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Showing content with the highest reputation on 2023-09-25 in all areas
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I've spent a lot of time creating my first map for 0ad. I created it with the scenario editor. I tried to be creative with it. I would like people more familiar with map making to give me feedback. Mediterranean War.pmp Mediterranean War.xml3 points
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Hey guys, We on the balance team are working on some gameplay improvements for the next alpha (27). Our main objective is to bring some elements to differentiate civilizations from each other. We want to provide some incentive for players to step out of their comfort zone and usual strategies. Work is progressing and we appreciate if you can help us. We would like to hear your ideas about unique technologies. Be creative here and remember that the characteristics of 0 A.D. must be maintained, therefore it is necessary to respect the need for a correct historical context. Remembering that technology can also be for more than one civilization, as happens with the "Hoplite Tradition", for example Don't worry at first about the issue of balance, we can balance things, just focus on the idea at first. I look forward to reading your ideas. Thank you everyone and stay well2 points
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ScribeOfAges has asked me to make an announcement about the tournament. The tournament has been concluded. Here are the results. First Place: Team_1 (weirdJokes, Leopard, guerringuerrin, Matt_of_Qc) Second Place: Team_2 (i_am_groot, effervescent, Duck_, ScribeOfAges, Quasil) Third Place: Team_4 (breakfastburrito_007, freyyja, 0zon, jimo, chesnutter) Fourth Place: Team_3 (rejoicing, sanafur, riicho, AlexanDerGrosse) I was informed that Team_1 secured first place because they had more players present at their scheduled rounds against Team_2 on September 23rd. They did not play any rounds. The battle for second place was fought between Team_2 and Team_4 on Mainland Fixed Positions. Team_2 came out victorious and secured second place. Here are the replays from the two rounds of that battle. The replays require the Mainland Twilight mod version 0.2.0 and community-mod version 0.26.4. 2023-09-17_0001.zip 2023-09-17_0002.zip The battle for third place was fought between Team_3 and Team_4 on Mainland FIxed Positions. breakfastburrito_007 said, "It wound up being a 3v3, but people ran out of time so we did a best of 1." Team_4 came out victorious and secured third place. Here is the replay for that round. The replay requires the same mods as the above replays. 2023-09-23_0001.zip Thanks for participating, folks. Talk to ScribeOfAges for follow-up questions. I'm just a messenger, posting this information because ScribeOfAges was away from his computer on Sunday.2 points
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Hello everyone! I hereby present a 0 A.D. mod aimed at evaluating the rating of players. Official mod page on GitLab here. Introduction Before diving into the description, let me introduce the problem this mod aims to solve. In 0 A.D., the ELO system is used to rank players in the lobby. This is good; but is it representative of the players' skills? As you know, the rating system in 0 A.D. only takes into account 1v1 rated games. Team games do not contribute to the ELO score of a player, as well as 1v1 unrated games. Also, the scoring system only takes into account the outcome of a game (victory/defeat) and not the "performance" during the game. Can we do better? This mod uses statistics. It extracts data from all the replays of games you (the mod user) have played. So, if you have played 20 games (1v1s, team games, other..) with a player in the lobby whose name is (for example) strangeJokes, the mod will assign a rating to strangeJokes based on the 20 games you've played with them. The rating system The functioning of the rating system is described in detail here, but in short what it does is: it considers the average performance of the player during the entire game (and not only at game's end). the rating assigned to a player is a percentage: for example, a player with a rating of 5.00 performs a 5% better than other players on average, while a player with a rating of -5.00 performs a 5% worse than other players on average. you can customize the rating system by giving more importance to military, economy, exploration or other factors to the aim of calculating ratings. Keep in mind that this mod is based on statistics; data are taken from your (the mod user) replays. Statistics might not be fully representative of reality; therefore, a player's rating could be inaccurate, especially if you have played few games with that player. The more you play with a player, the more accurate the rating of that player is. Installation ‣Recommended: LocalRatings can be downloaded from the game menu: Settings > Mod Selection > Download Mods. ‣Alternatively: 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 Latest version announcement Explanatory pictures Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!1 point
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Write civ team bonus combos you think are strong. I like iber, mace, athen, gaul for example, for the mace player specifically as merc cav get affected by 10% cheaper iber jav passive, athen lets cheaper p2 and gaul gives faster/cheaper blacksmith techs. another good one can be carthage, mace, athen, and maybe a 4th. for standard, sparta, pers, rome, athen sounds good. just boost in power/eco.1 point
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Not sure you noticed but this one looks really weird, their arms intertwine. It's a typical thing for AI to get arms/hands wrong like that though so idk how you can fix that. Icon is probably going to be small enough to notice anyway though. EDIT: nvm i just saw more up top you use a cropped version of it.1 point
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Maybe you made a new unit and didn't update the classes.1 point
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The formations aura is possible and it is interesting, but there are a lot of details and nuances: Formations break: Should formation bonuses apply when units are no longer constrained to the formation? Sure the testudo should improve pierce armor for the formation, but why should it when the units take their own path to go fight? If you do give the formations auras as is, you will likely see players clicking a formation exclusively for the stat benefit and immediately surrendering the formation to unitAI. To account for this, I think the best strategy is to let the bonuses be tradeoffs: Ex. testudo: Units +5 pierce armor but -30% speed.1 point
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A technology for unique formations? I've always wandered what's the point of unique formations that some civs offer. In reality, they consisted in a material advantage for melee troops during fights. In game, they are more or less completely useless. Would be viable to offer some buffs with their utilization (thought the research of a related technology)? E.g., roman testudo was designed to offer more cover against ranged troops, so it could be reflected easily in game with a buff on ranged defense. I find would be very cool if the historical and tactical revolution such formations brought to the field was represented in game.1 point
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"Iron Smelting": Large mounds of iron slag were found at Kushite settlement sites, indicating an advance iron working industry. Allies +10% metal gathering rate.1 point
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On the reforms upgrade, I think the upgrade should just be about accessing them from docks and boats, with the marines already available from the gym in p2. If this is OP, the cost of the gym could be adjusted. so you mean they should be more generally applicable?1 point
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Sure, and I don't say PvP shouldn't exist, I just said that the single-player game is a little "underprivileged": 0 A.D. is clearly a PvP game. Now please, before we start round 2 of shadowboxing, I have solved the problem for me, in a way satisfactory for me, and will keep improving it for me, changing stuff and adding units and buildings till I'm happy with it, meaning I do not make any demands. I've just stated an opinion.1 point
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Thanks! I chose the Aleppo Pines only because I thought they were native to the Mediterranean. I don't really like them, either. This is a work in progress. I really want the map to look prettier, so I will use your helpful suggestions. Did you play the game?1 point
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Your cheats are the only ones i've seen being used in 5 years of 0ad. Save for a player seeing spec chat which was also recent and less problematic. You seem to be trying to deflect. To act as if there are many cheats and that they are rampant, and that yours are just a drop in the ocean of cheating. You are trying to distribute and normalize the use of a set of cheats, allowing anyone to start cheating right from your repository. If cheat publishers are not publishing cheats, that eliminates the vast majority of cheating, and any cheater in the future will likely be a single bad actor. In FPS games, the games with cheating problems are the games for which cheat developers have made cheats.1 point
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Took a look at it. Good for a first try! Some thoughts, if you don't mind: Lighting, Environment, etc: Don't forget to add fog, play with the lighting settings (a lot of the current skirmish maps have good settings), turn on the HDR post-effect and play with the contrast, etc. Right now, without these things the world looks flat. Mess around with water colors and sky boxes to make a nice looking ocean. Terrain textures: Add some variation to the grass textures you're using. Since you're using the Aegean terrains, stick with that biome but variate the grass textures a bit. Also, don't forget forest floor textures under the treed areas. Which brings me too: Trees feel too spread out. Remember the course of the game requires the player to place buildings, expand, etc. When you're creating maps, always think about how it will play. So, clump the trees together and create groves and forests that the player has to expand to and exploit. And I personally wouldn't use the Aleppo Pines--they're not as well made as some other tree types. Also, use bushes around the edges of groves and forests. Have fun with eyecandy. Place a bunch of small stones around mines. Maybe even make cool open pit quarries, etc. Keep at it, or apply these things to your next map! Have fun world building!1 point
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You know this how? You know this how? My guess is you'd take steps to make these mods bypass this check then? Curious.1 point
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the 3 is good. iber gives bonus to both, carth gives bonus to kush. and ig kush bonus helps carth as well. if carth and kush atack together, carth can use the ele 20% for self and team dmg ele hero with large range. i dont think gaul is best ally. athen can be better. besides the op civ bonus it can make jav mercs and hero gives jav mercs 15% move speed. athen can even mine metal and feed merc civ allies, as athen gets 21% total metal rate bonus on p3 and 10% on p2. other civs can also do infantry javelineer mercs. pto, mace.1 point
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Yeah, that might have to be a reality. It was nice to have such flexibility back before this whole nightmare.1 point
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For a fun time, carth, iber, kush, and gauls. it makes for an epic p2 push with clubmen and the infantry javelins mercs. If the carth and kush player are the same side, it’s really awesome.1 point
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Yes, I think you are wanting a whole different style game. Have you tried the game called, "Farlands?" Although not nearly fancy as 0ad, it has a gameplay similar to what you want I think. Build a booming economy, explore, cantact the enemy, and finish him. Warfare is not the focus of the game, rather, the economy and expansion are. In fact, war simply consists of building troops, training them, and deploying them. It's simple compared to 0ad, but maybe you could look to it for inspiration. Also, What happened to the rams? I understand that this is kind of like a conversation, but have you come to a conclusion about that? Last I read, ShadowOfHassan mentioned that historically they were vulnerable to melee troops. After that, they left to conversation.1 point
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AoM campaign was gorgeus. AoE3 campaign looks a lot like AoM, AoE4 campaign looks very silly.1 point
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I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/the-future14 Future plans for Hyrule Conquest, among other things. Posted by The_Undying_Nephalim on Aug 31st, 2023 It looks like the last release of Hyrule Conquest ended up being mostly stable. A few minor bugs are still floating around, which I will try and patch when time permits. For the last several months I have stated that I wished to back away from Hyrule Conquest to focus on other projects, so does this mean Hyrule Conquest is at an end? Future Plans Through some convincing from a few fans of mine, I do not think I will be leaving Hyrule Conquest permanently as I planned. 0.15 and its patch will not be the final version of this game. Despite that, there are going to be a lot of changes as to how I go about working on Hyrule Conquest from this point on. I will try to sum them all up into bullet points: - I still will probably be taking some kind of hiatus from this project. I really need a break. - Star Fox Event Horizon is my priority and for the foreseeable future it will always come first. - Due to my focus on Star Fox, Hyrule Conquest will be treated as a "free time" project. Updates will not be as frequent as they have been for the last decade. As such, I suggest being careful with becoming or staying a patron has you may go half a year without any kind of releases. - For years I have divided up Hyrule Conquest into chunks to work on sequentially, usually in the form of doing pairs of factions at a time. I will be abandoning this approach and will instead work on whatever my current whim is. This will likely result in a much more haphazard sense of progress. - There is no longer any intent to make any kind of campaign or story mode. The time needed to do this is absolutely insane, and I simply cannot invest the time needed while working on other projects. For the foreseeable future, this will just be a Skirmish/Multiplayer only mod. Considering this was already the priority before I decided to step away from the project, nothing will change in the short term. I do want to take a little extra time here to thank all of the fans, patrons, and players who have supported this project over the years. About half a decade ago, Hyrule Conquest had thousands of downloads monthly and a very nice active multiplayer community in the hundreds. While those numbers have declined greatly in the last few years, that is more than I could have ever hoped for when I started back in 2011. I appreciate that there are many people who took interest in my strange and unorthodox depiction of the Zelda universe. It is a shame that this project never actually caught on with the general Zelda fandom in the same way that Star Fox Event Horizon has, but ultimately having a dedicated and niche audience is still a great thing, and it's worth at least saying thank you for that.1 point
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Serious question? How can you bypass the mod check : you don't have the mod. You don't need to create a mod to make modifications. You can use other mods too to host your mods. Maybe then you planning to add new security features? I don't know maybe I'm missing something but right now if you want to cheat you have plenty of options.0 points