Leaderboard
Popular Content
Showing content with the highest reputation on 2026-03-05 in Posts
-
When you connect to the multiplayer lobby, 0ad uses a secure, TLS-encrypted connection by default. However, up to now we also offered the ability for players to disable that encryption. This won't be possible from some time tomorrow (2026-03-06) on anymore, as we want to improve the security and privacy of our players. For the past two weeks, every player who disabled TLS-encryption in the past, and therefore connected to the multiplayer lobby with an unencrypted connection, received a notification to change their configuration to enable it. If you haven't followed these instructions or just haven't connected to the multiplayer lobby since then, here is what you have to do to continue to be able to connect to the multiplayer lobby: From the main screen of the game, navigate to "Settings" → "Options" → "Networking / Lobby" and enable "TLS encryption" there. As an alternative you can also locate your 0ad configuration file and change lobby.tls = "false" to lobby.tls = "true" there.5 points
-
use pyrogenesis to make an new entire game "AHA" i.e. as historical as possible, that should fix all these disputes2 points
-
In any competitive game where there is a winner and a loser, the fundamental expectation is that the conditions are equal for everyone involved. That’s the very foundation of competition. When two players sit down to a game of chess, neither side is allowed to use any hidden advantages. The same principle applies to online matches. Once the sense of fairness is compromised, the match itself stops meaning much. The surprising part is that we even have to explain something this basic. What I’ve noticed is that the game’s easily moddable structure and the looseness of the rules are being exploited. And in all the years I’ve occasionally played this game, I have never seen anyone join a game and say: “Hey guys, just so you know, I’m using a mod that lets me do certain things faster.” Not once. I’m not saying these players are deliberately hiding it but they certainly don’t mention it unless someone asks. Yes, some of the usual suspects are known to people who spend time on the forum. But not everyone spends time on the forum. Being active on the forum is not one of the fundamental requirements of this game (some players don’t even speak English.) Many people simply log in to play the game through the multiplayer lobby and that’s completely normal. They shouldn’t be expected to browse forums just to find out whether certain players are using advantage providing mods. A player who simply joins the multiplayer lobby expecting a fair match has no way of knowing that a particular opponent is using a mod that provides an advantage. That player can easily walk into a game assuming equal conditions and end up losing under unfair circumstances without even realizing why. Some people also seem to reassure their own conscience by saying things like “it doesn’t actually provide an advantage.” But if you ever run into a match where they’re forced to play without their mod (usually because a host insists on a clean game) you can quickly see how much they struggle without it. I won’t even get into a debate about why these mods provide an advantage, because that’s exactly the kind of discussion they want. Something that drifts the topic into ambiguity. I guess they expect something like laboratory results, but even if you somehow show them that, their response will just be to question the validity of the lab. I can’t even justify explaining it since anyone with a bit of common sense can see the inequality for themselves. Creating mods is perfectly fine, no one is against that. But if a mod gives you an advantage, then you should be playing against others under the same conditions and you should honestly disclose your mods to every new player you encounter (although, I’m afraid these mods could spread like a plague, as new players may be tempted to use them to succeed quickly.) To be honest, I wasn’t even aware that things like this were happening in this game. Realizing that some players I thought were simply very skilled, were actually cheaters, was disappointing. I hope this issue will be addressed and that the community as a whole realizes how much these practices undermine the quality, integrity and spirit of the game.2 points
-
2 points
-
What's the advantage of Fields over Corrals? 1 cavalry units gathers Food about 7 times faster than fully upgraded 5-man Fields. Or about 3.5 times as fast if you consider the cost of the animal. If we scale that up: 20 cavalry units, 15 Corrals, Stockbreeding -> 2000 Food, 1000 Wood + 1500 Wood + 100 Food -> 2100 Food, 2500 Wood 70 civilians, 12 Farms, Iron Plow, Gather Training, Fertilizer -> 3500 Food + 1200 Wood + 900 Wood, 600 Metal -> 3500 Food, 2100 Wood, 600 Metal So the Corral setup costs less overall resources, the units are trained faster, you save 50 pop, the buildings take almost the same time to be build, Corrals take up less space, cavalry is harder to raid than civilians, and you can slowly garrison cattle into Corrals and get an even bigger advantage. Why should you use Fields instead?1 point
-
Did some little comparison table (.ods / LibreOffice) for units. Not finished yet (a few units are missing, and in the Civ Column is incomplete). Some data points I found interesting: Naked Fanatics have, despite the big complain thread about them, not overly impressive combat stats The P2 Champion Infantry Swordsmen of Athenians and Carthaginians have insane stats cost-for-cost, and have the additional bonus to be fast Maidan Guard have really bad stats if you compare them to other fast infantry; they can only keep up thanks to the 20% damage bonus from Steel Working Elephant Archers are cost-for-cost about twice as tanky as other archers and still deal about the same damage 0AD_Unit_Calculations_028_01.ods 0AD_Unit_Calculations_028_02.ods1 point
-
So this is something that has been bothering me since a28 was released. What was the point of gendered civilians? I like to think I'm about as PC/liberal as they come but I have several issues with them. First off historically most human societies were men driven, where women had little to no power or rights. Aren't we trying to represent 500 BCE to 500 CE or there abouts? Secondly why would a civilian male who is wearing no armor be slower both in movement speed and in gathering resources? In fact, even women might be able to gather as fast or at least have more carrying capacity since again in a lot of societies that was one of their prominent roles. So was the decision to just be PC? to somehow improve the game play?1 point
-
Yeah, if I have some time, I could update it or anyone with the script and a LLM. Just describe the stats in full detail. But to me this seem to be too obvious to put in that effort of typing the stats and debug it. First comes the berrys, then hunt/fish, then transition to fields. Corrals with slaughtering seems not to be the meta atm.. In earlier alphas I liked to have corrals, a temple nearby, wounded cav could work and heal by aura. But it was never a question of either farm + upgrades or corrals. Farms are a must. ... (well one exception was survival of the fittest were there were once no farms, but corrals)1 point
-
Have already done that... Thats what Classical Warfare AEA is, but using the same engine etc as 0ad. Just supposed to replace a lot of the historical inaccuracies.1 point
-
hehe true, yes some things can never be truly indicative of what life really was like, and who did what and how, where and when1 point
-
As I said in the first place. It's a way to represent the family and community activity in agricultural tasks. You will find contradictions if you want, this is a game. Men didnt carry big perfect square iron block into fight and magically makes them disappear when engaging into battle. Yeah. And it will be good to have specific voices in the future for answers and spaw of these units bc right now it creates confusion.1 point
-
Im fine with thee idea of gendered civilians, in fact I kinda of like it if its more historically accurate which I agree to some degree it is. I guess we will just have to change the gathering rates a little in Classical Warfare AEA1 point
-
Is obvious! they are so used to carry heavy equipment that become stronger. ( joking xD ) I can't anwer that, i'm sorry here's the audio/fullwomen mod. there two options you can chose:1 point
-
Hi, @Emacz The reason is historical consistency. You can check the release annauncement for more information, there is an specific title explaining this here: https://play0ad.itch.io/0ad/devlog/1399284/new-release-0-ad-release-28-boiorix AFAIK, agriculture was a family and community activity, in which men, women, and children participated, although with a division of tasks. And this change aims to represent that. To be more specific, someone with historical expertise could provide a better explanation.That said, the lack of distinct male audio feedback separate from the citizen-soldiers is a regression in the UX that will need to be addressed in the future. Also, there's a already a mod if you want to go back with this.1 point
-
So that you don't have 50 females and 5 males in the first 5 minutes of the game. Among other things. Read the official announcement of R28. Someone else already created a similar thread.1 point
-
1 point
-
I'm on Version 28 at the moment. Tried to change its compatibility check as well as disecting another mod to be inputed just to get recognised by my system in game... but ye I'm going to leave it till you update it. Error in image. I'll still go fulfill your request, by getting Version A27.0 if I can somehow get it as well as running it, later... Which I did but the appimage is enough, which in case anyone wondering how to insert the mod in linux, go to home/(username)/.local/share/0ad/mods. Okay there is 2 types of oasis map, do you mean the map type of 'Skirmish' or 'Random'? Your bot will always lose when it comes to skirmish, which I first played twice, first was a bit surprise as my wood ran out + its borders touched mine, resulting in their army coming to me and my idle units would attack = Your AI's momentum is gone, perhaps thats why your bot won when it comes to wood as it had trade + tower and fortress to wittle enemy resource. In terms of random, I'm too tired to play but I did check it vs AI, so from my observation there is no difference. I did understand why even in Random Deathmatch large map (Check commands(3)) your AI cannot even push leading to a draw/losing the match beyond min 23. - Build fields early on then leave it alone for 12 min = Build something that you can make use of early on. - Max soldier/horseman unit batch train is 2, if you look at Petra AI its max is 5 = Fix batch train so it can at max 5. - You didn't set max limit of woman, so the CC is churning out excess when whats it supposed to do was make more soldiers so they can defend the woman... = Set max woman to 86, 12 on wood/stone/metal, 50 on field. - Siege units are noted to be idle unless nearby enemy siege units would come which they'll try to destroy, when it does destroy enemy siege and that enemy buildings are not in range, it will return idle = Fix the interaction somehow, so it doesn't idle, basically once its provoked, it will move to attack until its destroyed. I'll reiterate the most important past problem as well as good suggestion too in case you are lost: - Healers are idle(which you did fix in economy master, hopefully in Turtle too) - Heroes are not trained. - Start trading at T3 not T2. + Make towers all over the place. + Make fortress in between Civil Centre. That is all. Edit: Honestly its best you start scratch with vanilla 28's Petra AI, then integrate your code into it. 'Expert Petra' has a different goal in playstyle in mind, currently the vanilla is doing better then it. I've fought it before, its weaker then yours. If the 'Expert Petra' author sees this, I don't mean to lower your morale, I'm honest here so in case you need my feedback I'll help you, although I'm mentally tired today haha. commands(1).txt commands(2).txt commands(3).txt1 point
-
The bug tracker has patches marked as backports. However we can only make a release that's compatible with R28. That means no simulation changes. Only translations and bugfixes not touching the simulation1 point
-
@TapotheiWhenever you have time, please play a similar match on the Saharan Oases map, still with unlimited population and deathmatch resources, and send me your feedback. I improved my bot and played against Petra VH, it still won against Petra in matches, but I suddenly realized I only tested on Saharan Oases. When I played on other maps, my bot always lost, and I haven't figured out why. Initially, I thought that map was a great balanced map for test matches, so I always tested on that map. Anyway, I can't upload the upgrades right now, but if you notice any differences in the previous bots on Saharan Oases, please let me know.1 point
-
That was phrased poorly. What I meant is that they have roughly the same combat stats as regular infantry, despite being much faster. Cost Multiplier = Gather Rate How much do you value each resource. The smaller the number the higher you value it.1 point
-
1 point
-
It's not the standard type of latency lag there. Only some sluggishness during a long match with many, many units. It's gotten much better since A27.1.1 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
