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Showing content with the highest reputation on 2025-06-10 in Posts

  1. I hope you'll excuse this quite massive bump: Since today (UTC+2) there is this new ticket #8055 (Feature: City Names)-opened by op.
    2 points
  2. Could be. Although if you read the story we the devs back then actually proposed a game before age of mythology
    2 points
  3. This mod allows you to build on the entire map, without restrictions. It also removes the territorial border. If you encounter any bugs, contact me somewhere. Maybe on the Wildfire games forum. What’s New: Fixed Civilian Selection Bug – Resolved issues with unit selection panels. No More Gaia Decay – Structures built on neutral territory are no longer decayed by Gaia. Downloads: GitHub Repository: Download the Latest Version Here ModDb.com: Download the Latest Version Here Feedback Welcome! Found a bug or have suggestions? Open an issue or discussion on the GitHub page. Enjoy the mod!
    1 point
  4. This mod reports gameplay that should not be possible in 0 A.D. without mods. Currently, in 4v4 matches, new or aspiring players are never informed about which mods are being used or how they affect gameplay. Instead, it’s implicitly assumed that everyone already knows the players and their supporting mods. With these quick in-game messages, players at least receive basic information and can further discuss the implications - whether in the match itself or on the forums. Quick start triggers the chat message: "Units receives automated commands by %(player)s at turn %(turn)s (v01)" Clicking tools like the razor rapid fire triggers the chat message: "Automated clicker makro detected by %(player)s(v01)" If a player does not send a command in 30 seconds triggers the chat message: "%(player)s has not send a command in 30s (v01)" Market Exploit "%(player)s has bought %(buy)s shortly after selling it for %(sell)s (v01)" Elexis set up the mod template for me to fill. Lag is atm. not accounted for, so during heavy lag it could trigger false positives. I tested it in a few games and didn't had false positives. Report if it behaves weird and some thresholds should be changed. Some features that should be added: turning off in game or handle 2 players with the mod to limit spam Current version: 02 oddity_detector.zip oddity_detectorv00.zip oddity_detectorV01.zip oddity_detector V02.zip
    1 point
  5. Rome: Cīvis Rōmānus (Roman Citizen). Greek city states (Athens, Sparta, Macedonia): Polítēs (Citizen).
    1 point
  6. https://gitea.wildfiregames.com/0ad/0ad/pulls/8062 Please suggest GenericNames and SpecificNames.
    1 point
  7. Kinda makes sense if you think about Age of Empires games, where even their versions of champions, "Unique Units," have upgrades that make them even better. -> -> May I propose that the Spartan Champion have a 3-tier upgrade system that goes (GenericNames) Spartiate -> Bodyguard Spartiate -> Olympic Champion Spartiate; Village -> Town -> City phase.
    1 point
  8. ...and that would be indeed a neat add-on indicating which CC is under attack ("Amphipolis is under attack by <Name of opponent>").
    1 point
  9. Under certain conditions, the market can be pumped exploited with OP trades that will generate infinite resources. Below is one example of the exploit: One needs to firstly invest 3000 metal to buy some other resources, e.g. food, to really depreciate the metal value and raise the food value. Then you take 500 food to trade back more than 3000 metal - you end with a net profit in metal. Furthermore, the food is still highly valued and you can buy huge quantities of other resources with food, resulting in resources being generated from nowhere. However, this is not consistently working. I tried to reproduce this but did not get these profitable values like Cube did. After many trades, I was eventually able to generate 10K metal after spending 2000 food and 2500 wood (profit?) Ideally we make changes to the bartering mechanism to prevent this from happening.
    1 point
  10. Added warning of idle players after 30 seconds without command. I think this is important as some games are ruined by players suddenly leaving a 4v4 without notice. In lower rated games this gets triggered occasionally. I can't relate to that but I left the older version (the one without v00) without this if this is annoying. The chat command now also sends the version number (now 00), so if this gets a update and a version was known for false positives one can inform the mod user of the update.
    1 point
  11. Some of the comments: "We have not decided on a set number. We are aiming for a beta in late 2012 or early 2013." "We're hoping to include an easier version of the AI with Alpha 13. Glad you like the game so far." "Thanks, but sorry, we will not have people on the walls, only garrisonned in towers and other buildings. (We thought about it initially, but found out it would take too much time to implement.)" (commenting on a beta timeline) "Hopefully within a year. The number of large features left is steadily dropping " In conclusion, the game was set to have a lot less features before the beta release. I've installed it to try and see if I can beat the supposedly tough AI. If I like this release, I will keep it and move on. Hopefully you guys release a final version soon.
    1 point
  12. Displaying mods doesn't really help though if someone is hell-bent on "cheating" since the mod name doesn't verify the contents of the mod. Or someone could modify the game's source code instead of using a mod.
    1 point
  13. I really appreciate this mod! It is especially helpful when users don’t disclose what mods they use, often trying to avoid having any discussion about rules. There have been many players already surprised to find out that they have been playing on an uneven field for months.
    1 point
  14. I always felt like the game was being taken over by a very competitive community.
    1 point
  15. This guy's voice is terrible.
    0 points
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