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Showing content with the highest reputation on 2024-11-05 in all areas

  1. Congratulations for the replay sharing platform. Regarding the @guerringuerrin spike of 80 ungarrison commands in one turn, that's a bug in 0AD, and should be fixed. During the sniping autoclick trend of last year, some players analized spikes in 'command.txt' files like the one mentioned above, looking for click amplification during sniping on some games, and by chance they found this problem existed. The situation is caused when, during lag spikes in games, the user keeps the ungarrison key pressed for several seconds. 0AD seems to record the key press every frame, so the amount of commands start to accumulate super fast, even if you keep the key pressed for only a few seconds. Of course it makes zero sense to record and send so many commands over the network, when just one command per turn is enough. Keeping the ungarrison key pressed for several seconds is useful when you want to teleport a lot of troops, say through a castle: 1. You set the garrison point of the castle the way you want. 2. You order your army to go into the castle 3. You keep the ungarison key pressed for several seconds until all troops teleported. If you make repeated key-presses instead of holding the key down it will likely not produce this spike. As this behavior is useful in normal gameplay, and players will continue to use it, it would be ideal if 0AD would not spam the replay file and the network with such useless identical commands on one turn.
    3 points
  2. https://www.thebritishacademy.ac.uk/documents/1002/12_Parzinger_1836_Final_0.pdf This temple has recently been restored: https://astanatimes.com/2023/07/resurrecting-ancient-glory-experts-restore-baikara-temple-in-north-kazakhstan/
    2 points
  3. Hey @AInur, A decent number of multiplayer players like to use the community mod. Basically it is a balance and gameplay experimentation mod that has been updated a few times since a26 released. I think most of the com mod players would say that balance is overall better than the base game. In the case of champ cav, they are still strong of course, but they are not almost invulnerable like they are in vanilla. If you would like to give it a try, go settings->mod selection -> download mods
    2 points
  4. I'll see what I can do! Should have time later this week. Any chance you can provide a screen capture of the attack animation or something similar so I can try to sync to the motions? Or is there no animation yet?
    2 points
  5. hello everyone, i have been playing 0 ad for a few years now and i must say i really like it i am really happy with it despite being alpha code. Since in the last years you see a lot of city builder rts I was wondering if it would be possible to add some of their concepts to 0a to make it not only a real time strategy but something more. By this I don't mean that you have to distort the game or anything like that be clear. I am the first to thank the community and the developers for their magnificent work that continues to give me excitement. In fact if possible I would propose this update as if it were an official mod or game mode I also found something existing maybe useful unfortunately they seem to be stationary projects * https://github.com/azayrahmad/0AD-City-Builder * https://wildfiregames.com/forum/topic/25273-0ad-economy-simulation-mod/ * https://wildfiregames.com/forum/topic/26701-city-building-mod-a23-a24/ * https://github.com/eserlxl/Arch-AI ( ca be funny for update petra ai) * https://github.com/PhiGei2000/CityBuilderGame I think this game may also have a leg up on recent titles in the field such as Manor Lord , Stronghod, Cytopia, , lincityNg but taking some ideas from them or some good concepts might be a good way to give the game a fresh twist
    1 point
  6. Hi, I've made a mod that enables you to give yourself a custom rating number and a custom suffix after your name, like this: Your custom rating and suffix can be configured in your options page once the mod is activated: this configuration below will give exactly the effect shown above. The mod is attached as a zip file in the standard 0 A.D mod format. Works out of the box. Have fun! customsuffix.zip
    1 point
  7. Hello, I've been playing 0 A.D. for a few months now, and my main civilization is Sparta, as I have a deep admiration for the Spartans. However, I was disappointed to discover that they don't have the strongest champion hoplites in the game, even after the champion upgrade. This seems surprising considering the Spartan civilization is lacking in several other unit types, including a variety of ranged units, cavalry, and siege weapons, as well as stone walls. Because of this, I believe it would be fitting for Sparta to at least have the strongest standard spearmen (which they do, thanks to the Hoplite Tradition upgrade) and also the strongest champion units—something they currently lack. Thank you for reading this message..
    1 point
  8. Hello everyone, Today I would like to share a project that's been in the back of my mind for a while. Sharing replays has always been a mess and annoying and I wanted to address that a bit by providing a centralized address so that all replays you want to share can be uploaded there. I made a proof of concept Using Svelte & Fastify and it's now using React instead of Svelte. I'd like to hear your feedbacks about what you'd want the UI to look like, what filters would you like to see etc, details about the match (we don't have the possibility to get all the info) Here are some screenshots (Keep in mind the layout isn't set in stone, just wanted to have a convenient way to test things out) For security reasons there will be no direct upload button there if it gets online. You'll need to be approved by me or another administrator first. One can upload a zip containing a replays or containing multiple folders with replays, or just the commands.txt or the commands.txt and the metadata.json. There is no e-mail confirmation. LIVE AT: https://replay-pallas.wildfiregames.ovh/ Sources at:
    1 point
  9. Feature is now live This would add a significant size increase. In the replay above, it does it in loop, so garrison ungarison, garrison ungarrison and so on... Technically it's doing something ^^
    1 point
  10. Have the experiments been conducted? Can the map be overhauled? To fairer seeds? I think the wood placement is total BS. Speaking of res: These are three different things, if you couldn't tell at first glance. I think the rock doesn't look rocky enough, the metal not metally enough and the clutter too minerally. Edit: Oh, and all the "eye candy" bushes can go. I don't like them anyway, why would they look like wood when they aren't; makes this confusing map even more confusing. Best replace them with actual bushes. Edit2: some more BS One of these logs is actual wood, the other "decoration".
    1 point
  11. Just for the record. Yeah! I use a lot garrison as teleport. I always hold U instead of spaming as sometimes building capacity gets full just right when you lift the finger and remaining soldiers no more enters the building turning the manouvier in a total mess xD
    1 point
  12. There is probably some optimization to be done here. But in general I don't expect people to be able to do 80 actions per 200ms
    1 point
  13. Thanks!! Gio, yes Ive tried to modify Sparta and make them a little more historically accurate and give them the strongest hoplites in the game!
    1 point
  14. Working on a CPM graph, which is a bit more readable. Dunno what happened there @guerringuerrin Some kind of frenzy ? ;D
    1 point
  15. Hi, I totally agree with you. You can discuss Sparta related issues with Leif in the lobby. Meanwhile, he has made a patch:
    1 point
  16. I think I see your complaint, @Genava55. You're worried that using the Cimbrian wars to set up the "Germans" civ closes the door to the later germans. I'm afraid that's true for the current version, but nothing is ever set completely in stone. I think it would be reasonable for some content to represent post cimbrian war germans, setting up what players would probably expect as "Germans" like you said earlier. I'm not sure what that would look like or how it would work, but I'd be fine with it conceptually. It just has to make gameplay sense. Could change a hero, wonder. for now though, I think we should solidify what we have already done so we can get it over the finish line.
    1 point
  17. Persian: "Am I a joke to you?" For reference, Saint Nicholas was from Asia Minor, so him looking Persian isn't the worst idea.
    1 point
  18. No. We are lacking animators.
    1 point
  19. Well that is to a certain point always going to happen in a historical game like this; players will be introduced to new concepts that might sometimes confuse them at first. There are already a few civilizations that are not very well known, or different from the stereotypes some people might have (IE Ptolemies instead of more stereotypical Egyptians like in RTW, Romans in the vanilla game based on the Republic).
    1 point
  20. commands.txt @BreakfastBurrito_007 In this replay, I make continuous cavalry production p1 to p3, and continuously exert pressure using autoqueue rather then autotrain. As you can see, my eco is only slightly impacted, while a player rated 2000 is dominated and can't grow. This one is quite good, but I have plenty of others replay like this where this very technique of mine is used successfully without autotrain. As you can imagine, the difference between resizable batch production and fixed production isn't going to affect one's gameplay, nor define his chances of succeeding in a game. The 'advantage' isn't noticeable by any means other then watching how buildings handle production and conclude that it is theoretically more optimized.
    1 point
  21. hmmm, perhaps. I like the white theme being present across the units, but maybe its ok for the _b units to just have wood and player color. I suppose it would also make the champ units and advanced units seem relatively cooler/more special.
    1 point
  22. @real_tabasco_sauce I think basically every map with water should have a bunch of fish unless there is some compelling reason not to. Compelling reasons include: (1) the water is extremely easy to defend and cannot be rushed (e.g., marsh rhinelands, which has tiny ponds that can be easily defended with a CC, towers, etc) and (2) a strategic reason why you don't want to encourage fishing (e.g., oasis, which already emphasizes control of the central water). Otherwise, I think fishing should be a compelling option anytime there is water.
    1 point
  23. I think these majority white versions should be the champion shields, while we can either invert the colors for majority player color and make those the standard unit shields or make all new mostly-player color variants for the standard units. Either way, these majority white ones would go very well for champs. EDIT: nevermind, lol. I didn't see your follow-up ones. They all look very nice indeed.
    1 point
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