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Showing content with the highest reputation on 2023-06-01 in all areas

  1. Even if we didn't like the art direction/style there are ways and ways to ask things to be changed. Specially for something that is offered for free, it's just called basic gratitude and decency. Also 0 AD is an open source game and easily moddable, OP could fix the scales himself. Even if no one likes his particular art direction he can do whatever he wants. I did that with some of the things.
    2 points
  2. I was wondering if it would be possible to implement a "Random (no repeat)" option when selecting random civilizations. So every player has a different civilization. Or maybe there is a mod that does that?
    2 points
  3. Currently there is a hardcoded limit in the C++ side that limits the number of players to 8. See source/simulation2/helpers/Player.h:26 There have been some attempts in the past to raise it to 32, See https://code.wildfiregames.com/D2667 @wraitii wanted to commandeer it but forgot. There are a bit more documentation resources here https://docs.wildfiregames.com/
    2 points
  4. It's getting off topic, open a topic about dimensions of things and let the topic continue with its proposal.
    2 points
  5. Re: Elephants. Maybe too late for this alpha, but what about coming up with a tech tree for them for the next.
    2 points
  6. Hi, I would like some help with adding more player slots to each match. The current maximum limit is 8, which is not enough for me - sometimes I need 13 players in one game. Is this feasible? Can I edit the source code to achieve this, or would it be possible to make a mod which extends the maximum number of players in each match?
    1 point
  7. The game setup page of singleplayer mode looks like this: The entire bottom-right space is wasted, but the very important tweaks and map browsers are hidden behind tab buttons. I think it would be better to use all those space and lay out everything so that tweaks are easier to find. I propose this design: I get that not everyone will appreciate this layout, so I'm asking if someone would kindly show me how to edit the source code to achieve this layout? On a side note, I get the error ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/global/modern/button/red-unselected-left.png" ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/global/modern/button/red-unselected-center.png" ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/global/modern/button/red-unselected-right.png" which causes the buttons to look absurdly pink.
    1 point
  8. I am playing a lot as of late and I realized a problem that I honestly don't know if perhaps is a mistake of mine when playing or of the game. I mostly play random maps, and "unknown" a lot. Generally speaking I struggle a lot to get lumber in the early stages of the game. And notice that woodlines tend to run out very quickly, and in some maps woodlines are not there at all, it's just straggler trees all the way. This leads to build a lot of storage buildings which also cost lumber, so sometimes is not worth to build them to just get 3 or 4 trees. Sometimes the woodlines are out of reach of my influence which in early game is a pain. I also found out that in the water maps, water is a bit useless. There are few fishing spots and they run out really quick, they are not worth contesting over nor microing fishing ships. This is particularly true in maps with lakes. Also Food is extremely easy to get in this game and it's not worth wasting wood (which is hard to come by) on fishing ships to get food (which is very easy to get). So my question is: is that something by design and maybe I am playing the game wrong? is maybe a problem with some map generators not being balanced? How do you guys handle lumber early game?
    1 point
  9. Easy: just don't play those maps! When I generate a random game and it's a hunger games map at least that's what I do.
    1 point
  10. Some maps are designed to be resource-scarce hunger games maps. On those, you have to be clever and think about other ways to survive, e.g. mercenaries. Most maps however, do offer plenty of wood. I would recommend sending all early units except 5 or 6 women (gathering berries) to the forest. In total you will need about 20 workers lumbering. Also try to get the wood axe technology as early as you can. Please see the first few minutes of the attached replay for some ideas, I didn't struggle with wood. Maps such as Acropolis Bay, Sanhyadri Buttes, Gulf of Bothnia, Mainland, Gear, Lorraine Plain, Ratumacos and Continent all have reasonable amount of wood available. metadata.json commands.txt
    1 point
  11. There are solutions to please everyone. We may as well just have the factions included before Kushites in tournaments and multiplayer. Before the Kushites no one thought they were many factions. Some people like many shades of red. I, for example, like to collect Canadian lumberjack shirts, all with minimal differences.
    1 point
  12. I sometimes wonder if the chatbots ("AI") get bored, create random profiles at random sites and post random stuff. Or, alternatively, why a sentient being would invest effort into the same effect.
    1 point
  13. I think he meant the bottom-leftspace, which is left for chat, that doesn't apply to single-player.
    1 point
  14. The largest hurdle is the RangeManager, the LOS code only supports up to 14 players at most right now I believe. Until D3938 is merged, that can't easily be changed. I'm not sure which other components assume 8 players after that, probably territories ?
    1 point
  15. Up! I wanna see it in trunk too
    1 point
  16. you said it. Basically, just about everyone to my knowledge is happy with the art style and is very appreciative of the hardworking artists. There is no need to redesign the scales of the game to make 1 person happy, and even if there were no downsides (there are many), it would still not be worth the effort. As @Stan` said lots of work is going into more immediate concerns such as performance.
    1 point
  17. It can be extended, that's 100% JavaScript.
    1 point
  18. Well the patch is old, and the code has likely changed since then, so it needs to be adapted. It will only apply properly on the version it was made for originally. Else you need to adapt it.
    1 point
  19. Have you taken into consideration that maybe, people being disrepected are not willing to engage in such conversations? Or that maybe there is a reason behind the apparent lack of scale, such as playability, where unfortunately, we cannot have 1:1 buildings because it would obstruct the vision too much. Some people even have been asking us if there is a way to reduce tree size because they are too big. If you want realistic unit size, you can have some fun exporting a 1.8m or 6 feet depending on where you are cube from Blender, and replacing all units by it. Then you'll run into some funny things with the pathfinder, and probably other bugs. You can also consider that the average time spent on one building is about from four to twenty hours, and multiply that by the number of structures in the game. So no, I do care about my work, if not this project would be done and buried. And if I could magically fix 20 years of volunteer work I would, but right now, there are not that many artists left that can do the job, and it's far from being the priority. I would appreciate for you to be more respectful to the people here.
    1 point
  20. Yes, it would be possible, but so far no one has implemented it.
    1 point
  21. Have you ever thought that your ideas don't sound good to us?
    1 point
  22. Hi! Let me start with a quote from 0 A.D. - The Vision: The above quote neatly summarizes the reason why I made QuickStart. QuickStart is a mod that allows to automatically perform predefined actions as game starts, reducing initial micromanagement. Official mod page on GitLab here. Initial steps can be customized from the Options menu, see image below: QuickStart and proGUI In short: proGUI mod embeds QuickStart, with differences. But if you enjoy stories and moral concerns, keep reading. Be aware that... This mod executes automated actions. This can be considered as a cheat. When you play a game with this mod, make sure other players are aware you are using this mod and agree. Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
    1 point
  23. I assume you would love to select units no larger than 4 pixels across, so that the scale is 'realistic.' Better yet, lets make ships even larger. In addition, we can let all units die in two hits so things are realistic. We can make the map so large it takes actual hours to traverse, which is nice and realistic. Even better, lets manually put soldiers on horses to call it cavalry. sounds fun to me right? If I sound annoyed its because I am. It doesn't make sense to make such a big deal of the tiniest abstractions. Remember that this is a videogame, and that a balance must be maintained between various aspects of the game. Lastly, coding, art, design, balance, and historical accuracy all take hard work done by people on a largely voluntary basis. So you should really be respectful when making suggestions.
    1 point
  24. The K means a lot, it means 1000. From a gameplay standpoint if you see a K by any resource, it means you need to do more fighting and less gathering with your units, ie spend that resource that you have more than 10,000 of.
    1 point
  25. Yes to all. Think this mod is on the wish-list of few people already at this point. I'll download it and probably will be popular mod to be able to play larger games. No ideas on the issues you may face other than that a mod would very probably require all participants to have ofc. If you get this on rails, I'm sure you'll get help if needed. Assuming this is would be a mod and that you have no experience with 0ad mods, this may be useful early in your journey: https://trac.wildfiregames.com/wiki/Modding_Guide https://github.com/0ad/0ad I still don't know if there are other important tools. 0ad is easy to mod, but haven't be able to learn if a process to explore the code, other then reading it, exist. I hope someone will explain to nubs how he do it like a pro.
    1 point
  26. Not sure if I'm getting your point, but most people that I know that play 0 ad like the building aspect (recently I did a post on reddit and some people commented on that aspect, I have seen youtubers praise the city-building aspect). There are very few traditional RTSes (now there is a revival of AoE, but only the AoE franchise has grown) right now and if the game turned into CoH or yet another total war I think it would be very dissapointing for many people including myself. AoE2 doesn´t have building limits and while AI seldom will build forward barracks but is a valid strategy, also the "castle/tower to the face" strategy is widely used in MP in AoE2. AoE3 has building limits but the game still focuses heavily on gaining map control through placing buildings in strategic locations. I think that 0ad has some "issues" with buildings, but the main feature I don't like is how capturing works, and maybe reduce a bit the area of influence of new city centers ( I feel like they claim a huge space of the map)
    1 point
  27. Not all civs and strategies will have the same start. I think a good feature of the quickstart mod would be some way to opt out of your preset actions before the game starts, although I have no idea how it could be done. I suppose if a macro keystroke is used to initiate the quickstart sequence you can then choose whether or not to do it. Macros in 0ad ... hmm.
    1 point
  28. Yes it should, but it does not because it's not been implemented like that.
    1 point
  29. Better link: https://github.com/0ad-matters/0ad-appimage/releases
    1 point
  30. Flatpaks are not made by us, and they don't want experimental versions. So likely never. There is an appimage there https://github.com/0ad-matters/0ad-appimage/actions @andy5995 seems to be working on it (thanks again)
    1 point
  31. This afternoon an update was released to pacman. Please sudo pacman -Syyu and it will fix itself.
    1 point
  32. Looks like a recent upgrade in Arch linux broke the game for some reason => https://trac.wildfiregames.com/ticket/6798 Some users reported that rolling back to the previous version worked for them. https://github.com/archlinux/svntogit-community/commits/packages/0ad/trunk
    1 point
  33. Are you saying that my request to observe the aesthetic and logical proportions of objects in order to get the best picture in the game, when creating a new civilization, is an unreasonable whim? Do you like it when elephants are bigger than people, and chickens are smaller? Well, why are the details of houses worse than chickens and elephants? I already spoke about Roman houses: if you reproduced Roman insulas with this model of a house, then in this size it is just a laughingstock. It's even unpleasant to play for "such Rome". Since you inherit different types of buildings, why not give them different dimensions? Let the Greek house be a conventional unit, then make an insula the size of two units or two and a half. For you, matching the details of the house model to the very scale of the house is "absurd hyper realism"? Oh my Darwin... If you still decide to bring the house models into logical correspondence, if not to human units, but at least to themselves, then you can loudly declare that 0 A.D. is a hyper-realistic game! Isn't it worth it? You will be famous, because no one else will have it!
    0 points
  34. The battle of the Kushites with the Chinese is also scientifically ridiculous. And yet... I believe that the ability for all nations to have a basic set of units, as in the Age of Empires 2, is not useless, but on the contrary, with certain allied bonuses, it can change the tactics of playing for a nation. I am not asking to give elephants to all nations, but to give them the combat units that obviously existed among them.
    0 points
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