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Showing content with the highest reputation on 2023-03-03 in all areas
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Right clicking on the image shows the units base stats. if you want to know the full details of the unit after any upgrades and hero auras, hover your mouse over the sword and shield icon after selecting a unit. This is found at the bottom of your screen. Also, if you want details on a unit upon train time, be sure to select "detailed tooltips" from the options under "session"2 points
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I think I will use most of the buildings you have modeled. I am re-mapping them to my new texture. This takes me a lot of time, as I am a perfectionist.2 points
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My Top RSG have been Age Of Empires, Rome Total War, and Warhammer 40, Down of war, first series...with the Ultimate Apocalypses mod...and now post 2020, 0 AD because of the constant evolution in to making it better by its own community... I. find that fact about 0 AD, something very cool.2 points
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Any plans to include campaigns? It's very telling to see that the majority of the RTS player base(casual) is looking to play campaigns to learn how to play.1 point
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4 shots (arrows, javelins, slings) per second is just not gonna happen. I get what you mean about units dying too quickly, but this is hardly a good solution.1 point
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Thanks @real_tabasco_sauce, this is exactly what I have been looking for!1 point
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I remember advice about preventing packet loss when using UDP protocol. Because ISPs and Internet backbones are more likely to drop UDP packets that are larger, the advice for real-time network protocols like VoIP and gaming is to use smaller packet sizes. If I recall correctly, about 500 bytes is the maximum recommended. Maybe some Internet backbones used by Helicity, and the 5 other known players who have trouble staying connected to VPN users, have implemented the Random Early Drop QoS algorithm, preferring to drop larger UDP packet sizes. Is there a way to easily adjust the maximum packet size used by 0ad? Even so, it doesn't seem like the "reliable" feature is working as expected. Note that VPNs have a lower MTU than the average Internet connection, by almost 1000 bytes. I see a packet flag in the ENet library: /** packet will be fragmented using unreliable (instead of reliable) sends * if it exceeds the MTU */ ENET_PACKET_FLAG_UNRELIABLE_FRAGMENT = (1 << 3), Hopefully this is not in use by 0ad, but if it is then it might explain what's happening here. Edit: there's only one call to enet_packet_create() that I can see, located in source/network/NetHost.cpp. Apparently all packets have the reliable flag, and do not have the unreliable fragment flag. My new hypothesis is that the number of retry attempts is being exceeded and the connection is being forcefully reset by ENet.1 point
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Please do something with the walls! We have three types of terrain: visible terrain, explored terrain, and fog of war. The problem is that the wall is periodically not built on explored terrain and it is required to send a unit to make the terrain visible. Because of this, I can't sketch the outline of the city wall, send units to build, and forget about it.1 point
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You don't always need to commit everything to a fight, if you start fighting and you realize you are losing you can retreat. An extremely common way to reinforce an army when playing infantry versus infantry is to retreat toward your production buildings as your units trickle forward from them. This way each step you take toward your base you are increasing your army size and you can eventually take a fight versus your enemy who is chasing you. I hope this helps! I definitely agree that briton chariots do far too much damage and skirmisher cavalry should have their damaged reduced from 18 to 16 as they usually wind up being the all-around best unit in every game.1 point
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Hi, You don't really need to generate them when making mod. They are just more efficient version of the file packed into game so engine has easier time reading data. You can even get rid of them and your game will run the same. Engine will make its own version of them in game cache folder1 point
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Interesting it seems chariots are missing from Unit Tables (wildfiregames.com)1 point
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As I said, rushes are just small scale sniping, not the titanic clashes that I like. Let's assume both sides are reasonably skilled with similar army composition and have all of the military techs. Then the side with more numbers will win, very quickly massacring the outnumbered side. I'm not saying that one side shouldn't win, but the issue is the massacre happens too quickly. It's just 30 seconds of complete chaos and lag then one side is exterminated completely. There is absolutely zero chance for reinforcement after all techs are researched and champions are involved, which removes the reinforcement aspect of the gameplay completely, making battles just gambles on unit numbers and not well-prepared tactical confrontations.1 point
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I have to clarify, I only meant they cannot be affected by technologies. You can totally change the XML values in a mod.1 point
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J most of the casual audience plays the campaign mode, we need to include a campaign.1 point
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at least one method so that units are not mixed up.1 point
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Hmm. It is true; adding such will not remove micro, but rather refine it. you can always argue that a game becomes easier if it gets more user friendy. but also, this gives the opportunity to add other challenges to the game, which are more immersive than dancing with units. Imagine a centurion reporting: "...i beat them by having my legionaires dance from the left to the right at the moment their archers fired!". Ah, i do not know. It is true that 0ad is a game and not a 100% accurate realistic simulation. But it is not supposed to be a click-o-mat either.1 point
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disclaimer: writer not very familiar with current implementation. 1) separate the formation from actual unit position; make units behave around this fictional formation. these are like little flags in the ground with "unit IDs" on it (being pictural here) this can provide a useful set of data. would be possible for example to get n rows from either flank and break them out to perform a flank attack. Also gives an option to make formation movement calculation cache friendly. the interesting part here would be by which patterns units can be selected from a formation, like "select middle row" or "select the 4 left columns". This can be used for very intuitive user interfacing. This array of flags should be dynamic and change when units die. some unpleasant effects should be accounted for in that case. for example a unit from the left side of the formation might be placed to the right side and then start walking there, costing dps. that kind of stuff should be avoided. hence, maybe only remove the flags without auto regrouping the formation. maybe not. hard to say now. 2) as suggested elsewhere, use mouse draw to make things intuitive for user. plus, it gives more controls which can be assigned to the implementation of some fancy movements - whichever these may be in the end. there already is the unit selection which uses mouse drawing, so the mouse draw operation is already implemented somewhere i guess? (i would suggest the same for pings, by the way, but that is a different topic) 3) differentiate between attack formations and standing down / holding ground tight and loose/attack/move formations. -> different formation categories i. attack loose/attack/move formations would not neccessarily need such flag formations (->1), because the attack occurs only once. i would rather call it "attack move (formation)" instead of "attack formation". it might make sense to give a maximum range for an attack move, so that unit groups must first be set up at the battlefield. This is kind of a coreography for the units. The coreography stops as the unit is engaged into the combat, then it attacks the closest enemy. maybe i am thinking too much about cavalry charges here. A line or square formation or a shield wall can of course also offensivley move towards an enemy. Maybe it makes more sense to differentiate between tight and loose formations? ii. standing down using tight formations would spawn a formation (->1) in a certain place, and units stick tight to the formation when they are attacked. They do not wander off for more than a certain radius from their spot. iii. an idea would also be to have units lose the formation (->1) after some time. This would force the commander to perform regroups. additional factors like morale can be taken into account. certain civs could be stronger at holding tight formations, while other are better at attack move (formation). the former meaning better defensive gameplay, the latter meaning the opposite. 4) the ability to merge different unit groups into one formation temporarily can also be interesting. you want your archers to stand behind your melees, but when the line is failing, you want the archers to run first - without disbanding the whole formation. So wait, the formation itself is a temporary container of pointers to units, kind of. if unit is losing formation, that spot in the formation can be set to nullptr. the duration of the different formations (or of how long different units retain their formations) may vary. some input, more to come. more: maybe give capture points to formations like buildings, and add cooldown to reform? where a flank attack does more damage to the formation and sets single soldiers on "flee" for a short time?1 point
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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!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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Helicity is on Linux, not Windows. We can reproduce the symptoms with no mods enabled, simply by setting the number of player slots to 5 or more, or toggling settings like capture the relic very rapidly with 4 slots. There are no JavaScript errors when the problem occurrs. When the problem occurs, the reliable data in transit increases to several thousand bytes and does not decrease. Then Helicity gets disconnected after a few seconds. I think that this is caused by packet loss, either on delivery of update packets from the host to Helicity, or on delivery of acknowledgement packets from Helicity to the host. The problem so far only occurs when I host via a VPN. When I hosted without VPN, Helicity remained connected despite using 8 player slots, and much rapid adjustment of game settings like capture the relic and number of relics. Helicity got disconnected from another host as a player in a 4v4 game today. People commented that he regularly has connection problems. My assessment is that there is not a bug in 0ad, but there is a combination of network or computer problems with the players involved. Maybe VPN traffic is bursty, and maybe Helicity's connection or computer has trouble with that.1 point
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Hi, Wutun quit a rated game without resign. metadata.jsoncommands.txt1 point
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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?1 point
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Hello, I have play with GuanYuLi and when i attack him the connection lost. Immediately GuanYuLi started another game with another player. For once time i will win ! Please ban him. Sorry for my english because i'm french :-) Thank you, have a nice day. (with 0 a.d. sure) commands.txt1 point
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Hi, Romain2007 quit a gamemetadata.jsoncommands.txt tonyfurg quit a game without resignmetadata.jsoncommands.txt Thanks1 point
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According to my observations there are 3 types of host crashes: 1. DDOS as questioned. The evidence is that the game never crashes, but my entire home network is disabled. My parents have no net access neither because something is downloading very large files while taking up the entire bandwidth (200Mb/s)! 2. STUN error. I often experience this. Sometimes turning on TLS encryption helps, other times turning it off helps. It's especially strange when I couldn't connect to a host because of STUN error, then after a few seconds or after a restart of the game, I could connect. Sometimes I get kicked out of a game by STUN; I knew that it was not a network issue because I was downloading something slowly in the background. 3. Host is in a bad environment: they might be running 0ad on windows where they can only use 4GB of ram -> crashes if there is a large fight. Or, they might have unstable network connection themselves or lives very far away from all other players. Bad connectivity / processing power will lead to missing turns, hence OOS. number 2 is affecting me the most right now. I'm not sure how STUN works but I often get disconnected due to STUN error.1 point
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Hello! Former 0AD player and making an RTS game! Cheers to the community! Never Surrender!1 point
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There is now a patch for multiplayer saved games. It hasn't been reviewed yet because no one is available to do it. [Differential] D4770 Multiplayer saved games (wildfiregames.com)1 point
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To reduce the impact of the problem, it would be very helpful if multi-player matches could be loaded. (In case of Ddos, its possible to create an automatical savegame) Can't 0AD investigate the code of the open source game Widelands, where all of this is possible? There are even replays from loaded matches possible1 point
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Maps. https://forums.ageofempires.com/t/how-should-civilizations-be-designed-by-aoe4/61502/2681 point
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In my most honest opinion, the most fun thing in an RTS is the action and basebuilding for me.1 point
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Whenever I try to join Ginnungagap's and @Norse_Harold's game, I get stuck on this page. Their side shows that I am in the room, but I cannot see any buttons or the chat. There is no button to return neither, so the game is crashed. What could be causing this bug? I've never been able to join anything hosted by Norse Harold even though he claimed that he has whitelisted me. There is always either Stun Error or this page. The issue with Ginnugagap started this afternoon.0 points
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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.0 points
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yes i tested it. i could not join the 0ad game but it didnt give any error. it seems it keep connecting to the lobby but never get in it. also i could not join other game already ( battle for wesnoth) but with my phone net i could join it! so it means something is wrong with my modem? its a old modem, the model is irancell mobil boardband e3372 LTE usb stick. should i but new modem ? or i just need to do something with this one?0 points