Leaderboard
Popular Content
Showing content with the highest reputation on 2026-02-25 in Posts
-
3 points
-
Wanted to drop a quick update before i'm going on vacation. This is an unofficial release for A28, there are more features to come. What this version brings: update to A28 Germans got the grapejuice balance overhaul Fixed missing and wrong templates Some animations were missing, fixed Obstruction walls were selectable, they shouldn't be Exclude slingers from the brazier buff Rewrote the ammo system, should expect performance increase and less bugs Rewrote the energy system, should expect performance increase and less bugs rams don't get extra energy from garrisons anymore, they have their own standalone pool. Each garrisoned soldier adds to attack speed, damage and walkspeed as described in the "battering rams" aura tooltip. new icons for: re-arm aura, brazier flaming projectiles aura, field camp structure Units swap weapons much smoother now when out of ammo. Before, units would do the whole ranged attack animation until actually shooting to realise it's out of ammo, now they swap instantly after being out of ammo civic center shoots no arrows by default, only when garrisoned, to motivate players to build actual defense structures like towers and fortresses new tech at forge, upgrade stone towers and fortresses to shoot flaming arrows that apply burning added 3x damage bonus to spearman against cavalry, pikes still have their 5x bonus. ★ Units attack a random unit out of max 15 closest units in sight instead of just the closest one, meaning the battles- espcially big ones- are (imo) much more realistic and damage and ammo isnt wasted by dumping 20 arrows into 1 unit for example. Needs playtesting and feedback but from the huge battle tests i did i'm liking how it currently is. Might be my favorite addition to grapejuice if i can get it right. Things i'm planning to add before official release are: Abilities for units that cost energy. Charge attacks would probably become an ability too instead of automated like it is. Other abilities like "frenzy", increasing melee attack speed for a duration, a shout from an hero that gives a certain buff or pushes away enemies etc. Fix AI to use new units/buildings (it already uses new tech) Mini Quests that are given randomly through the game with some rewards when completed. Like capture a building from a certain player. And possibly other things from the planned features page. grapejuice_r13_A28.zip grapejuice_r13_A28.pyromod3 points
-
@Vantha has merged above-mentioned pull request with commit c799e4221a. Thank you all for the joint endeavour!2 points
-
Due to the expensive price of the Digital Certification on Windows it's intended. We're currently trying to distribute it on the Windows Store also, which should avoid this.2 points
-
Hello All, anyone here tried to print 0.AD units ? i bought a very small 3d printer and i want to try some of units and see how it goes. Would you please remind me where can i find 3d model files ? which folder is stored them ?1 point
-
The purpose of this mod is to allow access to options, hotkeys, or the last game summary directly from the lobby without having to exit to the main screen of the game. It’s especially useful if you want to adjust some settings while waiting in a host’s gamesetup without losing your spot. Other, more robust mods like ModernGUI or boonGUI offer the same functionality, but this option is suitable for those who prefer to keep things simple and like the original lobby interface. Version 0.2 compatible with R28 To install it, unzip LobbyMenu.zipcopypaste your mod's folder. (see GameDataPaths for mor info) Or drag LobbyMenu.pyromod into pyogenesis.exe (0ad's executable file, shortcut works too) If you have any suggestions or If you find any bugs, please contact me and I’ll fix them ASAP. Note: The small black lines visible on the buttons are not caused by the mod. On my 4K monitor, the GUI appears very small, so I had to scale it to 200% in the settings, which causes those small black lines to appear. Here are some screenshots:1 point
-
Please have a look on @Stan`s precise answer to this question in the thread 0AD on Steam? (last answer 1 hour ago).1 point
-
Both of these would solve that, yes. But I personally wouldn't mind too much if the host was treated more harshly than the client, as @guerringuerrinsaid they have more responsibility already and the main thing is that either side can't ruin the game.1 point
-
1 point
-
1 point
-
During a MP match, the game state is always present on all clients. Essentially, all players run an ordinary SP game simultaneously, but receive the inputs from each other over the network. And each player simply "feeds" that input (received from the other players) into their own game instance and since the behavior of it is deterministic, all of the instances stay in sync. To be fully precise, it's not the mouse movement or button clicks that are shared over the network, but the game "commands" like moving or training units. What the host does in addition to that is manage the network connections to the individual players and e.g. letting them know when someone disconnects. Therefore as soon as the host leaves, the clients are cut off from each other, can't communicate, and the match is closed for everybody. With the proposed behavior, the disconnected player wouldn't lose anyway, as long as the other player(s) wait for him to come back. Could work I think, but might not be necessary. The problematic case is when clients leave when they're about to lose... then it shouldn't take the host too long to finish it anyway since they were about to win already, no? Depends on the victory condition, though.1 point
-
1 point
-
I don't know for sure, but my guess is that this behavior wasn’t implemented to allow players the chance to reconnect. In the past, the game may have had more stability issues, and it probably didn’t seem fair to punish players for something that could have been caused by the game itself rather than by them. Yeah, this seems like the most appropriate behavior, since it also allows the disconnected player to rejoin the game. Many times that’s exactly what happens: the player reconnects. Also, since it’s very common to play against people you know, it’s useful to be able to pause the game and wait for the client to reconnect before resuming. On the other hand, if the host disconnects, it’s reasonable to count it as a resignation, since one could argue that the host is responsible for ensuring that their connection is stable. Just brainstorming: Maybe it would be good to have a short grace period before a disconnection counts as a loss. For example, during the first two minutes of the game, if someone disconnects, it wouldn’t count as a loss, since it’s unlikely that the player left because they were losing. Another idea that comes to mind is some kind of “offline timer.” Each player could have, for example, up to five minutes to reconnect to the game. This would give them a fair chance to resume, while also avoiding situations where the remaining player is forced to finish the match alone just to secure the win. The offline timer could continue running even while the game is paused.1 point
-
1 point
-
@Stan`, thank you! But it looks too complicated... Is there something more user-friendly ? Something like in civilization description in the game GUI?1 point
-
@EilatHere to fulfill your first request. Your second request maybe tomorrow. Deathmatch is a rather different mode and it doesn't suit your EconomyMaster AI's personality because the resource are already there. The thing I do note in its behavior was not teching Festival Fertility to spam civilians to speed up economy and building stuff, and that it stops building house until it reaches its max limit my recommendation is to have 10 individual citizen to build houses individually nonstop... Anyways I'm tired. oh and I'll try to give few more minutes before I go in, I was so not mercy to your AI, 15 minute is too early XD. Game 2, ceasefire 25 min, low resource(300), if you mean't 100 resource at start, I'm too tired and mb. - Making lots of field but only a few are doing the job I guess thats an error which in turn has 5PPM at min 20, why not make use of the bearies first as its faster, when its done then you can focus on field. - Trade early T2 was a mistake as it should only do it when one resource is out, you need more basic workers as its more effective. - It made 10 horseman, which tbh is going to be useless once food is out and that its not doing any harrasment at some point. Keep it max 5 early. - Fertility Festival, make use of it and don't bother with making priest building although the tech Battlefield Medicine is nice, just build it once economy is okay rich. Score for EconomyMaster This is EasyAI as its not efficient enough in making use of the resources in front of it, remember citizen harvest faster with bearies then with field, if you can fix the max pop building issue that would be nice. I'll redo the turtoise with infinite pops and deathmatch later as well as protectorate and score them properly next time. commands.txt commands.txt1 point
-
Thanks a lot. Can you also send the cloud models and textures? If not that’s fine, I can model my own.1 point
-
The Persian's only major eco bonus is their team bonus, which makes production buildings cheaper. Having 220 max pop (and p3 trickle sources) doesn't contribute much to economy growth, just the maximum output after you have completed the exponential curve. I like the idea of letting the ice houses double as a food drop-off point, since that would encourage early game usage. It would allow some wood savings while using stone that might otherwise go to barracks/eco techs.1 point
-
Yes. How about you? Are the clouds built into 0 A.D., or did you model them yourself? Either way, can I borrow your script?1 point
-
1 point
-
I'm delighted to introduce the newest bot in my series of AI bots, the Protectorate bot. This bot represents a breakthrough in gameplay compared to the previous two, redefining alliance relationships. To play this bot, you need at least two players on the same team, both controlled by Protectorate. The player with the smaller ID will play the role of the "Empire," and the other players will be "vassals" (for example, if players 1, 2, and 3 are on the same team, player 1 will be the Empire, and players 2 and 3 will be the vassals). The Empire will prioritize military strength and trade, while the vassals will prioritize workers and pay 30% of their resources every 60 seconds to the Empire. This payment is waived if the vassal's resources are less than 20% of the Empire's resources and increases to 40% when the Empire launches an attack. The empire would also station troops in vassal states, with the number depending on the actual situation (this only happened when the empire's population exceeded 100). bot_Protectorate_1.zip1 point
-
@Seleucids I know you are busy in the weeks, so I decided to take a look into autociv current issues. Below a version build from what you already fixed with : Fixed autoconfig (the couple comment above should be addressed with this) Fixed overlay Some other details, i also added finished adding some options for custom the overlay (make less stats for example) autociv.zip1 point
-
This would make them more useful earlier. I like the suggestion.1 point
-
1 point
-
I guess that's my fault before talking with @Dunedan I thought the lobby could not handle more than a few hundred players because there used to be issues with heavy logging in the past. It seems it will be okay. The biggest hurdles will be managing people, we'll need more moderators, the chat will be flooded and we'll need to handle the UDP 20595 port not being open a few times per day /hour. Here is a talk of another game that went through these hurdles https://ftp.fau.de/fosdem/2020/K.3.201/gamedev_spring_steam.mp41 point
-
I am developing an AI called stevenlauBot. I have only made the game start move. All units go to the tree nearest to CC, cav goes to chicken, either by walking or teleportation, whichever faster. It looks cool! My plan is to make the AI to play standard tactics like how I usually play (only Han). It will be useful to practice 1v1.1 point
