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Showing content with the highest reputation on 2026-01-28 in Posts
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Hi, I checked 0 A.D. around 15 years ago, and only lately had another go at it. I found it quite nice, with some interesting ideas. Lots of respect for the volunteers, it's impressive how it looks already. Obviously it still has many rough and suboptimal things, as expected from an unreleased game (and released ones, for that matter). In some ways it’s so good that I feel compelled to say that in other ways I think it risks missing the mark in making itself attractive to new players, for reasons I might tell later on (obviously I don’t mean to be mean). For now I just wanted to mention a few trivial things I noticed (maybe some are actually implemented and I didn’t find them), I hope this is the right place for this: 1) The loading screen with tips goes away too fast for me, it should say “press any key to continue”. 2) Many times I would have wanted that double clicking on the idle worker button would select all of them. 3) Many times I wanted to remove a few units from a selection. I think this could be done with shift+right click on the selection panel icons, removing a unit from the icon clicked, since just right click removes the whole icon from the selection. 4) Continue Campaign should appear only under Single Player, otherwise seems too redundant, and a bit confusing. 5) New Campaigns shouldn’t be allowed to have the same name as a previous one. 6) Many times I just wanted to Restart Scenario, instead of having to set up everything again, or to Load Game from one. 7) It would be nice to have the option to hide health bars, and better, hide full ones only. 8) I know about ctrl+D, but extending a bit zoom range (both in and out) could be a menu option. And I also found myself wanting to look a bit upwards, but it has to be fixed for gameplay since structures that should not be seen become visible. 9) Camera controls could be applied to the minimap if the cursor is placed on top of it. 10) On the left or right of the game speed button there could be a camera button with all the controls, including one to return to default view, which I don’t remember now if it can be easily done. 11) A visual representation that commands indeed were queued would be helpful. 12) As someone posted in this thread long ago: units should not remember where they were when receiving a standard command, and repairing a dropsite shouldn't be an invitation to gather. All these things can be easily instructed if wanted. 13) The way unit information is displayed doesn’t seem the most intuitive, too much text. It wasn’t evident for me which class structures were, to be able to change phase (one has to build almost everything anyway). 14) There’s no limit of Traders or Merchant Ships a given trading route can have, and there should be because those continuous routes look ugly, maybe could be fixed with a time the unit needs to stop for business, to space them out a bit, automatically limiting their useful number. 15) Capture is interesting but seems broken. Buildings are taken too fast, and then suddenly collapse, it’s unrealistic and not fun. I wonder if capture, garrison and occupy turret (which I don’t know what it does yet) could all be combined in one button, or are there situations where more than one is needed for a given target? I see removing the ability of capturing Fortresses has been proposed, but this destroys realism, as the post before mine states, surely better solutions can be reached. 16) Army placement is not good. Maybe something like Rise of Nations or Total War is hard to code? Where by dragging the cursor at the destination one can see and control the final positioning of troops (considering formation limitations). 17) (Un)garrisoning should be gradual, now it looks unrealistic, and could help with landings in small places. One could drag the unit icons on the panel to reorder them, meaning in which order they would disembark. Doing it in or near a port could make things faster. 18) Ships not taking into account the size of units they are transporting is a mechanic a bit dated. 19) The relationship between groups, formations and battalions is quite messed up. I like all these concepts but I don’t think the implementation is right. I have an idea for it but it would take me a few lines to explain, not the purpose of this list. 20) As pointed out recently, the lettering is way too small, it just doesn’t look good, “unplayable” was mentioned. UI scale is buggy, makes quality worse, and windows won’t fit in the screen. One shouldn’t have to install mods to fix something like this. Regarding that last point and what I said at the beginning, default settings should be friendly for new players. There are many things I can say about that, along with more suggestions (some historical for the Spartans), if this kind of feedback is wanted.3 points
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@CheckTesterit was a joke that came up onto me, so I wanted to share a laugh. I look forward for this feature to be implemented. I also want a troll ai that does what I thought of. Trully it will caught people off guard, those whose used to it will get annoyed which serves the purpose of trolling. Man, my urge to troll is high....2 points
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Note: The mod has been tested on version R29 for developers, but should be compatible with A27 and R28. Description: Adds 21 ranks for Support Units. When a certain amount of resources is gathered, the unit's rank increases. Each subsequent rank improves the overall gathering speed for all resources. The bonus and the amount of resources required grows exponentially. Example: Rank Bonus Amount of resources required for improvement 2 +1% 30 3 +3% 45 ... 21 +200% (approximately 15 minutes when gathering fruit, for other resources it takes 2 or more times longer). Ranks are not displayed in the unit interface, only the change in gathering speed. promotion-for-support-units.zip2 points
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2 points
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@real_tabasco_sauce @BreakfastBurrito_007 @guerringuerrin @Atrik @chrstgtr @borg- tl;dr; move Migratory Settlement and Wagon Trains techs to P3 and/or nerf them; Germans combine all the strongest CS and cav unit types so make some units more difficult to access I think there is one too many units in the Germans' barrack. All other civs have at most 4 units in barracks including merc not-including champs. Maybe remove the spearmen ? Currently they not only have sword-skirm as Romans and spear-sling like Britons but ALSO are allowed to make P1 clubmen which might be broken if they weren't so weak. Tbfh the Migratory Settlement tech needs to nerfed or removed because it goes against all territory mechanics. I capture a barrack in your city ? Ok, I don't even need to garrison it. I capture a tower, a house; have fun recapturing it ! All that in P2 for cheap. (btw it would be cool if capture could move backed to right-click by default as it's a common issue for nubs) There are some issues regarding the camp/wagons. I think @Arup said resistance/capture points are too high with the upgrade. I think the population bonus tech should be moved to P3. It's quite powerful if you use only wagons as storehouses which are already 25 res less than a storehouse/farmstead. Now you get a free 75 res house which makes spamming wagons and then doing Home Garden/Manors and delete them if you really need the small pop space a no-brainer. As for champ cav I'm not up-to date but here is my take. Lowering the health seems like a good idea but it might not be enough to stop them being banned in TGs. One of the principal issues is the comparatively strong Persian/Seleucid cataphracts. Nerfing the tech, speed etc. is fine but why would you make them +2 resistances ?? They already got the hero and the issue with champ cav is that they are too strong against infantry and melee for cav. Some might say this is making the problem much worse than it already is. Also it's nice you can now hit and run with your other spear cav but the cataphract will still win and survive with about 40% health. (also a minor nerf to fanatics would be appreciated so the 1300 player doesn't instantly die and the ecobot-spammer has to go P3 to win against him) On top of that the Germans now can pre-build small cheap champ building in P2 and then start spamming swords champ cav 1 minute earlier than the Romans. One should get rid off the champ building. There is already 2 other places where you can get log rams. Move the champ cav to the stables and do the customary unlock tech and the champ axemen to the barrack (to P3; but it's not really a problem with the high metal cost) and remove the spear- or swordsman there. Also pls buff archer so that @SenatorLEVI will return to the game. All in all if you liked your favorite broken civ the Gauls, you might also like this ... the Germans !!2 points
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Okay everyone, so I got the easier ai done. I present to you, the one and only (AFAIK) EasyAI!!! EasyAI has the following changes (read the README for more details): - EasyAI never builds arsenals or fortresses. - EasyAI never trains heroes or siege machines (though it can use captured ones) - EasyAI sends smaller attacks, around half the size of Petra's. - EasyAI takes much longer to phase up. - EasyAI trains less workers. - EasyAI builds less fields. I tested EasyAI against Petra, and Petra beats it consistently and severely. Let me know what you think of it. This is only version one, I might make some more changes in the future (EasyAI never betrays the player, EasyAI never captures buildings, etc.), but here it is: EasyAI.zip2 points
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1 point
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Even though I'm not in charge here, my gut tells me not to trust you.1 point
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@Perzival12 Very interesting project! Let's give new bot the name - "Puer AI" (puer means Boy or child in Latin) - "Calculus" (latin. "pebble", small round piece of stone) - Pebble AI (pebble is small stone... and also opensource community brand for smart watch) I like mostly "Puer AI" and "Pebble AI" variants. Both starts from P (as Petra) and means small variant of something bigger.1 point
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Hey everyone! I’ve been asked to bring some great news — a new 0 A.D. tournament is coming this December, organized by SaidRdz! He even made a flyer himself… let’s just say it comes with his signature dark humor (as u can see he is master in paint ) If you want to join the fun or need more info, hop into the Discord channel — everyone’s welcome, whether you’re here to win battles or just laugh at the chaos! https://discord.gg/9zebYQSR1 point
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They will be no balance changes anymore for R28. But if you want to whine, you should stay respectful to those who worked on the release. For balancing, currently @real_tabasco_sauce is the code owner of the templates (unit and tech stats) and he is often open to suggestions.1 point
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Well, capturing a fortress was a major strategic objective in many ancient situations...1 point
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I have been seeing so many new players getting discouraged to play 0ad since in good games they are avoided. It is understandable and i myself exclude them too from the most games i host cuz everyone wants to have a good game and new players are hard to balance with. I try to explain them nicely they should host new player games and they wont enjoy getting rushed left and right in OP games. But i feel bad and obvio want to help them get better and want to help them integrate into the community easily. So, i was thinking if we could make some scenario maps with rating points reward system for the new and weak players to understand the basic game mechanisms. For example, level 1 could be an easy build order for eco, they will get instructions and if they can do that they can get 5 rating points, level 2 could be how to stay calm in early cav rush and defend if they do it well 10 points and so on. I don't know if devs will implement this reward points features, but i will check the scenario builders out was thinking might try to build something with the basics i know and if new players do it i will just give them some of my points by resigning a rating game. If all the good players make scenarios with their OP strats and gives some of their points to encourage new players i think we will have lots of good players to enjoy the game with. What yall think?1 point
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before I start yapping about r28, clarify me this: Is this a finished version? you all thought this balance and design is "decent" enough? or is there chance for revival of balance?0 points
