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Showing content with the highest reputation on 2023-05-26 in all areas

  1. A few things that I'd say prevent 'beta', though I've argued differently in the past as well: No dedicated servers (and with it stuff like what Dunedan describes) Game Performance woes, and turn-length issues (200ms turns are not so acceptable these days I feel) Graphics performance - though the Vulcan rewrite will probably end up fixing that soon-ish No actual campaigns. AI still isn't great. However, these are only sorta relevant. The reason we're not in 'beta' is because the 'original vision' for 0 A.D. included a lot more features, including things like running units / charging / better formation & naval play which we have not been able to deliver on. We just don't have a good design for these within the current scope of the game. In the end, this isn't a race. This isn't a money-making project. It's a side-hobby for all of us. It moves slowly, it moves surely, and it'll likely get there (or computers will catch up...)
    4 points
  2. 0 AD has been in open source development since 2009. It has been in alpha for 14 years, and currently there is no realistic timeline or roadmap for when it will leave alpha. In fact, I'd lay better than even odds that the project never will leave 'alpha'. The reason: nobody seems to have more than a very vague idea of what that would entail, and I can't imagine this group ever coming to a consensus about it when we can't even agree on basic gameplay requirements. This is not necessarily as bad as it sounds. Actually I think it is admirable to acknowledge that this is not finished software. It's true that "the 'Alpha' label is scaring off new users from trying the game," but for many of them this is fortuitous because it correctly calibrates their expectations. No one currently downloading the installer is expecting a complete experience and coming away feeling deceived about the current state of the game. The problem though is that the alpha label implies a development process that doesn't actually exist. It makes it seem like if you just wait a few more years the project will be more complete, and that is not true. It is more like the open source equivalent of software as a service, the product is not feature-complete and maybe never will be, but it is still a whole and cohesive product made available in its current state for those who can take it on its own terms. For everyone who can live with that, play away. For the rest, look elsewhere for your free ancient warfare RTS fix. However, that is not what the alpha label implies. Personally I think the most honest way to thread this needle would be to drop the use of alphas for all future updates, but also rebrand 0AD as a whole. It is not a game: that would require campaigns, and better multiplayer support, and performance improvements that may never arrive. Rather, 0AD is "an ancient warfare RTS sandbox". And if it ever does evolve into a game, that just means it's time for a new title. 0AD: Empires Ascendant perhaps.
    3 points
  3. 0AD's initiative to give a historical and educational context to the game, the AoE saga also brings this feature, where AoM stands out the most. It explains every detail, technology, building and unit. The encyclopedia is included in the game. It gives a simple and short summary of the topics covered. ----- @ShadowOfHassen here is.
    2 points
  4. I see little value in automated matchmaking with the current numbers of players playing multiplayer games, as matching with equally ranked players would either take much too long and/or would match with the same opponents over and over again. For making a meaningful difference to just selecting a game as it is right now, match making IMO would have to happen server-side (as it could be easily gamed with modified clients otherwise), such games must not be visible in the existing lobby and 0 A.D. clients must not know the identity of the opponent before a game starts. While one of the players would still need to host the game, its settings shouldn't be set by the host, but based on the preferences of all matched players and should be set by the server logic. Implementing it this way would also offer the ability to centrally punish known smurfs or cheaters, as we could deny them to participate in such automatically matched games (or shadowban them, match them with stronger players, ...). Maybe it'd make sense to introduce automated matchmaking only when WFG-hosted games are an option as well, as that'd remove a whole bunch of problems.
    2 points
  5. I haven't tested A27. Does this change mean that if I put archers on stand ground near a building without enemy units around, they will shoot at the building and not target enemy units if they approach later? Bolt shooters and elephant archers also do this and that is very annoying. Also for elephant archers it is difficult to see if the are shooting a building or an enemy unit.
    2 points
  6. Hi everyone, I am happy to present a 5-part campaign titled "Macedonia: Rise to Power"! The campaign covers the times of Philip II and ends shortly before Alexander the Great gains control of the kingdom. Some screen shots are included later in this post. The scenario files for A23 can be found here:; https://github.com/SciGuy42/Macedonia_0ad For A25, conversion is still underway. The first 5 missions have been converted and can be found on the a25 branch of the github: https://github.com/SciGuy42/Macedonia_0ad/tree/a25 To install, you must download all files from the maps/scenarios/ folder in the repository and place them in the /maps/scenarios folder where your custom scenarios built with atlas are saved at by default. On Linux, this should be at /home/<user>/.local/share/0ad/mods/user/maps/scenarios. Note that for A25, you also have to put the Trigger.js file from the repository into your custom mod folder. Most of the scenarios rely heavily on scripts so make sure to also download the .js files which also go in the maps/scenarios folder containing your scenarios. The scenarios feature more or less typical build and conquer mission, as well as sieges and battles without much building involved. Make sure to read the text in the description of each mission before you play it. Often, there are intelligence reports that can be quite useful. In many cases, there are multiple ways to approach the mission strategically. The AI should be set to Petra, I recommend Medium or Hard difficulty with Balanced option. It's totally fine to play it on easier difficulties as well, especially on the first try. Hope you enjoy! I am definitely looking for feedback -- there may certainly be some bugs or inconsistencies or issues -- please make note and post! I am looking to do a round of updates in about 2 weeks but need to take a break now. If my wife hears the opening music of the game one more time, I'm in trouble UPDATE Nov 2021: - The campaign is now complete with 45 missions, starting with Phillip's rise to power and ending with Alexander's death. Conversion to a25 from a23 is currently underway. UPDATE Oct 2 2020: - Added Missions 16 and 17, covering Alexander's conquest of Tyre. Also made small changes to some scenarios based on feedback from the users. UPDATE July 27 2020: - Added Missions 11-15 covering Alexander's conquest of Asia Minor UPDATE June 19 2020: - fixed some of the winning conditions bugs that were reported - added support for difficulty levels -- switching the AI between Medium, Hard, and Very Hard will now often result in effects beyond gather rate (e.g., more troops garrisoned in enemy towers, better starting teach for enemy, etc.) - Enemy units that spawn and attack now usually march in formation - Added wall towers to fortified cities and settlements I will shortly be posting the next set of five missions. Thanks for all the comments and private messages. And here are some screen shots: UPDATE June 25 2020: Added the next set of 5 missions, comprising Alexander's Balkan Campaign. Features a naval map, new scripts and triggers, and another siege. Enjoy! Some screenshots (minor spoilers): Some screen shots from missions 11-15: Shots from 16 and 17, the conquest of Tyre:
    1 point
  7. Or can I just not find a key combination to activate it? regards
    1 point
  8. yes, thats what would make sense to me. I think of matchmaking as a longer-term goal.
    1 point
  9. Yes, because chances are he paused it because he was worried that Calimero was winning. This is more than a report of a ratings abuse. It's also a report of verbal abuse in the lobby. I'll punish that by muting HAPPY-DICTATOR for 1 day and applying a probationary period where there is a 1 day mute for each subsequent infraction over the next 2 weeks. Thanks for reporting this, it helps us keep the lobby an enjoyable experience for everyone.
    1 point
  10. So I'm starting it easy with the fish. Tuna: Tuna are fish that belong to the tribe Thunnini. They live in warm saltwater and have sizes ranging from 1.6 feet to 15 feet. They are one of the few species of fish that can regulate their own temperature. Sources: Wikipedia: https://en.wikipedia.org/wiki/Tuna and Encyclopedia Brittanica : https://www.britannica.com/animal/tuna-fish Tilaphia: Tilapia is the common name for almost a hundred species of freshwater fish. Who were fished everywhere, from the Nile to the Sea of Galilee. Sources: Wikipedia: https://en.wikipedia.org/wiki/Tilapia The "Generic Fish" was harder: Fish has always been a good way to gather food. Not only are fish healthy, but they are abundant in most large bodies of water. Sources: My head. If no one has any concerns, I'll comment these changes to the repository as soon as I can.
    1 point
  11. Should we put descriptions for things like grapes and fish as well? I mean, a paragraph on how grapes were used in Hellenistic culture would be interesting.
    1 point
  12. Not a big problem. Actually he can hide in wonders and elephant stables. If elephants could garrison in other buildings, it might be overpowered because you could hardly ever destroy these buildings with rams.
    1 point
  13. start by making a simple attempt. then show what you have done and collect feedback. yeah, I don't see a better alternative. However, if you want to give visibility to your work, simply posting what you have written here seems best to me.
    1 point
  14. btw I'm absolutely no fan of the new way of decay. Seriously, you can't hold a tower with two or even three men? pfffff
    1 point
  15. It is a chakra and a common symbol for the Mauryan Empire: https://voices.shortpedia.com/arts-and-entertainment/culture/the-mauryan-empire/ That it is similar to another one is okay to me.
    1 point
  16. Does it happen with OpenGL ARB at all? Does it happen when the game is running the only main menu? Also could you update video drivers if it's possible?
    1 point
  17. Most youtube videos about age of empires 2 games are 1v1s and most streams are dedicated to 1v1s. So there is a third option to play the game apart from single player and team games. Unfortunately, the game is not the best it could be for competitive 1v1s. Team games have lag and matchmaking issues. 1v1s lack a campaign or interesting AI for skirmishing mode. In this light, these two game modes shouldn't be a serious contender for 1v1 online matches. The developers need to ask what is it about the game that makes 1v1 online matches not much more popular/common than the currently are? Anyway, this is an unpopular opinion.
    1 point
  18. Basically Vulkan should be more stable (aka, more stable framerate, less driver bugs) than OpenGL.
    1 point
  19. IIRC that breaks attack move which is why it wasn't used. EDIT: I think @Freagarach created a ticket for the default behavior to be optional
    1 point
  20. hmm. the c key is already occupied in my autoCiv configuration (a important key). i love the old style. maybe a config option , will be nice/possibillity?
    1 point
  21. Game's / movie's Original Soundtrack Then Rock Then Electronic music Music without genre( many genres in one).
    1 point
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