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Showing content with the highest reputation on 2024-02-10 in all areas
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Hi, i have recently noticed that there is a growing mistrust/number of arguments/accusations between players in "competitive" multiplayer games. This is due to several concerns Those are: 1) The use of not commonly used mods ( unlike autociv, community mod etc.) that arguably give an advantage to players by for example perfect unit production ( means no idle time, the automated building of houses, other features that is not even known of, so its not easy to determine wether they actually exist) 2) Pausing in critical moments in a game, to allow a faster reaction/ better decision-making 3) Misconduct within multiplayer games ( disrespectfull behaviour) I think there have been efforts to handle some of these issues by technical means, but i believe as a community we should be able to agree on something like a "code of conduct" to avoid spending an endless time in lobby arguing and fighting. Ofcourse these rules can be surpassed, detection or "punishment" might not always happen, but it is more of a violation of appropriate conduct, if there doesnt need to be another argument beforehands about what misconduct actually means. I suggest these following (very general) rules as guidelines: 1. The use of not commonly used mods that impact gameplay need to be anounced by players before the game starts. If a mod was not permitted by the host it can not be used. 2. You should not pause during critical moments in the game, like during a rush/critical attack etc. if there is no serious emergency or it is needed bc players have dropped etc. In most cases, pausing can be postponed for a few seconds. There can be no pausing just for the purpose of communicating with teammates. 3. Profanity or disrespectfull behaviour within the game is not permitted. This includes things you might personally consider "very funny", but it may not be considered funny by others, and could make playing 0 AD not the fun experience that it is supposed to be. Especially sexism, racism, antisemitism etc. is to be avoided. 4. Game hosts are asked and and to be considered entiteled to warn players in case of violation, kick or ban depending on what seems to be appropriate. Feel free to make suggestions or add other issues that you have found. And help to think about how something like this could be introduced.1 point
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I'm not sure anyone knows what @Langbart is planing about BoonGUI. This project brought a very refreshing UI to 0ad. I decided to introduce in ProGUI the original BoonGUI panel. You can easily choose to switch between ProGUI and BoonGUI, and have one of them preset for Spectating and when Playing. You could already switch between mods automatically using @seeh's autocivP, but I also wanted to add the option here. BoonGUI overlay: ProGUI overlay: I disabled by default the panel to control the features such as the Trainer and Auto-Tribute. Some players were just using the overlay but the features were still draining some performance. Option page, you can define when to use BoonGUI or ProGUI, and you can enable the additional panel with ProFeatures: If you used previous ProGUI versions, and the advanced features, you may enjoy being able to customize the panels even more: I would probably also help maintaining a BoonGUI representation. I'm not as op dev as @Langbart but I'll still do it. I'll try to get this new version published on the mod downloader so that the classical BoonGUI overlay is also downloadable from it. Shame it wasn't already but I know it was a @Langbart choice not to. Since he didn't say anything, I'll assume I can/should do this. Git Repo: https://gitlab.com/4trik/proGUI/ Mod.io: https://mod.io/g/0ad/m/progui (not always updated)1 point
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Yes, that sounds good. We could also have separate things for history and description. So every unit can have a description that's more gameplay related and then a history part that's focused on the history.1 point
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Unfortunately, I am not so sure specifically about such knowledge as bots might have access to the same inormation basis on the internet.1 point
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The entire player base would be gone. The best thing is that using mute or disabling the chat is more effective. Communicating with preset messages would be ideal in many cases. You know that you are just censorship that make the mass media the only thing they create is that people look for space where to come to say things. And culturally you are not going to be able to avoid that.1 point
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Ask a question related to history in the login and have it change every so often. Like: Who was sparticus's father? Or: What did Plutarch call Heroditous? Anyone who wants to register can easily look that up, but I don't think the bots are smart enough to do so.1 point
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It is getting more and more difficult, with the development of AI. Captcha currently doesn't work anymore.1 point
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Maybe we could have some " I am not a bot " kind of confirmation before posts are made, by asking a simple question etc. That would at least help if noone does the posts manually.1 point
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Greetings everyone, It has been quite some time since I embarked on a project aimed at enhancing chat experiences through modding. Initially, my primary objective was to introduce emojis to 0 A.D. However, despite numerous attempts, I've encountered challenges in achieving this goal. Now, several years down the line, I'm considering releasing the mod featuring only ASCII emojis. I believe that with your collaboration, we can turn this idea into a reality. I eagerly await your input and assistance. Do you think this endeavor is feasible? For those interested, you can find the mod here: Asciimojis Release. Your feedback is invaluable in refining and enhancing this mod. Currently, there are some known issues: - Autocomplete functionality is not operational in the lobby and during sessions. - Autocomplete is limited when autociv is not in use. These issues will be addressed shortly. Regards,1 point
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I took my 5 traders out of harms way for a moment, then told them to resume. 3 just stupidly went back to the market they were produced at, 1 went back to the "origin" market and 1 was at the parking position (not sure if I ordered that one to resume) and they all did jack diddley. Edit: Maybe I should mention that it was the Fortress map, which has several quirks; I wouldn't expect it to affect unit behavior, but what do I know. If someone felt like giving this map a work-over that would be great. (The placing of the starting buildings is still makeshift, the resulting village a mess; at least in a26 the decay was off: own buildings would decay if in allied territory; the res distribution is still very uneven, but since you get a lot of starting treasures I guess it's ok to fight for what you lack.)1 point
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Disagree. But assuming you're right then armor should increase. The underlying point is that changing hp will certainly have downriver effects that are unintended and will cause a cascade of imbalances. The underlying cause of quicker battles (whether that is armor or melee dmg) should be addressed instead of changing yet another variable. I don't think anyone disagrees on this and @real_tabasco_sauce hit it on the head when he said that melee rank up was an old hot fix for melee balance that didn't actually fix the underlying melee balance problem. I've always said that melee was strong against range and that the problem was melee's inability to reach range units. All of these other melee advantages v. range get enlarged when melee units actually get engage range units.1 point
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The problem with changing hp is that it has a lot of downstream effects. It changes building/unit balance, inf/cav balance, melee/range balance, etc. It just seems a lot cleaner to to nerf the melee attack dmg. Otherwise, we just create more problems for ourselves. Also, the changes of the melee patch suggest that changes to melee attack dmg are the problem. The melee patch gave a major buff to melee BUT gave a nerf to range attack dmg. That means units are dying faster because of melee's buff despite range's nerf. The problem has to be that melee are killing range too quickly. The old meta had melee killing each other in the middle before breaking through and slowly killing the range. The new meta still has melee killing each other in the middle before breaking through and quickly killing the range. Sniping is present in both metas but that doesn't change anything. Battles are only ending quicker once there is a breakthrough and melee are able to rip through the range.1 point
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Anyway, I started making my own HP model, a combination of the following models (all no licence problem I hope) https://sketchfab.com/3d-models/zeus-or-poseidon-from-the-artemision-d4876aa609304682945145debedfc77e https://open.smk.dk/en/artwork/image/KAS644?q=*&page=9&filters=has_3d_file%3Atrue https://open.smk.dk/en/artwork/image/KAS283?q=helio&page=0&filters=has_3d_file%3Atrue Changing the pose is quite difficult. Still need to add the crown, that should be easy. Should I add a plate for a fire to the left hand too? Let me know what you think1 point
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I love the respect for historic accuracy, and even more so -- curiosity, demonstrated throughout these forums.1 point
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Maybe we should limit even more the right of new accounts, such as prohibiting the creation of threads, removing hyperlinks in their posts (displaying only the raw url), limiting their posts to a few threads (a general thread for bug reporting, a thread for welcoming new members, an off-topic thread...), etc. 24 hours after their first post, we could lift a few limitations and give the possibility to post anywhere. 24 hours after their 5th post, we could authorize the creation of threads. etc. There is also the possibility to create a trap thread. Those fake accounts are generally robots who don't understand the context. We could have a thread that freeze any account for a few hours if it posts something there.1 point
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Well, not really. Depends on how precisely we would want to make it. If we use just the existing texture, it looks somehow like this, using only rome_struct.png: But then besides the inscription there is a relief on the front of the pronaos (maybe an eagle with a civic crown), which is missing. Also some of the references you posted have different textures for the walls on the different floors, which aren't existing in the roman texture. Rome_struct.png has only one wall brick texture. I think it would look nice to give each (especially the highest) floor its own texture. The other existing roman texture isn't more useful. How would we include the inscription when using the existing texture? Not at all? Or with a prop? I thought that's bad for performance as well? Anyway, I'm fine with both, just want to have it finished (and committed). Let's see what they say1 point
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I reduced the number of tris of the model to 6k, should be fine now in terms of poly count. It's only one mesh now, with the golden dome as a prop. Remapped the UV as well. Is the UV map looking how it should be? @wowgetoffyourcellphone Are you still interested in this? Would you like making a texture for it or tell me how to do that?1 point
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Thanks for the help I cut it down from 12k to 7.4k tris. I imported the Columns from the roman Civic Center and used them for the Pronaos (the temple part). They look better now, but still have 2.8k tris only for the 16 columns, probably still to much considering they are much smaller. I could try to further decrease the number of tris or to do a texture rework if needed. Just need to know what I'm aiming for so let me know, I'm open to any kind of feedback I'll attach the files incl. blender files again. Btw, why are imported models often scaled so small and how can I see the seams of them? Also is there a way to unwrap uv-islands on top of each other? Pantheon2.zip1 point