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Showing content with the highest reputation on 2025-02-28 in all areas

  1. Hi all, please list your feature requests for autociv below, and I will try to implement them as suitable. Also any suggestions and bug reports are welcomed. For a start, I am thinking about allowing the user to choose which stats they would like to see in the stats panel. For example, you can choose to see your melee count but not the number of siege weapons that you made. You can also disable teammate stats (despite allied view on) as some people found it annoying to see so many fluctuating numbers. This will be configurable via a page in options.
    2 points
  2. Update From now on @Seleucids is the main maintainer of autociv. Thanks for taking over
    2 points
  3. Here is the popularity of the technologies in my database. All data from A27 A24. The data is gathered from 369 games with 1436 players (not individuals [if a player is in 2 games its counted as 2 players]). From the 1436 players are the top 600 selected with the highest eco_score of spend resources by minute 13 selected and evaluated. So games in which the player booms and is likely left alone. The percentage shows how many of these players who can researched the technology actually researched the technology in that game. So if a tech is only available for han, and all the han players researched it, it would be 100%. This could be used to balance some techs. tech_stats.xlsx
    1 point
  4. As 0ad is Open Source everybody can contribute changes. So we'd be happy about pull requests improving AI as well.
    1 point
  5. Whats the point of evaluating data from Alpha 24 rather than Alpha 26 and Alpha 27?
    1 point
  6. I think we need to reduce the capture speed, especially if a unit is garrisoned. And of course leave rapid deletion possible as is currently the case. (reward and ease of gameplay)
    1 point
  7. I totally agree with your thoughts on the AI. Currently, it seems that the "Very Hard" setting isn't as challenging as it should be for pro players, and adding more strategic depth would definitely make it more interesting to practice against. The points you've listed, like mismanaging units and poor strategic decisions, are pretty noticeable, and fixing these would make the AI feel much more like an intelligent opponent. If the AI could adapt more dynamically and adjust its strategies based on the player's actions (like making larger pushes, better use of formations, or knowing when to retreat), it would add a lot more depth to the game. The idea of giving it a cavalry or archer rush feature sounds like a good way to diversify its tactics and make it a real challenge. Increasing the gather bonus to 100% could be a good start, but as you said, it's not just about the resources—it's about how the AI behaves in combat and strategy. And I like the idea of the "Very Easy" AI doing small rushes; it would definitely help beginners get better without feeling overwhelmed. Hopefully, the devs take note of this, as it would really improve the game for higher-level players.
    1 point
  8. Remove 3x damage multiplier against ships as well
    1 point
  9. Make the bridges destructible on Dodescanese I want to ram bridges with new ram boats.
    1 point
  10. Not easy but not impossible, see replay. Some of my tricks: - build distracting barracks at the front, garrison it - build distracting palisades - go mainly for spearmen which fight in formation. They counter pikemen commands.txt
    1 point
  11. I think I figured it out: I need to clone the new 0 A.D. repository after installing git-lfs. I didn't do that since I thought LFS is just some git fork that's supposed to be faster and an optional thing. Cloning again and this time it's taking longer like it normally does when it pulls large data, so this should have solved it. Updated to confirm it works now! Got to the main menu and it's too late to test an actual match, but the menu renders fine and I hear the music so all should be good. Thanks for all the help and glad to to have 0 A.D. running from Git once more!
    1 point
  12. I haven't seen this mentioned but to encourage people to attack to destroy a building instead of weaken/capture/delete make deleting a building take time proportional to build time. Seems more realistic. Why should you just instantly be able to demolish a building just because you control it? One could argue that like building, you use workers to destroy a building and the more workers the faster it's destroyed but that sounds tedious. Instead just make it take time to demolish a building. So if someone is trying to get an enemy building out of the way, attacking it is more beneficial since it's destroyed quicker. But if they want to use it then obviously capturing is beneficial.
    0 points
  13. Update I don't plan to work on this mode anymore. Looking for a volunteer who wants to take over this mod and fixes. I will give him write access to the github project if he/she wants. Needs to know how to program a little in Javascript, not asking for perfect, I can give some light mentoring on the codebase of the mod and 0ad basics.
    0 points
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