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  1. Hello everyone! I am pleased to announce an exciting 2v2 competition in the real-time strategy game, 0 A.D. If you're a fan of strategy games and love competing against other players, then this competition is for you. The competition will be in a team format, with two players on each team. Each team will face off against another in a best-of-one serie. The team that wins will earn 3 points, while the team who loses won't earn any point. To ensure that all participants have a fair gaming experience, fair play rules will be applied at all times. Players caught cheating or using any type of exploit or hack will be immediately disqualified and reported to 0 A.D. moderators. All the games will be played at Saturday at 20:00 CET. If there is any game that is not possible to be played at that date, players can play it in any day of the same week. RULES: Map: Mainland , Normal size , Max pop: 200 , Relics: No , Conquest mode. TEAMS REGISTERED: - eae Gaming (Stockfish, borg-) To register to the event, just post an answer to this post with the name of your team and the team members. We will try to stream the highest rated games. Sign in open until: 26/05/23 12:00 CET.
    2 points
  2. I'd contend there is one good idea in this thread, which is to consider changing the default victory condition away from conquest. Conquest has two problems as a victory condition: The point at which victory becomes impossible for a defeated player occurs well before the victory condition will force their capitulation. Therefore you are essentially relying on the good will of the defeated opponent not to drag out the game and waste everyone's time. That choice feeds trolling and toxicity in the community. (Admittedly 0AD is much better in this respect than most of the Age of Empires games because it has the territory mechanic, which encourages major military defeats to cascade into a complete civilizational collapse more rapidly. But it is still a problem.) Conquest discourages multimodal gameplay. The only thing that matters at the end of the day is who is better at killing enemy units and buildings. That means some aspects of the game that some players might find enjoyable, such as building a diverse, attractive, and defensible city or constructing effective resource extraction and trading operations, don't actually improve their chances of victory unless there is a parity in basic military competence between the contestants. A completely pacifist player will never win a default match of 0AD, even if they have 10X the economy and territory of their opponent. If I were trying to devise an alternative, I'd probably go with a victory-point contest based on territory controlled. Players get victory points for the total amount of territory they own, plus major bonuses for having civilizational monuments like temples and wonders. Eliminate players when they have less than 1/3 the victory points of the next highest ranked player. This game mode would appeal to a variety of playstyles. Boom oriented players could race to carve up the whole map as fast as possible. Eco turtles could plow resources into monuments to keep parity, and perhaps ultimately drive to victory as a miniature cultural powerhouse. Militarists would steal territory. Balance would hang on the territory radius of buildings, and the VP bounty vs price of monuments.
    2 points
  3. https://github.com/bparkis/0adbuildoptimizer It's a simplified 0ad simulator where you tell it a build order and it instantly tells you when you're going to run out of pop or resources, or have an excess of resources. See the README. It will be a lot more useful to you if you happen to know Python. I think the best explanation of how it works would be an example of what a build order looks like with this. # set up the map. addForest(10, 0, 5000) means there is a forest at coordinate (10, 0) - which is 10 seconds of walk time away from the CC - with 5000 wood available. # 5000 is around the amount of wood you would chop before you would need a second storehouse. addForest(10, 0, 5000) addForest(11, 0, 5000) addForest(12, 0, 5000) addForest(13, 0, 5000) addForest(14, 0, 5000) addForest(15, 0, 5000) addBerries(-5, 0, 1000) addChicken(0, 0, 400) setCiv("Mauryas") setSummaryPeriod(1) # show a summary every 1 second debugEnd() # always throw an exception when we finish, to allow pdb debugging of the detailed state. e.g. with python3 -m pdb boom.py builds/maurya1.txt # This will report the first time when wood went over 300 # and stayed that way until the end. Useful for deciding when we are # able to build stuff without interfering with any other production. reportSurplus(0, 300, 0, 0) # men chop with elephant dropsite, women make berries farmstead, horse on chickens, elephant makes a house at wood chop(selectWorkers("male")) build(selectWorkers("female"), "farmstead", pos=(-5, 0)) walk(selectWorkers("elephant"), (10,0)) # walk ele to forest chicken(selectWorkers("horse")) berries(selectWorkers("female"), queued=True) # The elephant's house is queued meaning it will happen after the # elephant walks to the wood. A non-queued order will just # replace any existing orders. build(selectWorkers("elephant"), "house", queued=True, pos=(10,0)) # train 4 initial women at the CC train(cc, "female", 4) # train batches at the CC that are "maximum batches," as much as food and pop allows, up to a batch of 5 # Do this "repeating," i.e. repeatedly make batches until the order is canceled # also queue it behind the previous train command train(cc, "female", 5, queued=True, repeating=True, maxBatching=True) # Set a schedule for what the women will do after being produced. # Women produced from the CC will go to berries between population 11 and 12. # between population 13 and 27, they will chop wood. # between population 28 and 41, they will build farms and start farming # between population 42 and 46, they will be idle (we'll give them orders then) # after population 47 they will chop wood. setWaypointSchedule(cc, [(11, ((-5, 0), "berries")), (13, ((10, 0), "chop")), (28, (None, "farm")), (42, (None, "idle")), (47, (None, "chop"))]) # wait until 28 seconds into the game, because now the farmstead is done and we can research the berry upgrade time 00:28 research(selectBuilding("farmstead"), "up_gather") # At 0:44 the elephant has made his first house # and at 0:46 we have just enough wood to start a second time 00:46 build(selectWorkers("elephant"), "house") # at 1:17 the elephant is done with the second house. There's not # enough room for the elephant to make more than two houses while # still being a wood dropsite and leaving enough space for the # elephant to get out, so we'll take a man off of woodcutting. The # man will make unlimited houses as a repeating order. (All of these # houses will be at 10, 1) time 01:17 build(selectWorkers("male", num=1), "house", pos=(10, 1), repeating=True) # also queue up an order for berries women to go onto farms farm(selectWorkers("female", "berries"), queued=True) # at 3:23 we have 500 spare wood. We'll transfer 5 women off of wood # and onto farms, in preparation for the first barracks. time 03:23 farm(selectWorkers("female", "chop", num=5)) time 03:28 # These are two women just produced from the CC build(selectWorkers("female", "idle"), "barracks", (3, 3)) time 03:49 # four more women just produced from the CC to help build houses and the barracks build(selectWorkers("female", "idle", num=1), "house", (10, 1), repeating=True) build(selectWorkers("female", "idle"), "barracks", (3, 3)) time 03:53 research(selectBuilding("farmstead"), "up_farm1") time 04:35 # barracks is done # we need another house builder. She can help the male housebuilder at (10, 1) farm(selectWorkers("female", "idle", num=5)) chop(selectWorkers("female", "idle")) train(selectBuilding("barracks"), "male", 1, repeating=True) setWaypoint(selectBuilding("barracks"), (10, 0), "chop") time 05:47 # enough wood for another barracks build(selectWorkers("female", "chop", num=5), "barracks", (3, 4)) farm(previousWorkerSelection(), queued=True) time 06:05 build(selectWorkers("female", "chop", num=5), "barracks", (4, 4)) farm(previousWorkerSelection(), queued=True) time 06:38 # barracks done # selectBuilding will get us the idle barracks preferentially setWaypoint(selectBuilding("barracks"), (10, 0), "chop") train(selectBuilding("barracks"), "male", 1, repeating=True) time 06:56 setWaypoint(selectBuilding("barracks"), (10, 0), "chop") train(selectBuilding("barracks"), "male", 1, repeating=True) time 06:36 # We've made 67 women. That's probably enough. Switching to men from the cc. train(cc, "male", 1, repeating=True) time 07:09 # forest dead, move on. build(selectWorkers("male female", "chop"), "storehouse", pos=(11, 0), queued=True) chop(selectWorkers("male female", "chop"), pos=(11, 0), queued=True) chop(selectWorkers("male", "walk"), pos=(11, 0), queued=True) setWaypoint(selectBuilding("barracks", index=1), (11, 0), "chop") setWaypoint(selectBuilding("barracks", index=2), (11, 0), "chop") setWaypoint(selectBuilding("barracks", index=3), (11, 0), "chop") setWaypoint(cc, (11, 0), "chop") time 07:27 build(selectWorkers("female", "chop", num=1), "house", (10, 1), repeating=True) time 08:00 build(selectWorkers("female", "chop", num=5), "barracks", (5, 5)) farm(previousWorkerSelection(), queued=True) build(selectWorkers("male", "chop", num=5), "storehouse", (12, 0)) chop(previousWorkerSelection(), pos=(12,0), queued=True) time 08:31 build(selectWorkers("female", "chop", num=5), "barracks", (5, 5)) farm(previousWorkerSelection(), queued=True) build(selectWorkers("male", "chop", num=1), "house", (10, 1), repeating=True) research(selectBuilding("storehouse"), "up_chop1") time 08:51 setWaypoint(selectBuilding("barracks"), (12, 0), "chop") train(selectBuilding("barracks"), "male", 1, repeating=True) time 09:02 build(selectWorkers("female", "chop", num=5), "barracks", (5, 5)) farm(previousWorkerSelection(), queued=True) time 09:17 build(selectWorkers("female", "chop", num=5), "barracks", (6, 6)) farm(previousWorkerSelection(), queued=True) build(selectWorkers("female", "chop", num=1), "house", (10, 1), repeating=True) farm(selectWorkers("female", "chop", num=5)) time 09:36 chop(selectWorkers("male female", "chop"), pos=(12, 0), queued=True) chop(selectWorkers("male", "walk"), pos=(12, 0), queued=True) setWaypoint(selectBuilding("barracks", index=1), (12, 0), "chop") setWaypoint(selectBuilding("barracks", index=2), (12, 0), "chop") setWaypoint(selectBuilding("barracks", index=3), (12, 0), "chop") setWaypoint(cc, (12, 0), "chop") time 09:40 build(selectWorkers("female", "chop", num=5), "barracks", (7, 7)) farm(previousWorkerSelection(), queued=True) setWaypoint(selectBuilding("barracks"), (13, 0), "chop") build(selectWorkers("male", "chop", num=1), "storehouse", pos=(13,0)) chop(previousWorkerSelection(), queued=True) train(selectBuilding("barracks"), "male", 1, repeating=True) time 09:46 setWaypoint(selectBuilding("barracks"), (13, 0), "chop") train(selectBuilding("barracks"), "male", 1, repeating=True) time 09:54 build(selectWorkers("female", "chop", num=5), "barracks", (8, 8)) farm(previousWorkerSelection(), queued=True) setWaypoint(selectBuilding("barracks"), (13, 0), "chop") train(selectBuilding("barracks"), "male", 1, repeating=True) time 10:10 build(selectWorkers("female", "chop", num=5), "barracks", (9, 9)) farm(previousWorkerSelection(), queued=True) setWaypoint(selectBuilding("barracks"), (13, 0), "chop") train(selectBuilding("barracks"), "male", 1, repeating=True) build(selectWorkers("male", "chop", num=3), "house", (10, 2), repeating=True) time 10:15 build(selectWorkers("female", "chop", num=5), "barracks", (9, 9)) farm(previousWorkerSelection(), queued=True) time 10:31 setWaypoint(selectBuilding("barracks"), (13, 0), "chop") train(selectBuilding("barracks"), "male", 1, repeating=True) build(selectWorkers("female", "chop", num=5), "barracks", (10, 10)) farm(previousWorkerSelection(), queued=True) time 12:00
    1 point
  4. Do you think you can add a feature to analyse replays and point out improvements at each turn?
    1 point
  5. posdata ; -Aún tengo que terminar las unidades de caballería , navales , algunos auxiliares y incluir el ariete .
    1 point
  6. "Throws"? What works best against rams is blades; that's why women with their daggers work, too.
    1 point
  7. the main issue whith multimodal gameplay is that it lacks features and balance testing. wonders work like ordinary buildings (which also give substantial perks and are easily defensible) instead of being properly balanced winning conditions like in AOE (where wonders are also automatically revealed to every player, which is nice). kings for regicide are also obviously unbalanced, and all the talk about sacred places victory never had any real follow up. for the time being, conquest can stay the default winning condition. toxicity caused by players hiding to keep the game running is not an issue currently.
    1 point
  8. None of these keys are useful for 0AD in the way you describe.
    1 point
  9. thats wrong. not the default settings.
    1 point
  10. @ChronA nice ideas, but: Eliminating players with too few points automatically will also eliminate the possibility of come-backs, which 0ad already lacks due to units dying too quickly. A seemingly advantageous rusher will suddenly lose to an eco-bot. Territorial gain focused play encourages turtles - Iberians certainly win. There are already game modes of conquest structures or kill hero or conquest units. However, most players prefer the total conquest mode and resign long before they are completely massacred. There are very few trolls who refuse to resign and they are either perma banned from TGs or are reported to user1 in 1v1 games. You can make a mod which adds the victory point mode but please keep the conquest units mode as well.
    1 point
  11. slings = paintball arrows = NERF gun bullets https://youtu.be/ZqFPalcFVzE
    1 point
  12. cool_2v2_game_me_obi_saxnot_and_ross.rar2020-09-10_0005.rarmasternewb.rarme_and_ffm_kill_harvant.rarop_horses.rarsubotai_vs_borg.rartwo_pro_games_rollo_and_obry.rarwhen_i_killed_randomid.rarwatermelon_pro_game.rartwo_pro_games.rar
    1 point
  13. there is a star trek episode in TOS where they found a planet with a Roman empire on there, with the Romans looking identical to humans.
    1 point
  14. 1 point
  15. How would this be fixed? Just make them not decay?
    1 point
  16. Capturing and enslaving civilians is also a war crime.
    1 point
  17. Hmm, then are people saying that its unethical to have war crimes included in videogames? Sorry I just read your original post as basically the same idea. especially this part: At this point I'm a bit confused about what you meant in the first post, but I think war crimes can be in 0ad or frankly any game as long as they aren't glorified or justified in a good versus evil or us versus them lens.
    1 point
  18. People have had this idea that videogames cause violence for as long as videogames have existed. People with normal cognitive function are able to distinguish between the objectives and victory conditions of a game, regardless of how they are achieved, and real life, traumatic violence. I don't think this is worth our time to be honest, especially not any developer's time.
    1 point
  19. Alt-D Change perspective You're welcome
    1 point
  20. I updated ResetQueue to version 0.26.2. The main change is a new hotkey that clears the trail of production queues: in other words, all but the current item are removed from the production queue. This hotkey is in addition to the existing one, that completely clears the production queue (including the current item). Further, with the new version, hotkeys are not mapped by default to pre-set keybindings; I noticed that some users find conflicts with existing keybindings, so it's better to leave the choice open. Cheers. ResetQueue.pyromod ResetQueue.zip
    1 point
  21. This has gone a bit too far. 1. 'Female citizens' in 0ad are UnitAI + template.xml + actor.xml. They have nothing to do with real women whatsoever. So there is no sexism involved since we are dealing with purely AIs. 2. If you make 'male gatherers' , then someone could ask for 'female soldiers'. But if you implement that, you see women killed on the battlefield, then they will protest because women's rights have been violated... So these people will never be satisfied... 3. Women rush can be an effective strategy to delay your opponent. I don't see why the creator of the thread just sprays in a random criticism and never returned to check out the the mod. They have not returned since November 2020... No other female players have had this complaint, nor are the interested in installing extra mods to make the AIs more politically correct... This led me to suspect that whether this Crea is trolling...
    1 point
  22. @m7600 come on just drop it. For most of us, it's not desirable to play a game with historical factions displaying clear politically correct revisionism. If you like the idea though, you can make a mod. It could even be MP compatible. So you get all the FUN you want.
    1 point
  23. I think the discussion is pointless, it is a game not a real life simulator. The game takes place in the 5th century not the 21st century.
    1 point
  24. Another problem: people don't enjoy 0ad purely because it is historically accurate or politically correct, they find it FUN. What makes 0AD enjoyable: the challenge to survive and thrive with your civilisation on a map with limited resources, while facing attacks from the opponent. At no point did absolute historical accuracy come into that statement. We can even forego history completely and make the game full of cheat units, aliens, gunners and so on and it still would be just as enjoyable as long as the balancing works. However, we still want some historical accuracy to be consistent with the theme of Classical era history. Another aspect is commanding these civs to fight with others and rewrite history, which is also fun. It doesn't matter whether Mauryans ever had a fight with Britons, it is fun to watch how it plays out in a theoretical situation and say gg at end. So unit roster is probably more important in my opinion than whether the civs made contact with each other. Sexism is not that important unless it actually offends someone. I am not offended at all because women in 0ad are just javascript AIs, they are not relatable at all so I really don't mind. And what will these units do? We can turn them into monumental structures like the iberian monument
    1 point
  25. The point is, it is perfectly acceptable to have Greek women only farming because that is what the ancient Greek women did whether you like it or not, so this feature is perfectly justified given the setting and historical background. No need to interpret sexism. The only reason why I mentioned two gendered citizen mod was because I thought that not every single male in a city-state is a capable, professional soldier. There has got to me some male civillian population, right?
    1 point
  26. As I see it, the original vision of 0 AD was to create a gameplay setting in which the ancient civilizations of a certain timeframe could all fight it out. Even if historically some of them never crossed paths, the fun was in seeing what the result might be if you took two or more civs, as-is, and pitted them against one another. From the beginning, historical accuracy was paramount, except insofar as the mechanics of gameplay demanded. https://trac.wildfiregames.com/wiki/0AD_The_Vision “It is a moment in time that never was. It is the spring of the world, and the dawn of history. It is a glimpse into an era when the empires of the world are at their zenith. It is but a breath of an age when mighty rulers wield rods of iron and brazen swords; to demonstrate that they are indeed the greatest ancient civilisation!” Now, no one’s denying that women served in leadership capacities or even in specific elite unit roles every so often, but I take issue with any proposed altering of the nearly-universally-male composition of 0 AD’s fighting forces to give the impression that the duly constituted armies of the Greco-Roman cultures and of their enemies contained a significant obviously-female rank-and-file presence. I fail to see any compelling reason, gameplay-based or otherwise, why such an ahistorical change is necessary, and the development team would need to see some reliable sources before they consider taking such a drastic step.
    1 point
  27. that's the way it is and our game is apolitical, for political correctness, the companies are already there. our game does not marry politics and any ideology.
    1 point
  28. That was my thought, although I personally don't feel any sexism in the game and not offended by the idea of cavalry rush killing all women neither. I do that a lot myself!
    1 point
  29. Judging nowadays society, 0 A.D must change all actors into genderless, non-binary Humans soon.
    1 point
  30. The game also contains: - excessive violence - slavery (all units are your slaves) How can sexism be much worse than that? Shaking my head. I think nothing should be done against the "sexism" in the game.
    1 point
  31. @Crea, you're completely right, the game is quite sexist. The problem is that history is rather sexist, and 0 A.D. generally values realism and historical accuracy. That said, I'm not quite happy with 0 A.D.'s current situation either. A minor improvement in the development version is that female citizens can now initiate all structure foundations, just like (male) citizen soldiers, but yes, that's just a small step and more has to be done. Unfortunately, while identifying what's wrong is relatively easy, the difficulty is how to solve something properly. Citizens as in citizens (i.e. citizenship), or citizens as in 0 A.D. (i.e. workers)? If the former, all, if the latter, none: just male workers is probably more realistic. As for the aura, just delete it. It's not only sexist, but also unrealistic and without historical justification. Moreover, I doubt the AI understands how to make use of it. Yes, slavery existed, and yes, slavery was important. However, slavery is not the only form of labour, and not everyone owned slaves. Society was largely rural, agriculture the main form of employment, and most of it done by men working their own land, or poorer people working that of richer landowners. As for Han China, there were indeed only small numbers of slaves, and most of them household slaves working indoors, however, corvee (of ordinary people) and forced labour (of convicts, debtors, prisoners, etc.) were very important there. There are numerous examples of women having political power (often through a husband, brother, or son), and even a few of women leading armies or being present at the battlefield (e.g. Ptolemy's sister and wife Arsinoë was with him during the Battle of Raphia (Polybius V.84.1)). However, women actually fighting is something quite different. Actually it really does not. In Greek society women were kept indoors, while men worked the land. And citizenship implied political rights. Mercenaries were foreigners, not citizens, and having soldiers quarry stone or mine ore is rather unrealistic too. Anyway, in 0 A.D. female citizens have different work rates than male citizens. In my opinion male workers should be introduced with exactly the same values as their female counterparts, for all factions. In Age of Empires II, there were no differences between male and female villagers either.
    1 point
  32. Hello Crea, I am a beginner too. What you say about sexism in the game is real. However, I have come to realize that the best defenders against gear are women (try it out). That said, we could give them a more appropriate role. Garrisoning in the "House of Women" (to be created) would turn them into fearsome warriors. I told you, I'm a beginner too. My level is "Easy". However, if it's easy for me to win against "very easy", winning against "easy", it's another story. When I see my results, I dare not imagine myself facing higher levels. There is a level gap between "very easy" and "Easy". For the designers of 0 A.D.. Bravo! I really became addicted to this game. What would be good as a game would be a version based on ecology and global warming. A mine, in fact, is very little resource for a lot of waste. For example, you have to process a ton of ore to find 1 gram of gold. In the game, this could result in a rotting of the land around the mine (the land becomes unbuildable). If we use fossil fuels (coal, oil, gas) we poison the atmosphere and the characters in the game drop like flies. Finally, you have to think so that the game is consistent with reality. This would give it a pedagogical virtue.
    0 points
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