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Showing content with the highest reputation on 2023-03-27 in Posts

  1. Hi I always got the "Failed to connect to server ..." error when trying to join any game in the multiplayer lobby. I know how frustrating it is and I've seen quite a few players having the same problem. There are a few forum posts etc. about this error but none of the suggested solutions worked for me. I managed to solve the issue and for me the problem was something I've never seen mentioned anywhere else. I'm making this post to help other players who might have the same issue as me. At first check if your firewall or antivirus is blocking 0ad, try port forwarding 20595 and so on ( like mentioned in other posts). But as I said, for me that didn't help. For me the problem was that my ISP was using CGNAT. CGNAT basically means that your router does not have an individual public IP address. It shares a public IP with other devices on the internet. This is how to check if your ISP uses cgnat: https://www.purevpn.com/blog/how-to-check-whether-or-not-your-isp-performs-cgnat/ If your ISP uses cgnat than thats probably what's causing the issue. Just call your the customer support of your ISP and ask them to give your router a public IP address that's not behind cgnat. In my case that solved the problem and it took like 5 minutes. (Also don't explain the problem to them it will just overcomplicate everything). To check if your ISP has given you a public IP that's not behind cgnat just follow the steps in the link above to check. If the issue remains with a public IP address not behind cgnat, call them again and explain your problem in details this time. If the customer support tells you they can't give you a public IP that's not behind cgnat or you need to pay extra just call a few times. sometimes it depends on who picks up wether they want to do this for you. If they really can't and you've tried everything else and the issue remains then the only option I see is to change ISP. I don't how common cgnat is the reason causing this error...but maybe cgnat should be mentioned somewhere in the error message to make it more clear. Also, please note that I'm not a networking pro so feel free to correct me.
    4 points
  2. Speaking of editing xml, this is what I've done for a simplistic "dark mode" mod here: https://github.com/vgaming/0ad-dark-mode The mod isn't really "complete" in any sense, but it works for changing all terrains to a dark one. I'd be happy to do more stuff like visually smaller trees in the future, but for now I've time-limited the effort. Will possibly return to it in a few months (I play open-source games in waves, few months playing, few months not). Thanks for AbstractGUI's mod and videos by the way, it partially inspired me to work on that other add-on, because I've liked how a dark mode *can* look like
    2 points
  3. In several previous discussions, forum participants have expressed discontent with the current role of melee in 0ad a26. In general, melee units do substantially less damage than ranged units, while having far greater armor. Because of this, melee units are often more effectively used to "shield" ranged units from other ranged attacks. Crucially, it is melee units durability which makes them strong versus ranged units and not their actual attack. Because of this, many players place low priority on melee upgrades to the point of skipping them entirely. Hack armor is researched to make melee attacks on ranged units weaker, but it is also a low priority tech. The "meat shield" meta is epitomized by the pikemen unit: 2 hack + 3 pierce in 2 seconds is a childish 2.5 dps on an unarmored enemy. Even the champion version is harmless. Meanwhile they have an absurd 10 hack 8 pierce armor before upgrades. It is time for a large scale rework of melee units, and try to name a better place to test this than the community mod. To summarize: infantry melee CS units "standard" armor is 3 hack, 3 pierce (more specialized units deviate slightly from this) Champions are 6h, 6p, with exceptions (ex pikemen) across the board damage has been doubled (extra for pikemen, and special case for macemen) Cavalry melee cavalry deal slightly more damage than their infantry counterpart (in keeping with current design) armor is similar to current values, but with less pierce armor. Ranged cav hack armor is decreased so they still lose vs melee cav. Try it as a mod: Current version: (50% more melee damage, 25% less ranged damage, 3h 3p melee inf armor, +0.5 m/s move speed) Get it on mod.io, might not work for a27. This is based on the community mod (edit: 0.26.4 now), so it is larger than necessary. My apologies. Keep in mind that melee units will still die first due to UnitAI, as they always have. This proposal seeks to enable melee units to be more impactful in battles, so that investing in their upgrades might allow you to defeat enemy melee units first and force a retreat. Stat chart (this is version 1): version 2 is this with -25% all unit damage, and +0.5 melee inf movespeed. melee rebalance CS infantry attack previous armor previous Champion attack armor spear 6h 5p (1.0s) 3h 2.5p (1.0s) 3h 3p 5h 5p spear 12h 10p (1.0s) 6h 5p (1.0s) 6h 6p 8h 8p sword 11h (0.75s) 5.5h (0.75s) 3h 3p 5h 5p sword 22h (0.75s) 11h (0.75s) 6h 6p 8h 8p pike 5h 9p (2.0s) 2h 3p (2.0s) 5h 5p 10h 8p pike 10h 18p (2.0s) 4h 6p (2.0s) 8h 8p 13h 11p axe 12h 4c (1.0s) 6h 2c (1.0s) 2h 3p 4h 5p axe 24h 8c (1.0s) 12h 4c (1.0s) 5h 6p 7h 8p mace 7c 7h (1.0s) 7c (1.0s) 3h 3p 4h 5p mace 14c 14h (1.0s) 14c (1.0s) 6h 6p 6h 6p cavalry (ranged armor) 2h 1p 3h 1p CS cavalry attack previous armor previous champion attack armor spear 7.7h 6.5p (1.25s) 4h 3p (1.25s*) 3h 3p 5h 3p spear 15.5h 13p (1.25) 8h 6p (1.25s) 7h 6p 8h 7p sword 12h (0.75s) 6.5h (0.75s) 3h 2.5p 3h 4p sword 24h (0.75s) 13h (0.75s) 6h 5.5p 7h 9p axe 14h 4.5c (1.0s) 8.7h (1.25s)(cm) 3h 2p 3h 2p axe 28h 8c (1.0s) 13.8h 4.6c (1s) 6h 5p 7h 7p mace 7.5c 7.5 (1.0s) 8c (1.0s) 2h 2p 4h 2p mace 15c 15h (1.0s) 16c (1.0s) 5h 5p 7h 6p
    1 point
  4. Hey guys! ProGUI is now stable and well-featured. My git was reported by a clown so it has been "hidden to public". I'm posting new links to the mod here. You can finely customize this mod's behavior to fit it to your game-style. Fair version: https://0ad.old.mod.io/progui?preview=d6c030099ea38bca44e9d36d6d6fd30f With BetterQuickStart: https://gitlab.com/4trik/proGUI/-/blob/main/proGUI.zip Some players may consider the version with QuickStart cheating as it can move units for you the first 3 secs of a game. Please make sure players you play with, are OK with you using this mod. ProGUI offers a new way to train units: you can select the army composition you want and units will start training in buildings when the resources are available. It also includes a set of features for you to save you clicks and focus more on your game. Enjoy!
    1 point
  5. Dear community, as a German speaker normally I do not have problems with compounds (long terms). The publisher of Germanys best known dictionary, Duden, even has a special web page for that issue. But sometimes international projects give us compound-lovers not enough space in their translations. 0 A.D. is no different. I have to admit this isn't my first attempt in this topic. This thread might be the space for future reporting of issues like the following: The in-game 'Summary'—equal if in the running game or after the victory of one of the players—contains many headings of columns. Well, you probably guess what my problem is ... Some words are cut at their beginning as well as at their ending. Summary1.png shows the first tab of the Summary, which contains the term 'Gesamtpunktzahl' (total points). Summary2.png shows the second tab, which contains the terms 'Wirtschaftlich' (?!) and 'Verwaltungssitz' (CC). Summary3.png shows the third tab, which contains the term 'Belagerungswaffen' (?!). Summary4.png shows the sixths tab, containing 'Verhältnis Getötet/Gestorben', 'Kartenkontrolle (Spitzenwert)', 'Kartenkontrolle (Ende)' and 'Kartenerkundung'. The other tabs are free from overlapping texts. One could say: 'German translators: Just search shorter words!' But this doesn't always helps. The game must be understandable. My proposal: Please give space to the column headings. Enlarge the space between the columns generally or do it language-dependent. Then it is easier to identify where a word ends and the other begins. Make the widths of column headings dynamic. I am delighted to hear your feedback! Probably we can create a ticket after creating some mutual understanding. Have a good evening, night, morning or afternoon—wherever you are!
    1 point
  6. @BeTeSorry I linked to the wrong thread at first. Good job finding the correct one. I've corrected the link in my post as well. The reason that it's important to post these reports in the right thread is so that user1 can find them and process them. This Discussion thread is basically the graveyard for already-processed reports. Only admins can delete posts apparently, so nevermind.
    1 point
  7. Huh, sorry. You linked wrong thread but I found on my own: https://wildfiregames.com/forum/topic/67875-ratings-disputes-and-offence-reporting/page/8/#comments (I don't find option to remove the previous message)
    1 point
  8. Offender: Raffut1969. Reason: Lost everything and leaved rated match without resign. @user1 commands.txt
    1 point
  9. javelin cavary. Before sniping, pikemen were great due to being the highest armored CS unit. This is what made Ptols so OP, because their pike health hero made it impossible to damage the slingers since they were behind pikemen. The introduction and proliferation of sniping only means that ranged units can now bypass the meat shield. Sniping works because there is no value in killing melee units by and large. If melee units dealt more damage, then they would have increased combat value. Many people are frustrated with how simple fights are because of meat shield and now sniping. It is worth noting that people who are not complaining also don't know that things can be better. I agree that in @real_tabasco_sauce's mod swordcav will likely be quite powerful, we can test them and further reduce hack and/ or pierce armor if need be.
    1 point
  10. This is the ideal situation for a soft-counter. Spear cavalry vs skirmisher and archers.
    1 point
  11. Ive never used the map editor, but a workaround could be using some number of the smaller mines. If you want the metal to supply 3000 metal resources, then you can use a clump of 3x1000 metal mines.
    1 point
  12. Halve armor, no. Just from 5 to 3 for spearmen, swordsmen. Currently, their high armor and low attack makes melee units in general more effective as a damage sponge, even including swordsmen. Doubling attack makes them more effective and interesting, something you want to invest in via upgrades. You have to decrease armor because this would make them OP. It's good that you don't have to guess about the outcomes though, because I have a download available for you to try out these changes: [see top post for both version 1 and 2]
    1 point
  13. I like the way Delenda Est does capturing buildings; units can only capture Civic centers and temples, and once you capture a Civic center it'll capture the economy buildings in its radius. It would also be nice if possible for defensive buildings to become capturable only after losing half their hitpoints. Anyone know how hard that would be to implement? It's annoying the way enemy soldiers will capture my buildings and then delete them, or how my soldiers will go and try to capture towers they have no chance of getting. Attacking buildings should have a bigger role in the game. I think the regular game should implement these changes.
    1 point
  14. all this already change in the game. By default, buildings are now attacked and to capture you use the "C" key. I already suggested this. Good not to be alone in this.
    1 point
  15. You can only do this through code, sadly.
    1 point
  16. With @Stan`' help, I was able to extract the original Civic Center model for the Mauryas. Can use it as the basis for a Palace for now:
    1 point
  17. The swordsmen only need 0.75 seconds between attack, which might make them OP. If melee damage becomes the deciding factor, then maybe a smaller increase in attack rate (from 0.75 to 0.8) would be sufficient to make swordsmen viable. This suggestion might be nice to try in the weekend of the 1st and 2nd of April.
    1 point
  18. Hey Guys, I'm new in the forum, but I'm playing with 0 A.D. for years. Mostly only using the editor. I really have to say I love the level of detail in this game. I'm what you would call a "Schönbauer" in German, beauty builder so to say. I'm currently working on a desert city, with Seleucid and Ptolemaic architecture, with some Carthaginian structures for highlighting. All on a modified "Oasis Map ps. I'd like to share more screenshots, but somehow the forum doesn't let me.
    1 point
  19. I posted it above already: https://www.artstation.com/niukniuk
    1 point
  20. That means, you don't even need my program to cheat! You can read the mainlog.html file in real time by opening it in an browser and refreshing whenever you want to see the chat log! My program is only making the html file neater to read by removing irrelevant information and grouping strings into a format similar to the in-game chat.
    1 point
  21. Arsenal 0AD quit a rated game w ithout resign. commands.txt metadata.json
    1 point
  22. Hi (again...) @user1! Player Exyss8 quit a game I (e.v) was about to win. I think they didn't know about the rules, since they admitted defeat, but my ranking wasn't adjusted accordingly. Thanks! commands.txt
    1 point
  23. If moves units automatically, then it's a cheating.
    1 point
  24. Thanks for the help I cut it down from 12k to 7.4k tris. I imported the Columns from the roman Civic Center and used them for the Pronaos (the temple part). They look better now, but still have 2.8k tris only for the 16 columns, probably still to much considering they are much smaller. I could try to further decrease the number of tris or to do a texture rework if needed. Just need to know what I'm aiming for so let me know, I'm open to any kind of feedback I'll attach the files incl. blender files again. Btw, why are imported models often scaled so small and how can I see the seams of them? Also is there a way to unwrap uv-islands on top of each other? Pantheon2.zip
    1 point
  25. Great that the Macedonian and Ptolemaic archers have been remade. The Syrian archers still need their helmet and scale armor revamped. The Thessalian and Odrysian placeholders for the Seleucid hetairoi and Tarantine cavalry may need to be taken into account before the new alpha is out.
    1 point
  26. The Ptolemaic champion cavalry spearman and the elite mercenary cavalry spearman looks very identical. I propose that we use padded cloth with pteruges for the mercenary spear cavalry? What are your thoughts on this? MACEDONIAN SETTLER CAVALRY
    1 point
  27. Some textures from the last weeks of August (before I got a little busy studying) Making clothing clean and the linothorax weathered (yellowing) did the magic, compare it to the first linothirax, the two in the middle really stands out.
    1 point
  28. B A S I L E U S (Aléxandros ho Mégas) A texture upgrade for the Macedonian hero Alexander the Great
    1 point
  29. @wowgetoffyourcellphone What do you think of having the Agrianian peltast become more hellenized as it gets unit promotion? P E L T A S T E S A G R I A N I K O S (Agrianian peltast)
    1 point
  30. 1 point
  31. @wowgetoffyourcellphone no its not, its been beveled out. The texture is what 'looks' low poly
    1 point
  32. Preview - Athenian basic rank hoplite shield textures .PNG files are uploaded on the first post in this topic.
    1 point
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