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Showing content with the highest reputation on 2026-03-31 in Posts
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Perhaps in "Birdseye View", the structure portraits can show up like this for a true strategic overview. Almost as if the whole screen becomes a kind of huge minimap or strategic map. Portraits at 64x64 px and with a 2 px stroke around them of player color (on the left you see white for gaia player color) and a 1 px black stroke around that. I would also suggest the status bars show up by default too and that we put a button by the minimap (in addition to the hotkey) to toggle this. We could possibly go further by adding icons for other things, like berries and huntables, perhaps at a smaller size (48x48?). Huntables genericized to a meat icon instead of their individual icons (deer, etc.).4 points
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I know some people (myself included) who use it when designing their base to get a better sense of the spacing between buildings. And having the same icon repeated many times—for example on houses or storehouses, which tend to be numerous and small—could become annoying. I really like the idea! However, having the option to toggle it on and off would be ideal to accommodate both preferences.4 points
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This version is simply the old mod with very few changes, however, in this process I saw several points that could be altered. 1 - Focus on the end of the Bronze Age (Assyrian Empire, New Egyptian Empire); 2 - Exclude the ArkGreek models (generic and uninteresting), and instead develop Minoan and Mycenaean civilizations from the models we already have (I created a Minoan spearman, it was pretty cool); 3 - Includes art for the Jewish civilization (but I will validate if I can use it), however I will be careful not to fall into certain exaggerated content. 4 - I used existing Bkg civilizations, I can create new unique ones for each civilization. 5 - A Nubian kingdom would be interesting and easy to create, in this category a Phoenician kingdom would also be. 6 - I know there are several interesting civilizations to include, but I want to be realistic in this regard. NOTE: Any help is welcome (especially art and code).For those who don't yet have experience in mod development, but are willing to learn, I can help by teaching what little I know.4 points
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3 points
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I mean, I’d love a gunpowder era mod, (one of my favorite Hyrule civs is Labrynna). From what I can tell, most of those mods die because their proprietors either move on to other projects or get bored with 0 A.D. in general. Modeling the various muskets, cannons, and retexturing lots of models is a lot of work, and many arent up to it.2 points
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Perhaps staying away from sunlight but do keep decently bright room light on while gaming is a good move. You can set system theme to dark mode. Also there are physical matt blue filters on sale that makes the screen more gentle. Vitamin D indeed helps. When I first moved to this new country, my eyes hurt all the time because the sun is too bright. But after 2 months of exposure, I got used to it.2 points
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New Spectator Features in AutoCiv This version of AutoCiv adds two new features for spectators: gathering rates and gameplay tips. Gathering Rates A new row displays real-time resource gathering rates (food, wood, stone, metal per second) for the selected player. Rates are calculated using a rolling window to smooth out drop-off events and provide stable measurements. Gameplay Tips Context-aware tips appear in a second row, suggesting timely upgrades and buildings. For example: "Ax" suggests researching the axe upgrade "3Fields" suggests building more fields (usually you should have 3 now) Important notes: Tips don't detect queued foundations or in-progress research, so they may appear redundant if you've already started the action Tips are tuned for booming pocket players and based on economic optimization. Take them as suggestions, not strict rules Player strategies vary; tips won't fit every playstyle Multiplayer Behavior Players: Tips and rates are hidden during active multiplayer games (fairness) Observers: Full access to tips and rates for all players Optional: You can completely hide the stats overlay when playing multiplayer, keeping AutoCiv strictly for lobby features and spectating Methodology Tips are derived from two sources: Statistical analysis of high-level replays (field timing, upgrade timing) Economic modeling comparing upgrade costs vs. worker efficiency (capacity upgrades, gather rate upgrades) Development Note Much of the AutoCiv codebase is legacy code. I used it as a foundation because it was easy to modify, but I don't plan ongoing maintenance. I don't typically use this myself. I built it primarily for economic analysis. Hopefully it helps some players improve their gameplay. Future posts may share more insights using the gathering rate data. autociv.zip trainer.patch2 points
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I can confirm from experience that people often set the screen brightness too high. I keep it in the lower range so that it kind of matches the surroundings and I never have eye strain. But it could also be the opposite and I'd believe that the red or grey color on the black background in the lobby can be harder to read, especially if there is bright light around. Also what comes to mind is that the screen could be flickering. Not sure how to diagnose that. I have a software blue light filter on permanently and I think I'd recommend that one too. I am used to a lot of lag, but I'd believe that when the scrolling is not smooth, or if there is a delay with the UI, it can be pretty tiring. I don't know about the new alpha but some UI reactions used to be delayed as if until the next game turn. I'd probably pick faster response over any kind of graphical effects until the returns diminish. Maybe try taking some vitamin D, many people don't get enough. That's too nice. Nobody has ever made a mod for me. And I confirm. Quite recently I saw PhyZic come by the using his original name.2 points
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See that house on the middle left of the CC? What if I had a couple of builders right where that house portrait covers the house? How annoying it would be if I had to bring the camera down, just to see those builders?2 points
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Civilization aura joined the chat I love the idea. I would make it optional, with a toggle in the settings, so as not to force a feature that could be negative for some players or in certain contexts.2 points
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I need to update the mod, thanks for the reminder Btw I'm not physic, he is here @MetaPhyZic I made the mod for him2 points
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Planning production in advance by placing orders in a queue until the necessary resources become available also seems to me like a good compromise for those who are opposed to autotrain but would like to see an improvement in the current method. I think that to estimate the resources that will be available in the future and planning your queue accordingly when you want to use your attention away from production buildings is also a game mechanic that rewards experienced players and adds a nice new element.1 point
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Yeah, though that would take animation, and I’ve had troubles TW animating Neph’s models in the past. I’ll do some tweaking. I might remove the musket balls all together, since in reality a missed shot would fly way far away, not hit the ground near the target.1 point
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I also like Labrynna, and the soldiers would look cooler walking with a goose step instead of that clumsy walk. Also, I think the trajectories of the muskets and cannons should be improved. They should be a bit faster and more accurate (I know the trajectories won't be straight, but the current settings make them look like stones being thrown). Of course, only a little bit of change in gravity, speed, and spread is acceptable, too much would be like shooting a laser.1 point
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https://github.com/0ADMods/pyrogenesis-1861 This mod has a more advanced idea in this case. Creating a mod in this timeframe is entirely possible; I've thought a lot about investing time in it, but the biggest difficulties are having the structures and textures for the civilizations. Many want to help with the profiling of civilizations and units, but few want to or can help with 3D modeling and creating good textures.1 point
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1 point
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Regarding blurry fonts. I've noticed the same as you and @trompetin17 is already working on this for the next release. Here are some issues and PR related to this: Issue: #8759 PR: #8793 Using the GUI at 100% shouldn’t result in blurry fonts. One idea that comes to mind is that, in the meantime, you could use a lower resolution when playing so you’re not forced to increase the GUI scale. That way, you wouldn’t have the blurry font issue.1 point
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I see no case where this wouldn't be useful in birdseye view by default. Perhaps allow it to be toggled OFF, sure, but I think the only real reason to use birdseye view would be to get a strategic view of things and this would assist in that.1 point
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A minimal mod that replaces the default player colors with a more practical color scheme. The Problem The default player colors in 0 A.D. have several issues: Too many similar color options (hard to distinguish enemies at a glance) Colors are dependent of host settings (creates inconsistency) Some colors are overly bright/neon (unrealistic, visually aggressive) The Fix This mod provides a clean, simplified color palette that: Reduces color choices to only essential, distinct shades Improves distinguishability - no more confusing similar blues or greens Standardizes colors - consistent for all players regardless of host Tones down brightness - realistic, non-aggressive colors Changes nothing else - tiny codebase, easy to maintain across game versions Why It Matters Here's a real scenario that shows why this mod is needed: You're playing as a blue-toned civilization. You're attacked by two enemies - one with a similar blue tone and one red. The red enemy holds 30% of capture points, the blue enemy holds 20%. You miss the blue enemy entirely because their color is too similar to yours, while the aggressive red tricks you into thinking the threat is only 30%. By the time you realize the real danger, it's too late. Why not another color mod There are several other color mods. Some offer 16 color changes, the more colors the less distinct they can be. Some touch areas one might not be interested in. I had issues with the others and ended up making this. The python script is there if you want to replicate it with a different approach and a picture with the background blurred to show how I got the backgrounds. I started with the the tableau colors that I know and like from matplotlib. Install by putting the zip in the right folder: On Windows (Vista or newer): C:\Users\{name_of_user}\Documents\My Games\0ad\mods\ On OSX: ~/Library/Application Support/0ad/mods/ On Linux: ~/.local/share/0ad/mods/ (may be found in GUI via Home/.local/share/0ad/mods/) color_by_distance.py ffm_simple_colors.zip1 point
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I'd personally err on the side of having smaller ships so we can have larger naval battles. Something like -20% in size.1 point
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Hi guys! These are some suggestions some people and I have come up with. SPARTIÁTÊS in Spartans are really good, maybe a little too good, I think if you should only be able to get 10 per military mess hall, that would make them a little harder to get; you would have to expand territory to get a big army. I think it would be cool if there was a day/night cycle setting. Some units could have a light on them, but some could have very little on no light, so the enemy can’t see you unless you move your units into the enemies’s light. All structures would probably make light (some more than others) with the exception of scout towers.1 point
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Currently, when you want to queue a item but you are missing some of the resources for it, the button is simply disabled. I'd like to propose a new system that allow you to queue items in the production queue, that will be added to the queue as soon as you get the resources. This remove some of the time-sensitivity of certain actions. ModernGUI now has this -experimental- feature for techs, and I'm hoping get feedback on it!1 point
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I have axe thrower in Endovetico, and I used a javalineer animation there, but with a hissing sound instead. It worked well until we have a proper animation.1 point
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1 point
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I’ve had this happen, what’s causing this is that you have both Town and City phase specified as requirements for a unit/building, which causes this error message to appear (it only wants either Town or City as a requirement). Most likely one of the templates has a requirement for a phase, you need to remove it with something like “-phase_town” or “-phase_city” to fix this. @wowgetoffyourcellphone @Lopess.1 point
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The gaul trumpeters should make sound. I was just scrolling reddit on the trumpeters. Some user says it's somewhat altered and provides 3 other examples: https://open.spotify.com/episode/0eABuyDFXAM09jKd7MWPZh?si=vc-gGIsATEij3GbV-p0Ebg&t=1 https://www.bbc.com/news/articles/cgk1p8xk7z7o https://www.instagram.com/reel/DU4spHMAM1H/?utm_source=ig_web_copy_link&igsh=NTc4MTIwNjQ2YQ==1 point
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Needing to add units to ships for firepower meant that investing in water would require many of your land soldiers. This means players would get flotillas full of soldiers and they would hardly ever return to fighting on land. Moving soldiers between ships and land to optimally fight on both land and water was unnecessary tedium, and usually players just didn't do this. Furthermore, with the guessing game about how many soldiers are in your ship versus the enemy ship, it was difficult to strategize (not to mention the random arrows). Lastly, requiring soldiers for ship effectiveness meant you always had to deal with the clumsiness of garrisoning different ships with the right amount of soldiers in order to fight.1 point
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This could be a neat way to replace the less intuitive diminishing returns feature. As long as the spots get filled by proximity to the storehouses, and the farmers choose the move to the closer spots if they are vacant. Lots of stuff to implement for this tho.1 point
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I guess that’s a bit like life, right? A person can be many things at the same time. It’s also true that we are a very small community, so frictions naturally arise. Also, I don’t support encouraging hatred. And I think @Atrik has contributed many positive things, even if there are some aspects I don’t like. Personally, I consider the automation features in ModernGUI’s training system a clear advantage, and we have discussed this publicly many times. Aside from that, all the GUI aspects of the mod are really great. The configuration wizard is excellent. In my view, a game that allows you to configure the GUI the way you like—the more freedom it gives you, the better the user experience. Of course, there can be some nuance regarding how far certain visualizations might also be considered an advantage, although I see that as a relatively minor issue.1 point
