widder, Schafbock" <schaf = sheep, bock = male>] ...transferred usage in the sense of "drophammer, ram<siege>", based on the idea of a aries who is running against something with a sunken head, are shown by ...the dutch, english ram aswell as... ...the - in analogy to other terms for devices and tools - female word "Ramme" The origin of the animal name is unknown. Unsure, whether as a 'strong' or 'strong-scenting animal' from old nordic 'ram(m)r' = strong, sharp, bitter." This was most likely derived from the animal. We may ask ourselfs in which extent the early germans have ever encountered a siege ram before seeing other civilizations using them. Plus, there were very dense forests, swamps etc. in germania. Probably hard to move rams with wheels in that biome. i guess that, if they wanted to ram something, they derived the word for describing the action (ramming) by taking the term for the animal, which they already knew. Then, they take like a log or something, looking at each other and saying "ramma" while pointing at an obstacle or a gate maybe.1 point
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again is what I say, there should be incendiary units in these kind of civs.1 point
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For certain buildings the size is Standard. The military or creation of troops must meet that standard, as well as the CC.1 point
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Speaking of effects, I would like visual effects like particle type and when pressing so see an icon on some effect on the building. I saw these particle effects in Delenda Est.1 point
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1. check that your forge techs have been researched. Your enemy may have had a substantial advantage due to researching upgrades. 2. Don't commit the fight to only the elephants. If too much of your army is only attacking the 12 elephants, then the enemy can easily defeat your army. After this, they are down 12 elephants, but your entire army has been defeated. So, If they are not an immediate threat to important buildings like a fort or a civic center, you should focus on killing the army accompanying the elephants. Then once you have an advantage, then go after the eles. 3. when using eles, you need a sizeable force to accompany them. There are also heroes that effect eles such as Seleucus Nikator of the seleucids that provide valuable bonuses to elephants. Elephants can also be strong versus infantry because they can 1 hit depending on the upgrades and hero auras available. general tips for fighting (under the current balance of the game): do not attack an enemy with a long, strung out army. Say if you task your army to attack something far away, your ranged units will arrive first one by one and get melted. It is easy to lose a fight even with a massive number advantage like this. generally prioritize ranged attack upgrades and pierce armor, as ranged units are generally more powerful and influential in fights than melee units. if you see enemy defenses (temple, fort, etc), this a good indication of where not to attack, just go a little bit past them and make the fight awkward for your enemy. Likewise, don't spend time putting up tons of defenses in one area, just for your enemy to walk around. Don't take a fight you are not very confident in.1 point
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Greetings! I'm from Sri Lanka. I speak Sinhalese and a little Tamil. I'm happy to help you if you plan on developing this civ in the future and I think adding the Tamils is a great idea because they were the biggest power in Southern India. However they don't achieve the height of their power until until the medieval age (900 AD - 1300 AD). The same could be said about the Sinhalese. In my opinion both these civs would be more fitting in a millennium AD mod. But still they both did exist in the 500 BC - 500 AD time frame and had a good level of sophistication.1 point
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Sinhalese civilization draft (first part): Anuradhapura Kingdom (also known as Rajarata Kingdom): Possible Kings/Heroes: - Early Anuradhapura Kingdom (0ad empires ascendant timeline): Historical sources are debatable, because the main source of documentation is the "Mahavamsa" a semi-historical chronicle of the early kings deeds, written by buddhist monks, with some mythical elements mixed into it...There are still some unquestionable facts, such as the very existence of the kings, and their conquests and military feats, which have been historically established. + Devanampiya Tissa (307 BC - 267 BC): introduced Buddhism in his kingdom through establishing a diplomatic relationship with Mauryan Emperor Ashoka, from which he supposedly received a seed from the Sacred tree where the Buddha attained enlightenment, and Ashoka's own son Mahinda which became the founder of the first Sangha (buddhist monk community) on the Island. + Dutugamunu (161 BC - 137 BC): Defeated King Elara, an usurping Tamil prince from the Chola Dynasty who conquered the throne of Anuradhapura in 205 BC. He allegedly had under his command legendary warriors: "ten giant warriors": https://en.wikipedia.org/wiki/Ten_Giant_Warriors + Valagamba (103 BC and 89-77 BCE): He defeated tamil invaders, after 14 years of occupation from the latters, and built the Abhayagiri Dagoba (Stupa) Other important kings (later period): + Gajabahu I (114 AD - 136 AD): Very devout king, invaded tamil lands to save his captured soldiers. + Dhatusena ( 455 AD - 473 AD): repulsed numerous indian invasions, and established the first navy. He increased the water distribution capacity by building eighteen irrigation tanks. Also famous for having being murdered by his own son: + Kashyapa I "the patricide" , or "the mad king" (473 AD - 495 AD) who would finally been slain by his brother Moggallana, true heir to the throne, after an epic battle. During his reign, the capital city was moved from Anuradhapura to Sigiriya ("The Tooth rock"), an impregnable fortress where he felt safe (that didn't save him though):1 point
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