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  1. I set up GitHub repo, link is also in the description. Lots of cool ideas. Definitely splitting the info would be a good solution, either tabs (Planetary Annihilation) or a dropdown (AOE4).
    5 points
  2. Hello all. First off, lack of social media updates is a bit my fault. In my capacity for sorting the Social media/PR side of things the plan was to hopefully get at least one large news update a month, with smaller snippets of content to keep the social media accounts ticking over in between. My work and childcare schedule as a result of the ongoing covid situation have slightly squashed my efforts since the release of A25. I think anyone in my particular line of work has been solidly under the cosh since early July. I've had more luck on the Youtube front in that I've been sent some awesome games just recently, so it's really nice that the audience is growing, but as everyone here knows, it's a niche channel rather than a method of actually advertising the game. I'm hoping to strategically coincide the next lot of web and SM updates with the general buzz around the eventual release of AOE4. There will be more public interest and 'buzz' for the RTS genre around this time, so it's a great opportunity to shine a slightly brighter spotlight on 0AD, but always remember - 0AD and AAA games operate in entirely different orbits. And due to the nature of how 0AD works, Alpha 26 is the primary focus of the devs at the moment. The release and the reception to Alpha 25 has been a bit of a highlight for me so far, being that A25 seemed to have a smoother dev cycle. It has been a big eye-opener seeing more of the behind the scenes working of 0AD development and the challenges that everyone faces in making it what it is. So, do expect a big push in the comms/PR side of things shortly. And it's fantastic that people here have suggestions and ideas of their own. I'd say if you have anything, any ideas for publication on the social media, main website news - please do let me know, feel free to DM me And utilisation of the official Youtube channel is something of an interesting one. It has very big pull, the Alpha release trailers, understandably, are far and away the highest viewed 0AD related content on Youtube. Now, unlike the social media accounts, I don't have the keys to the Youtube channel - and frankly, I have enough trouble sourcing the time to maintain my own one!!!!!! But if anyone has really good ideas for the kind of content that should be appearing there, and quite importantly, actually has the time and expertise to help bring it to reality, I'd definitely be keen to hear from you. The nature of how 0AD is made, that being very much volunteer centric, means that big (and expensive) self publication campaigns are very unlikely. This project embodies the DIY ethic throughout - it can sometimes be frustrating and appear to be a limiting factor in why 0AD perhaps isn't as well known and appreciated as it deserves to be. But it's also the reason the game exists at all - that spirit is evident every time you fire up the game and play it.
    4 points
  3. I will see if I can work on such a video, like what the perks are, would it be with or w/o voice over. 0 A.D. needs an official Twitch for torunaments, Dev confrences etc. right now I have booked it for them https://twitch.com/play0ad
    3 points
  4. I had some games that I did not want to analyze in full, but I liked to show some things about them. On youtube we see a #shorts for some highlights and I thought that such a thing would be nice for those who do not want to spend 20 or more minutes to watch a game. So I have done some video emitting and got this. I think this format is nice to show some tricks that you can do.
    2 points
  5. surprising (to me at least) how @Dizaka was using autoqueue for making women in the cc at the start of the game.
    2 points
  6. Greetings and happy Sunday So, last Sunday - just before I went off on holiday, I was joined by @Player of 0AD on a live recording of a 0AD match. This was something of an experiment with my regular commentary plus a guest on the show. Massive thanks to the players who took part, it's a shame it wasn't quite the sprawling epic game we'd probably all have hoped for (darn those merc cav!) but as a proof of concept it worked. And Massive thanks to @Player of 0AD- good job, dude, we'll set up another in due course
    2 points
  7. If formations were working there would be a lot of room for differentiation based on how the units are moved around the battlefield. On a separate note, more support units like trumpets, drums, flag/standard bearers, supply wagons, etc would be another way to further change how civs are played. An elephant in the room is that people want to play sometimes vastly different games. For some, they want the game to be over and done with within 20 minutes, some even less. Others might enjoy longer games. Some want a deathmatch with boundless resources. Perhaps a further refinement of the game types available would be one way to branch off the different ideas. I wouldn't want to split the community too much, but like with all games there are different "groups" who play a certain way that don't quite understand how other people can have fun doing something else (like not taking advantage of every last disparity between units and civs). Personally, as someone who has studied ancient civilizations in an academic setting and into my adult life, I'd like to see more attention paid to things like formations, defenses, economics, logistics. From this perspective, terrain and strategy should account for more than it currently does. Ideally there would even be seasonal changes within the game which affect the pace of the match (in the eastern Mediterranean the summer was the fighting season and the winter was farming, in part due to temperature/precip patterns but also due to changes in wind and seaworthiness of the vessels at the time). That said, I don't need free open source Total War clone: the current game is still a lot of fun, I simply find that there are a lot of elements of this game and its genre that haven't been pushed forward much lately. It is too easy of course for someone without coding ability to say what would be nice or not, so I leave this here not to say this game isn't playable, but rather as a general wish to see some refinement on the above.
    2 points
  8. This mod adds the map "Mainland balanced" (https://code.wildfiregames.com/D4232) Thanks @badosu for fulfilling the community's interest in balanced maps by providing a nice bunch of balanced maps for a23 and a24 Currently, only the starting food surrounding players is modified. Also, straggler berries are not modified yet (which can lead to imbalances). And the biome only slightly affects the total amount of food, and it currently doesn't affect the berry/hunt ratio, this is something I will change later. This removes Jungle (too laggy) and Nubia (wood too imbalanced) biomes until they get fixed. Alpine Mountains is also included (https://code.wildfiregames.com/D2830, ) The mod is now available through the in game downloader! (mod.io). Manual download here otherwise (updated a26, current version 1.0.1): feldmap-1.0.1.pyromod feldmap-1.0.1.zip a26 archive: Old (a25 version):
    1 point
  9. boonGUI User interface mod for the RTS game 0 A.D. Everyone can follow the development, contribute to discussions, report bugs, suggest features or even make pull requests. Install Choose your preferred method GitHub git clone https://github.com/LangLangBart/boonGUI.git Linux: ~/.local/share/0ad/mods/ macOS: ~/Library/Application\Support/0ad/mods/ Windows: ~\Documents\My Games\0ad\mods\ Pyromod Drag and drop the file over the 0ad start icon or double click it. The mod will be unpacked and placed in your 0ad mods folder ZIP Unpack it it in your /0ad/mods/ folder Launch 0 A.D., click Settings and Mod Selection. Double-click boonGUI, click Save Configuration and Start Mods. Troubleshooting If you get errors/warnings after upgrading, delete the existing boonGUI folder and install the mod again. If that doesn't help, just post a message here or on GitHub.
    1 point
  10. Just chatting with @Palaiologos, he's suggests the distance from the group to the map border may need to be increased. He tested using a patch (on Mainland), but the stronghold placement is currently available with Frontier and Ambush on a25. Anyone else ever had a problem with the distance?
    1 point
  11. Hi everyone, I just uploaded a new video on my channel of you are interested. It's a commentary of an interesting 1v1 I had with @ValihrAnt two days ago (we both experimented not common civilization strategies) :))
    1 point
  12. Idk. I guess I would have to try it out to find out how it works) fits into the game.
    1 point
  13. kind of. but pointless in the game.
    1 point
  14. By work I mean, basic pathfinding and keeping the formation. It is intensely frustrating to play as Athens, for example, and try to use Iphicrates' bonus because- even if you select a formation, say box, as the default- the game will constantly remove units within the control group from the formation and even cancel it for the entire group. You can be in the middle of a fight, not giving any commands, and the entire army goes out of formation and you instantly lose the bonus. Attempting to reform the formation causes losses and no damage is dealt during the mean time. Sometimes I can get the formation to "stick" but it takes a lot of micromanagement just to keep them that way. This shouldn't be the case at all. Otherwise, units get stuck constantly when in formation and turn into sitting ducks while units not in formation wipe them out. Formations offer almost zero advantages, unless you want to use them for cavalry in order to force them into their run speed to escape a situation (which requires a bit of micro and, lets be honest, isn't the function of a formation feature at all and should rather be more of a "charge" or "increase speed at the expense of stamina" feature). If formations would "work" by allowing the units in the formation to move smoothly and not get hung up constantly, then you could look at buffs and debuffs like maroder mentioned. At the moment, adding any bonuses to one formation type or another would just be an exercise in frustration given how buggy the current feature is. Once formations simply work, then adding those bonuses and play testing with mods would be one way to iterate which ideas were good on paper and which ones are terrible.
    1 point
  15. Why not? If A46 ever comes into existence we can name it that. My idea was: infantry is only strong if a large group of them are TOGETHER. And then I remembered entgegen-zusammen (cis-trans). We can also name it Zebra (because hunt is important)
    1 point
  16. @Player of 0AD you can get the mod folder from a .pyromod file by changing its extension to .zip, and then extract the folder from the zip archive.
    1 point
  17. You can rename .pyromod to .zip and let windows extract ir
    1 point
  18. I like @Gurken Khan 's post but not the AI's capability you describe. It's indeed a bit unrealistic if it happens. But on the other hand I also agree with @thephilosopher 's remark. Bottom line (for me): It's okay as it currently is.
    1 point
  19. Just to point out on the side we'd need an 0 A.D. official Discord Channel, and see if we can do a Discord Embedd I've started work on the rich presence Mod for the game HMU if you know more about this: https://gitlab.com/Pretuer/0-a.d.-rich-presence
    1 point
  20. Tabs are 1 click. Drop-down is 2. Might make a difference to streamers/casters.
    1 point
  21. 1 point
  22. You make a great point, I did make a post regaurding advertisment of the Game would that be a more valuable thing to spend the money on?
    1 point
  23. This is now in v0.25.5 of the community maps 2 mod available on the Mainland TG and African Plains TG map (with the exception of the 'Circle' option, already provided by stock 0ad). The D4303 patch for 0ad will include this if it's accepted.
    1 point
  24. That does not work. First of all, that formula does not make sense if the limit does not exist. Secondly, you don't make the differential by that way, it is calculated that way. The differential of a function exists or does not, regardless of whether you can calculate it. So in that sense you don't make the differential.
    1 point
  25. Hey everyone, Last month I had the opportunity and the privilege to be interviewed for Scott Hanselman's podcast. You can now listen to it: https://www.hanselminutes.com/810/building-0-ad-a-free-open-source-game-of-ancient-warfare You can subscribe to them. The podcast is also available on iTunes, Spotify, Google Play or can be downloaded as MP3 Transcripts are available here
    1 point
  26. If I did not miss a step, this is what I did: Downloaded the code. Found the kushite architecture tech and changed its cost. inserted in the command line $ cd ./0ad $ svn diff --diff-cmd diff -x "-U 99999" > changes.patch That created a document changes.patch in the 0ad folder, which I uploaded to https://code.wildfiregames.com/differential/diff/create/ and now we have https://code.wildfiregames.com/D4310
    1 point
  27. The only thing I mind about the omniscient AI is that it can throw down a foundation of a CC in a region where it never had a unit close to it.
    1 point
  28. I think I'd rather not remove the feature from the AI. If anything, it makes the AI a more interesting opponent at any stage of learning how to play the game. It shouldn't take first-timers very long to learn how to beat the AI on Sandbox, even with the AI's omniscience. And once you get past Sandbox, the AI's omniscience seems to help her become a more interesting opponent who doesn't just repeat the same set of steps each time (i.e., attack at 9 minutes, build a barracks here and here, and so on). Lately I've been working toward the goal of developing about 8-10 units per minute, which seems to be the bare minimum of what really good players do. And even getting into that range, the AI can still throw me a challenge or two when set to Medium (even though I now win on Medium the vast majority of the time).
    1 point
  29. So I'm working on this patch but I have no idea how to get the value of "EvenPlayerSpacing" from mainland.json for use in mainland.js. @nani or anyone know?
    1 point
  30. @Langbart I have code to contribute. Could you consider opening a git repository for boonGUI mod so we can collaborate? I can help you with the git repo setup. Here are some changes I've already implemented: rG = research gathering technologies (storehouse & farmstead) rS = research soldier technologies (forge / blacksmith) rT = research all other technologies Score = economy score (like in summary) #F / #W / #M / #S = resources gatherers counters Idl - idle workers counter Exp - explored map percent I think tabs (eco / tech / military) will make it look better but for now everything is in one view.
    1 point
  31. I'll be the boring one and suggest something closer to 0 ad setting: ancient gods and mythical creatures like in AoM. Greek/Roman/Egyptian gods are fine, although I'd like to see some more less known gods like Carthaginian or Persian gods.
    1 point
  32. why no try realistic human scale? and implement little ships to rivers.
    1 point
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