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Showing content with the highest reputation on 2023-05-01 in all areas

  1. A few players asked me to make a mod that would allow for the auto-queue (native) feature to be able to resize itself. And I now I've done it. https://gitlab.com/4trik/resizequeue It's a light mod, for players that can't play with heavier mods. But you still have a bunch of settings to customize its behavior. Features: - Resize batch training every time to adapt to resource and pop available. - Stop / Resume auto-queue after no resource or pop-limit reached. - Prevent autoqueue from using the resources you'll need when placing a building. If anything doesn't work as expected, please tell me. Enjoy!
    3 points
  2. Hello all 0 A.D. community =) I'm doing this post with some possibles A24 changes. We need your help to apport ideas. Let's do all of us a big brainstorming! I've been talking to @user1 and we got some interesting possible changes. 1) Lobby changes: Lobby could be divided into sublobbies Designated trainers/coaches and lobby helpers 2) Rating System Changes There could be 'seasons'. After a season, user's ratings could be reset. Leagues that depend on your rank. Your rank could be displayed with an insignia. 3) Player Names: Your rating could be displayed as a rank instead. 4) Player's Profiles: Profile data Greetings. Stockfish
    1 point
  3. ProGUI Is a fork of @Langbart 's BoonGUI with in mind game-play improvemt. -List idle units and buildings (first two rows on left), fast select. -Visualize productions and army composition (two smaller rows below). Additional useful features/hotkeys to master your boom. https://gitlab.com/4trik/proGUI Quickly install with Pyromod (V0.0.26) proGUI-3f6fdb1bfc90de18af423ba22168fb2f050bbe9e.pyromod Edit: Maintained version with @rossenburg: https://gitlab.com/4trik/proGUI
    1 point
  4. My friend gismox suggested that the formations give bonuses.
    1 point
  5. DOS is a real thing in 0AD, someone or some code is definitely destroying hosted games To check if DOS attack is real thing and it is not game bug, one of our 0AD player Levai hosted a game using his static ip server. the game run extra smooth and we didn't get a DOS attack. I assume there is someone deliberately trying to cause problems in the lobby. We experienced close to zero lag in privately hosted game.
    1 point
  6. ideas for maps: select player spawn type for mainland and other random maps if applicable. (random group, line, stronghold) add berries to gulf of Bothnia - frozen lake. increase minimum spacing between plateaus and forests in mainland add new random map or improve existing random map to compete with mainland for multiplayer. In conjunction with @wowgetoffyourcellphone's naval rework, it would be good to add a balanced water/land random map.
    1 point
  7. I think player controlled and player executed strategies are what make AoE 2 so successful compared to other AoEs. I don't want to be picking and choosing from a menu, rather I want to make the dishes myself!
    1 point
  8. Maybe not in casual play in single player. But in AOE3 for example if I am raiding the enemy and they instantly spawn 5 cannons at the cc, I consider that cheesy. I once watched a little bit of competitive aoe3 and its very lame, with commentators talking half the time about what cards each player can draw. In a way, the card deck takes a solid percent of the game's strategy away from actual gameplay (training units, raiding, eco, researching). The same goes for monument powers in AOE4. The 'strategy' in that game is largely the following: Do i pick monument A or monument B? Overall it is very inorganic, inauthentic feeling. I think it is wise to steer clear of these 'card deck' approaches, and instead add/modify technologies, units, civs, and civ bonuses for additional features.
    1 point
  9. It's possible to edit singleplayer replay files into a the format of a multiplayer replay and trick localratings into believing that it was multiplayer.
    1 point
  10. Match 5, april 30th: I vote that i executed the best rush
    1 point
  11. I don't neither. As long as values are floored, I'm chill with it By the way this is sincerely OP.
    1 point
  12. I set the maximum batch size to 3.27 and it works perfectly. I think it would be perfect if you can make the slider only accept discrete integers.
    1 point
  13. I see, I didn't adjust the relevant settings. However, instead of continuous sliders, can you make the batch size settings input fields? Right now the sliders allow me to input values like "2.49 units" which doesn't make sense.
    1 point
  14. yes, AOE4 has a lot of gameplay involving 1-time use powers or monument powers. Ie. britons have a monument that instantly heals all nearby buildings at the click of a button. AOE3 did this too, where you could regularly count on getting to use shipments of resources or units. These kinds of gameplay mechanics generally feel really gimmicky and cheap.
    1 point
  15. Understandably, a queue resizing itself can't be in native game tho, since either you have settings like in this mod to "not consume resource under a limit" either the auto-queue become a nightmare, always taking out all resource and leaving nothing for buildings and stuff.
    1 point
  16. These ideas are quite practical.
    1 point
  17. I guess: This sounds like AOE4 and that's bad.
    1 point
  18. My votes Creativity - Felixis -- I agree with you marcaurel what you said in stream Best rush - WeirdJokes MVP - Irland
    1 point
  19. in a26 sniping beats any other kind of micro by a huge margin. There is simply nothing else that will give you as much value per click as sniping. A step by step for how to snipe can be seen at the discussion below. I hope that with unit roles, balance, and other gameplay changes, sniping will have a less critical role in battles and other micro techniques will come forward.
    1 point
  20. Thanks as well! Some tips for packaging a mod: Mod is named palisades (lowercase (good)) in mod.json, so should live in a directory palisades (lowercase), only some windows filesystem don't care about case. Mod (the zip archive) should not have a root folder "Palisades" to allow installation via drag and drop / open with ... / as argument to 0ad on CLI. Naming convention is <mod name>-<mod version>.zip, ie. palisades-0.0.1.zip Mod version ideally gives a hint as to which alpha it's compatible with, ie. 0.27.0 would be a decent pick, then the next iteration for the same alpha would be 0.27.1 Guess only the second point is really important as it allows to share mods with everyone and not just tech savvy people.
    1 point
  21. Hmm, it may be interesting to allow CCs to be upgraded individually.
    1 point
  22. I think it would be a good idea to record videos of how certain strategies are developed in the game.
    1 point
  23. initial arrows can stay as they are. I was thinking about a tech for enhancing attack damage, but also it would make sense to just have buildings also be affected by forge ranged damage techs.
    1 point
  24. https://code.wildfiregames.com/D1838?
    1 point
  25. I suggested a melee mode for the scythed chariot.
    1 point
  26. 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 possible
    1 point
  27. I think one-click bonuses like this are not conducive to good gameplay. I think strategies and civ bonuses should require more planning, timing, and costs than a quick click. I think these bonuses are hard to balance and the short activation/ duration of the tech makes them kind of gimmicky. I do agree that temples could be a great source of civ diversification, and that their utility cases and value are nearly the same for all civs with some exceptions such as Kush and Gauls.
    0 points
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