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Showing content with the highest reputation on 2025-02-09 in all areas

  1. I created a few small maps and I wanted to see what people think. This is my first time trying to make a proper map that is balanced. Also, while making these I noticed that arrows from from towers (and possibly fortresses) can travel through terrain and hit something on the other side of a mountain. hughsmaps.pyromod
    2 points
  2. i went full nerd and changed my colors with the color cone i picked a ring on the top, about mid way (pastel colors) goes really well with dark terrain mod (couldnt find another 8 colors, using pale versions of these, closer to the axis) Player~yekaterina.js
    2 points
  3. Could we do Socrates and Aristotle and give each different bonuses -- something like Socrates makes researching faster and cheaper, and Aristotle increases buildings of sight and units production quicker?
    2 points
  4. Looks better, but one of the problems with formations is that they auto-focus attacks onto one target, so there is a ton ton ton of overkill (lost attack value). Ideal, units within formation should spread their attacks across the full width of the formation.
    2 points
  5. This could be a temporary work-around, set your army in-formation to Standground stance and command them to move towards enemy 1929427167_0A.D.2025-01-3104-24-38.mp4 :
    2 points
  6. Dear all, Long ago (A24 was the current version) I made a mod to replace in-game player colors. It was never published on the forum, although it is publicly available on my GitLab. Better leaving a trace here on the forum than out in the internet wilderness. The mod is named CustomColors and the current version 0.27.1 is compatible with Alpha 27. When I developed this mod, there were already other mods implementing color changing - and maybe it is still the case today, but the existing solutions were not satisfactory to me, as those mods replaced colors everywhere... including replay files! Hard-coding colors onto replay files has some disadvantages (noticeable f.e. when when sharing replay files with others or when playing replays). So I opted for a more flexible solution and the CustomColors mod was the result. Perhaps one day the possibility of customizing player colors will be a built-in feature of the game. Color replacement, in two screenshots Here is where colors can be changed: And here is how the result looks like: 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
  7. I know a27 just came out, and everyone likes it But I have been working on a mod (started on a26) that I would love for people to try out and play! Im not trying to seperate the community at all. I'm just trying to learn more about modding and dabble around in it. However, since Petra isn't that strong (and that is way above my pay grade) it would be nice to have people to play with and give suggestions so I can continue to develop my skills The purpose behind the mod was to try and create a little more historical accuracy and difference between the civs. It's been a lot of fun and I've been learning a lot and reading a little! I've had help from @TheCJ @Atrik@Meister@Friedrich123@real_tabasco_sauce and I'm sure others my old brain is leaving out. But yeah its really been more of a community project once it got going a little. Currently I would have to send a zip file... eventually maybe mod.io if I get lucky! Thanks! LeifTheLucky
    1 point
  8. This post is an initial gauge of interest. I've been working on this scenario/skirmish, called "Ionian Revolt," which is based on the Miletus Peninsula map, and what it does is that it greatly enlarges the map, mirrors Miletus Peninsula so that there are 2 peninsulas facing each other, allowing for 4 human players. The major difference though, is that off to the West is another land mass, occupied by a 5th player, which can be either a human player, a sort of "Dungeon Master", a custom AI, or unassigned for easiness (but uses triggers to enact certain policies). The main objective of the scenario being that the first player to capture the "Wonder of the World" from player 5 on this landmass becomes the winner. I call the 5th human player the "Dungeon Master" in reference to D&D, because this player's main focus is to just harass the other 4 players and build up their own island for the eventual assault, basically to keep the narrative going. This 5th player's whole purpose is to defend that Wonder and keep pressure on the other 4 players who are duking it out for supremacy on their respective peninsulas. 5th player gets 2 smaller islands on the other side of the map, too, from which to launch raids. My initial thought was that this player's gathering capabilities should be nerfed considerably, and then they receive a tribute of resources from Gaia every 10 minutes, with which to use to building ships and troops and go harass the other players. (Above: The Dungeon Master player can hire Pirate ships from these docks and harass the other 4 players. the other 4 players can turn the tables and capture these little islands for an advantage [they too can then hire pirate ships]) Side quests: It would be cool to include a couple side quests or easter eggs. For instance, travel up this mountain pass, kill these two Snake Cultists and you gain the allegiance of their captives, plus a benefit for either capturing or destroying their Snake Cult Statue. A rather big Easter egg on the map already is the recreation of the tourist destination of "Pirates Cove" (Navagio Beach) on the Greek island of Zakynthos. I AM ASKING FOR HELP. I am pants at making triggers, etc. and would like help making triggers and other scripted events occur to make this map something big and worthy of a saved game or two. And then, once it's at a good state with your help, make a Pull Request to include it into the base game for Release 28 as part of a batch of scenarios and skirmish maps that we hope creates a whole other style of single and multi-player. Narrative multiplayer. This post is an initial gauge of interest.
    1 point
  9. I would like to share my user.cfg which makes the game more comfortable to play. This includes fast scrolling and some other optimisations with controls and map view. Many possible configurations are omitted in the settings pages but can be adjusted by editing user.cfg. The most important line is renderactors = "false" The view methods are hidden gems. user.cfg
    1 point
  10. Yeah, WFG now has the flatpak and me and Stan are working hard to get it working perfectly. It is now verified though and A27 is on it.
    1 point
  11. Don't think so. Might be doable with a mod though. Also with regards to this thread when sharing your user.cfg please mind that it contains your lobby password
    1 point
  12. Well, I suppose with the issue identified (maybe just one of the issues), we probably don't need to do this today. Its telling enough that it takes place, albeit to a lesser extent, even in the first minutes of some games when CPU load from simulation should be really low.
    1 point
  13. commands.txt Here is the replay I used to profile the issue.
    1 point
  14. Nice - trees now in a plant tub!
    1 point
  15. Solucionado!! Deshabilité el GPU y se ven los personajes y al poner Vulkan parece que no se vuelve a bloquear. Acabo de descubrir 0AD y me parece un juegazo, gran trabajo. Muchas gracias chicos.
    1 point
  16. the last one I saw on this was golden projectile. But I don't have a issue with bolt shooters. Catapults maybe sometimes when they shoot out of vision, but that's not something I want. So not from me at least.
    1 point
  17. @sarcoma indeed. I didn't introduced this bug thoughts autociv.zip Here is the corrected version.
    1 point
  18. A27 has more colors and some have problems. I changed some colors in a visibility mod. To me the red, green, blue are too neon. Good for competitive gaming for visibility, but not beautiful for me. I changed red to tab:red of matplotlib colors as I find the tableu palette more 'mature' (also for blue). The others are left because they aren't so bad for me to put in work. Next issue I have is with the dark-greed or camo-green as I call it. It has visibility problems and I changed it to salmon which fits all criterias I have for colors. For me the colors should be: (1) distinctive to each other (2) visible in the minimap (3) the font halo effect in the chat should work (4) visible in the summary graphs (5) be appealing / fit the world (3) does not work for dark blue as one can see here (and this is already increased by my 4k mod). One can barely make out the difference between a 'e' and a 'o'. (4) Can you make out the black graph here? Also there's a bug choosing the black color. Its chosen where the red arrow points to Another user also wished to change the colors in the config. A reason to allow this is for inclusion persons with colorblindness. A problem would arise for communication if a lot players call the colors differently. But it's minor as one can still just say the players name.
    1 point
  19. @guerringuerrinThis is usually a browser error because the profiler loading uses too much recursion. Firefox seems to be the browser with the highest default limit right now.
    1 point
  20. My guess is that you're using an unsupported version of ejabberd. The easiest way to get a lobby up and running is to follow the instructions here: https://github.com/0ad/lobby-infrastructure/ Alternatively you can also just skip the installation of "mod_ipstamp". In that case hosting without STUN won't work, but this option is being removed for Alpha 28 anyway.
    1 point
  21. Found out the issue for my case. It is trying to hit IPv6 first but there no IPv6 configured. I added the following AddressFamily inet into the .ssh/config file and then it worked.
    1 point
  22. I like Socrates as a hero because he actually fought in battles as a hoplite before becoming the famous philosopher. He even saved Alcibiades' life, I believe, when the Athenians were routed at the Battle of Delion, and was given a commendation for bravery. His execution was a reactionary blight on the Athenian government, similar in my mind to what they did to all of those poor generals and admirals after that naval battle they won (lol). You wouldn't disqualify Thucydides for having been banished, would you?
    1 point
  23. Another update ! kate-overhaul.zip -Blue fields without tall wheat - you can see all of your farming women clearly. No chance for idles.
    1 point
  24. You and Geneva make relevant points, and I am not against Hippocrates being present in the game to some capacity or another. At the very least he would make a fantastic hero for a campaign. That said, the main point I would still stress is that he did not establish at least to my knowledge any medical school to continue his traditions. After all he did wander. This is not discounting his massive contributions to the medical field; I would just note that they do not strike me as particularly Athenian in nature. If we contrast that with the case of Plato and Aristotle, the ruins of the Academy and the Lyceum show obvious impact for Athenian culture. While I am in no way wishing to disrespect Socrates, I think for the reason of his being executed makes his inclusion as a hero as controversial as Alcibiades as an Athenian hero. I would put forward Plato or Aristotle or the choice of one of the two as ShadowofHassan already said. While we're at it, Zeno for the Stoic school and even Epicurus could be depicted, but perhaps leaving it at just two would be preferable. I think that having the option revolve around garrisoning the philosopher in a building to boost its efficiency might be good. Perhaps in one case it could increase the work rate as Wowgetoffyourcellphone mentioned. The other could provide discounts to costs.
    1 point
  25. From what I can tell, there's a few things: Vulkan rendering makes the game have much higher FPS on average, so the simulation ticks, which happen every 200ms, are much more noticeable. This is especially true on e.g. Combat-Demo-Huge. Full state hash checks happen every 20 simulation turns (so every 4 seconds) and are quite slow. I'm not sure it's a new problem - could be exacerbated by happening every 4 seconds since this commit, but I'm pretty sure that was in A26 as well. I haven't noticed anything obvious when profiling a few things. It's possible it's also the smoother rendering making it more obvious ? Shrinking GCs happen every 500 simulation turns, so about every minute and a half. These can cause a lag spike. Pathfinder can still lead to some very slow simulation ticks on occasion. The sim itself might have some rare cases where some turns take extra-long, like when a player is defeated. The GUI is also occasionally slow, notably when selecting a lot of units.
    1 point
  26. @real_tabasco_sauceCan you post the commands.txt of the 4v4 you posted on the ticket ?
    1 point
  27. You can download any version of the game
    1 point
  28. I don't feel any difference personally but many people complain about it amd ryzen 3600 (it funny i remember i had a lot of weird bug in 2020 but the kind staff 0AD fix it !)
    1 point
  29. I've created https://gitea.wildfiregames.com/0ad/0ad/issues/7589 to track this issue.
    1 point
  30. As in for Release 28 yeah if we don't find the culprit. It would nice to diagnose the source though. Are people using Vulkan or OpenGl, what kind of GPU they have etc.
    1 point
  31. The thing GPU skinning is supposed to improve performance since you do more things on the GPU that's less load on the CPU. cc @vladislavbelov
    1 point
  32. You can put "capture = Ctrl" in your local.cfg under hotkey.session, and delete "attack = Ctrl" there. Then you can capture by pressing Ctrl instead of c.
    1 point
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