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Showing content with the highest reputation on 2015-04-26 in all areas

  1. 2 points
  2. 1 point
  3. That's really interesting, I never imagined people would use games that way, much less 0 A.D.
    1 point
  4. I do not understand how it is possible that a group of volunteers in their spare time have developed this great game, best game of strategy and being found even in alpha stage, very complete with great gameplay, great graphics aspects and fun for everyone. I compare them with other games that have professional staff and many means which you have to pay and do not become nothing good, strategy games today in my opinion are in decline, but 0AD is exactly what I missed at fault, it is the perfect strategy game. I would like to encourage all developers with this project and thank them, and for us players we should collaborate with donations as far as possible from each. Thanks.
    1 point
  5. Greek fire don't really belong to the vanilla game's time frame, but it should be something to be featured in the 1000AD mod! Am I correct?
    1 point
  6. He means the Match setup window, where you choose what map you want to play on, what settings to use etc. As you mention the "Very Easy" AI I assume you're already aware of the gear icon and changing AI settings and rather are looking for changes to be made to the AI itself to make it less aggressive/allowing you to build up more before it attacks?
    1 point
  7. the buildings aren't firing arrows ERROR: Error in timer on entity 2059, IID 52, function FireArrows: TypeError: this is undefined BuildingAI.prototype.FireArrows/addTarget@simulation/components/BuildingAI.js:317:4 BuildingAI.prototype.FireArrows@simulation/components/BuildingAI.js:327:3 Timer.prototype.OnUpdate@simulation/components/Timer.js:100:4
    1 point
  8. This is apparently caused by r16577, I also reported it in the related ticket: #1731#comment:7
    1 point
  9. ... Why not just do this in balance repository if it is experiment for balance attempts? Why do this in public svn repository? Isnt balance branch github the place for these experiments? Same for the weird decision to disable formation a couple alpha ago.
    1 point
  10. Yeah, A16 ,as A17 and A18 had only one viable strategy. Which means that the early game , say the first 10 minutes, were exactly the same in every game. Those 3 Alphas (which I played a lot) had each one an optimal strategy (the best strategy possible, which leads to the best result given the goal of winning the match), which didn't depend on what your opponent was doing, and that's why scouting has never been used as a strategic tool (since whatever your opponent was doing, the best strategy to counter his plan was always the same) and ultimately there's never been strategic thinking involved. As I said earlier, I played 0ad a lot. It has been the first Rts game I ever played, and i fell in love with it instantly, it was like discovering chocolate and candies at 20 years of age. I wanted to learn the most I could , so I played with the best players, watched their videos, spectated their games and so on, just for the sake of getting better at the game, because i loved it. I got some understanding of the game mechanics and ultimately became good myself, so whenever i say 0ad is a bad game, it has no strategy involved or that it's broken, I'm belittling myself first as a player more than anything else, I'm not attacking and criticizing the game because i can't play it , which is the kind of reason which, sadly, leads to most of the "constructive critics" ( more or less subconsciously) the game gets by players (just take as an example a16, where everybody was hating on rushing , just because they were frustrated of losing by it, and not because it broke the strategic aspect of the game). I'm criticizing the game even though I can play it, I'm saying rushing is not a sensible choice even though I 'm a macro oriented player who likes to boom, I'm saying rushing is not a good strategy even though the few times i tried to rush in a18 I always succeeded also against very strong players. I'm doing so because I still love the game, and I'm trying to give back all the good things the game gave me, I haven't got the skills required to fix bugs and such things, so I can only share my intuitions to improve the game, which derive from a quite deep understanding of it. So if i decided to write this post, it's because I thought that there was no awareness about this problem, and nothing was being done in order to solve it. The most important thing is to fix the overcompensation that happened from A16 to A17 in regard to rushing. Simply reducing the civic center damage output, might be enough, and the 3 strategies might find a balance. In addition to that ,I hinted how giving the barrack a more distinct role could add a lot of depth to the game. I understand how the big potential of this small change is hard to understand, that most people don't get to a certain level of play to even know what booming rushing and turtling mean, and that most of the community and the volunteers participating to the craft of the game are involved in art works , programming and such, but the gameplay experience has the same value of the above for the success of the project. I can't make a mod myself to show you my plan, if I could I wouldn't have even made this topic in the first place. The most I can do is to share my ideas with those who can. As always, I 'm happy to hear your feedback and so on. Mario.
    1 point
  11. Yeah if you read careful the homepage you can found some history about the project , is a project very ambitious ( about their goals) Do a game like this is very expensive, even for the great studios,my he best example fue the last Age of Empires Online, they try to make a game pay to win , and sell some civilizations as DLC following a freemium model, but the game don't was like they were expecting. Because don't have art direction like a hardcore game , was more oriented casual gaming, but the RTS never was a casual genre, even is one most hardcore genre. Now returning to 0 A.D the project have about 15 years in development, but started working around 2004 ( was the first time I meet the project), in 2009 the first pre alpha was released and the project works slow but constantly and have great standard and quality.
    1 point
  12. This is some university research project related to hidden transmission of textual data via multiplayer sessions of RTS games (0 A.D. is used as an example). There is a link to a related github repo in the video description and it in turn contains a link to the related paper: Games Without Frontiers: Investigating Video Games as a Covert Channel
    1 point
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