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Showing content with the highest reputation on 2025-03-01 in all areas
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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.xlsx3 points
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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.3 points
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I'm happy to announce that I've been porting all features of boonGUI and proGUI into a new UI bundle for A27! Doing it made me realize once again how much work has been put into the development of 0AD but also to all those who contributed to the components of this bundle. So thank you! GitLab link: https://gitlab.com/4trik/ModernGUI DirectDownload link: https://gitlab.com/4trik/ModernGUI/-/archive/master/ModernGUI-master.zip In this mod: Retrieve your favorite A26 GUI style with a Quick Configuration page once you launch the mod. New exclusive features, like kill counts, flare message and more! (the skulls near unit icons indicate for Player unit kills and Gaia entities kills) Explore tones of extra options in your settings to customize your GUI! Hope you'll try it out and enjoy! Please report any bugs and feel free to suggest improvements.1 point
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A video demonstration of the disproportionate OPness of champion spear cav: Spearmen are intended to be counter cavalry effectively with its 3x bonus, yet the champion cavalry kills regular infantry spearman with 205 remaining health. This is disproportionately OP. Its also defeated a Persian immortal (a champion unit that has hard counter against cavalry) with 57 Hp left. Even matched against the strongest infantry spear units of 0AD, the Spartan Olympic Hoplite and Macedonian shield bearer, the cavalry unit inflicted severe injury before dying. Combined with the mobility and its affordable cost in late game, this unit is disastrously OP. Solutions: Reduce its damage to a sensible level so that it cannot kill a spearman in 5 hits. Decrease armour value Limit the spam - either only allow them to be produced from special buildings or raise their price to unaffordable levels. Give some counter units to every civ. Leif has implemented features in his Historical mod to limit the abusive spam of this unit, which is great. I think we should have some limitations in base game as well. The training champions from fortress mechanism of A23 was good.1 point
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Update for ModernGUI (1.27.12) Key new features: Custom Colors mod from @Mentula with new options Fixed colors by player slot (option, on by default), with a color preset. Only distinct colors, very good for minimap. Hot vs Cold colors for team games. (To remove the fixed color option, check "Allow all Colors" option) You can pick a color for yourself that will always be assigned to you on game loading. You can change colors, revert to vanilla colors in options. Easy queuing from @guerringuerrin Holding down "Alt" now also works to 'Order One Unit' for production buildings! When selecting multiple buildings, you can queue 1 unit (or 1 batch in combination with "Shift") to the least busy building! When selecting multiple buildings, if some buildings are idle and some not, production will only go to idle buildings, this mitigate highly the "bug" where one building get a big production queue will others are idles when using control groups to queue units. Options (almost-modular mod ) All the options can now be changed in-game without requiring restarting to apply.1 point
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Ah yeah, makes sense for the huge time buffer then! I usually nvr let women get caught up in the destruction of cc so I usually have enough to rebuild without needing more women so I nvr thought about it like that.. thanks Seems we have a misunderstanding XD I never meant to "mock" your opinions and in this case, ffm's idea of the situation was different than what I was imagining, thats why I say I can use the cc1 point
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Imagine you just lost your CC and almost your entire population. You are now left with just 30 houses and a handful of men. You can now either (A) rebuild your CC, train women, slowly build barracks, and hopefully get back to max pop in 12ish minutes or (B) research the woman house tech, build 30 women two times at the longer 30s train time, and use those women to build up your CC, barracks, and get back to max pop in 6ish minutes. Which one do you choose? @Arup, you’re coming into these discussions hot. You tell people (who have played much longer and are generally much better players than you) that their opinions are laughable. But your logic pretty quickly falls apart when tested. You should pause before mocking others’ opinions.1 point
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I agree. unlock_females (Fertility Festival) works correctly imo. It costs 400 res (expensive). When you develop and you'd could afford it you are almost at pop max and want more fighting men. If you are at pop max. you'd delete some woman to make room anyway. It's useful to boost eco after a heavy blow and you can ensure the safety of the woman for a while.1 point
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(Han) civil_service_01: Ministers -50% training time; civil_service_02: Ministers +50% Health; both 0%. Because ministers themself are useless and only harmful as they take up population and serve little purpose. Units gather 2% more in the 40 m radius. If you constantly have 50 units in that radius the minister would help just as much as a regular unit.1 point
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The most interesting thing is that there are many techs that are never used. Some of this might a function of a lot of these being new techs that people haven’t sufficiently tested yet (the helot tech, maybe). But there are a ton of techs just never researched. Those seem like a good place to revamp or delete the techs. For example, there are a bunch of navy techs that we discussed in the other thread that just aren’t used. Other stuff like spies have been around forever and serve zero purpose. No need to overly complicate the tech tree with useless stuff.1 point
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Should I submit pull requests directly to gitea or phab or trac? Whats the preferred development platform right now? I would like to first adjust the AI to favour unit spam instead of small invasions and expansions. This is the standard style of the lobby and will make the AI stronger in late game. But I would also like to hear opinions from single players about big pushes Vs constant small harassments.1 point
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As 0ad is Open Source everybody can contribute changes. So we'd be happy about pull requests improving AI as well.1 point
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Update From now on @Seleucids is the main maintainer of autociv. Thanks for taking over1 point
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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)0 points