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Here is the first 'Release Candidate' of Alpha 27 - Agni Downloads - Current bundles are for SVN revision r27645/bbae4080acaf09e2716cde8027c7a3c2cd3eaff4 Linux data and build Windows MacOS Builds currently unavailable due to signing issues. You can only test the installer but the game will not run. macOS (x64) macOS (ARM) Things to note: Mind your mods -> they might introduce issues or Out Of Sync. Save your A26 config file somewhere, ideally. or use -writableRoot. What changed: Alpha27 – Wildfire Games How to port my mod PortA26ToA27 – Wildfire Games What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes? Upload your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files. Things you may want to test (non-exhaustive) Test Vulkan performance. Enable feedback and see if it works (Main menu) See this video Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Play in LAN Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entities) (It's in scenarios) Connect to and use mod.io Test replaying new games Test multiple game modes (e.g. Regicide) Test Atlas terrain previews. Test Screenshots (F2) Test deleting all saved games Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.4 points
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Introducing God's Eye. I've been working on this mod for about just 48hrs now. Not so lone but due to the pace I'm moving, I am almost done with beta version .0.01 and I'm looking for testers who will use the mod, discover bugs and add it to the known issues so that i can get it patched and release the entire mod to everyone as soon as possible. Don't hesitate to inbox me if you are willing to help build up this mod or have any interesting feature you would like to request. My arms are opened!, Request a feature or suggest and it will be added as soon as I can. PM me if you would like to test the ------------------------------------------------------------------------------------------------------------------------------------------------------ God's Eye was created in attempt to bring back our favorite mod of all time, Fgod mod - by @ffffffff This mod is inspired by FGOD Mod, part of the code may be from the original fgod mod made by @ffffffff , all rights reserved. -------------------------------------------------------------------------------------------------------------------------------------------------------- v0.0.1 updated: v0.0.2 (6/30/2022) updated: v0.0.3 (7/02/2022) updated: v0.0.4 (7/03/2022) - reduced file size and cleanup updated: v0.0.6 (7/03/2022) - reduced file size and cleanup updated: v0.0.7 (9/28/2022) - compatible with a26 Features Overview Auto Login Vision Ally Stats Auto Away Start into lobby Improved UI Design Functions with all mod Network warnings Late Observer Joins Auto Share Resources Among Teammates When You Resign A Team Game Fight Ratio Calculator Lobby Notification from in-game New music added Sound on message sent added New chat notification sound added Ping players to ready during game setup Ping players to join your game from lobby Added easy team numbers to easily set your hosts to 1v1, 2v2, 4v4 , ffa , etc. Added smurf highlighter - Highlight smurf in the game easily with a single button Added buddies sorting Known Issues Minor typos ( fixed ) Unclickable chat input Installation guide; 1. Download both mod.json and godeye.zip files ( attached to this post ) 2. Make a new folder and name it godseye in your mods folder 3. Paste the mod.json and godseye.zip file, no need to unzip it 4. After following the above steps, you are good to go! Open the game and you will see it in your mod list Alternatively, you can download it from the game through the mod downloader or visit https://0ad.mod.io/gods-eye-mod?preview=c0076b5082eb4209ca4277950830f43d Mod Folder locations- linux into ~/.local/share/0ad/mods/godseye windows typically: ~\Documents\My Games\0ad\mods\godseye mac: ~/Library/Application\ Support/0ad/mods/godseye New update: v.0.0.6 ( file size reduced ) mod.json godseye.zip New update: v.0.0.6 ( file size reduced ) godseye.zip Main Lobby Page Player List Panel Game List Panel Chat Panel ( Additional Buttons ) God's Eye Settings Page Main PreGame Page2 points
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The fact is that we seek to differentiate some civilizations from others. It was a civilization that didn't use walls, as far as I know of history, that doesn't mean it never did somewhere. Not having stone walls seems like a legitimate trait to me.2 points
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First of all, i can confirm that @Stockfish does not use an autosnipe mod. I have personally heard how he is clicking when sniping units :D. Secondly, 0.A.D as an open software project is, as i understand it, generally welcoming people to try out the "programming part" and play around with it, creating new mods, testing and exploring their own skills. So i think having mods that influence gameplay etc. is generally welcome and ok. I think it is a totally fine motivation on why to engage with 0 A.D. However, some people like to play 0 A.D competitively. The part many of them enjoy about the game is developing the best build orders, showing off mouse skills, macro, etc. It is less fun for them, if mods take over the part they enjoy the most. If they do not use the mods or are not accostumed to them, they might still be able to outplay players of lower skill easily. Nevertheless, on a more or less equal (high) level of play it is often small nouances, that will decide the outcome of a game. Saving clicks for macroing your economy, building houses etc. does for example allow a much greater dedication in time and focus on microing a fight, or thinking about the best strategy. This may lead to defeats that are frustrating, as the part of the game they enjoy and aspire to improve in the most is not the one that will decide on who wins. Therefore i think it is reasonable to set up rules for a tournament, which can allow or not allow the use of certain mods, so participants can evaluate if they are intrested in the specific challenge. I dont think mod users and non-mod users should condem each other and suggest that one of them should stop playing 0 A.D. It is about mutual respect ! So this issue is something players should communicate about before (comeptitve) games and accept other players preferences as legitimate.2 points
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There is deprecation inherent in removing population value from houses. People who understand the game well can pretty easily forsee the negative gameplay effects of barracks giving 10 or even 5 population space.1 point
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It did not. They prefered to fight directly. https://www.quora.com/What-prompted-Sparta-to-finally-build-defensive-walls They only did start building walls when their forces dwindled.1 point
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Nice! hopefully that will eliminate players being discouraged thinking the game is malware.1 point
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That's so they don't get the malware warning that now prompts them to send the application to the trash. It's now fixed so you should be able to test.1 point
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one has to be very careful with playing with these values, as they can easily tip the balance what we can do is to have the same overall dps, but some civs' archers shoot at higher rate with lower damager per arrow. Other civs have very hurtful arrows but shoot slowly. Armour stats are in the forge already. But we can give someone and additional tech. For example, we can claim: "the kush archers look pretty muscular, so they should have 60 health instead of 50". Maybe we can make the Carthaginian archers walk super quickly (same speed as javs) so that they can retreat in time. Excuse: Hannibal and the other Carthaginian commanders were very vigilant; they always order their troops to retreat in time.1 point
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Yes, but only in early game. The small houses cost only 75 wood, which means for 300 starting resources you can build a farmstead, a storehouse and a house all at the same time -> good efficiency. However, in late game, the small houses become an absolute pain because their building them is less efficient at creating population space than large houses. They also take up more land and hence you might get yourself in an awkward housed situation. You either micro more or you have to set more house builders (they have to walk more). It's often the case that you boom faster and gather faster than you can build houses. @MarcAurel Good idea. But this tech should have a very short research time. Gauls and brits desperately need this. Building houses at the right place at the right time is the hidden key to achieving a good boom. It's often overlooked.1 point
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Mauryas and Persians have the best archer spam, because of the additional pop space. Archer spam is all about numbers, so the additional 20 units is extremely important. If you want Kushites to have the best archer spam, give them additional pop allowance. Difficult question. We can make them have access to different kinds of melees and other units. I think the archer civs are already quite different from each other.1 point
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Option three: make Carthaginian improved houses for all nations, adding insulas to the Romans, long houses to the Celts, and so on.1 point
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So that the houses do not lose their meaning, I propose to make the appearance of residential places in the barracks in the form of an expensive researchable technology, where each barracks will be upgraded to a residential barracks individually, like a tower.1 point
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You need to compile the shaders yourself or use the 0ad-spirv mod on mod.io. or you can use the tarballs instead of compiling from source. Right now the framerate is more stable with it. Macos users on M1 (when I finish to understand why signing is such a nightmare) might see a 200-400fps increase on some maps.1 point
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First, ensure that you are installing alpha 27 release candidate to a different destination folder from alpha 26. Then during installation of alpha 27 there may be a prompt to remove alpha 26. I think that you can click cancel when it suggests removing the older version of 0ad. I think that "Cancel" in that prompt doesn't stop installing alpha 27, it just cancels the uninstallation of alpha 26. Alternatively, you can reinstall alpha 26 after alpha 27 finishes installing. But, switching back and forth between a development version of the game (a27 release candidate) and a stable release of the game has hazards. The mods/user folder is potentially functional and written to when you use a development version of the game. This can seemingly break the game until you clear out that folder. Also, mods are not necessarily compatible between the versions, so you should deactivate all mods before starting a27, and test them carefully one at a time with a27. And, if you do install updates to the mods that are designed for a27 then switch back to the a26 version of the mod when you switch to 0ad a26. Even safer is to maintain a separate config file for a27 from the config file that you use for a26. This involves manually swapping the config file unless you make a script to automate it. I can help people with making such a script if they talk to me on IRC.1 point
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According to the archives I saw one called as greek tent. And also I had already posted references, some of the texture as I understand black goat hair was used. "Traditionally Bedouin tents were made from goat hair. Not only is it a strong fibre, it also swells when it becomes wet and therefore provides a water-resistant cover in rain. Here’s a close-up of the fabric of the Bedouin tent we have at the Cobb Institute of Archaeology, Mississippi. Goat hair was also used to weave mantels." https://timfrankarchaeology.wordpress.com/2012/01/14/the-goat/1 point
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Sun Wukong wants A23 Brits and Gauls back, when these civs' buildings added some pop cap. This feature caused great balancing issues so it was removed since A24. On one hand, it makes booming easier. On the other hand, the implication of people sleeping in barns and barracks is not so nice. So if you want to implement this feature again, do it for every civ for balance.1 point
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there is the the war-crime discussion ( https://wildfiregames.com/forum/topic/107265-war-crimes-default-settings-in-0ad/ )if we use a OK, goodbye, i go home sound, when women get reduced for going in phase 3 its not so brutal. and maybe we could also simplify inf units. maybe a sword and the body is only a rectangle or polygon or a sword only, nothing more. maybe also helps to see what kind of inf is on the field more easily from for far away.1 point
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New update: to reduce polygon count, I turned trees and starting berries into cubes. This reduces the number of rendering polygons from dozens to just 6 per tree. OP. Trees are just a first step. Everything's polygon count must be reduced to minimise lag. It's a balance between being able to identify things and the lowest polygon count possible. Currently working on: reduced mine polygon and unit polygon. Units are harder because I want them to be distinguishable without having too many polygons. Difficult... Having this shaved tree mod already raised my FPS from 60-70 of vanilla graphics to 92. This is because in many biomes, the trees are over complicated and consume huge amounts of processing as there are so many of them in the view range. If I lower unit polygons further, there will be a bigger performance improvement, which is ideal for people with low end PCs and those who complain about lag in 4v4. shaved_trees.zip1 point
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Thanks for the heads up! Most of the issues you mentioned is well aware of and noted. The security button and some functionalities are not working so far , and also you might see an error saying defbot.py does not exists, you can totally ignore the error. Some files were excluded but a new update will be pushed soon which should cover all the issues. ATM, hope you enjoy1 point
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Judging by the number of multi-accounts, your audience consists of 3,5 people.0 points