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Showing content with the highest reputation on 2023-05-07 in all areas
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Yes, this should change IMHO and I think there would be broad support for changing it.5 points
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Roman siege walls say they can be built in own, neutral, or enemy territory. If you build them in neutral territory they will convert to Gaia within 25 seconds. This may be okay but it does mean you don't control the gates. If you build them in enemy territory they will convert to the enemy within 25 seconds. The enemy can then just delete them. You can't capture them back and you can't garrison them to stop them from converting. What's the point?3 points
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I don't think a wonder victory would be without battles, and I would oppose changing it to the default victory condition. Fighting is the whole point of the game, but I suppose a "trade war" gamemode could be made were one culture has to dominate the map until the other is forced into submission/defeat. To be honest, this is no less morbid up than normal gameplay.3 points
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Pretty much. They should just not have the decay element enabled.2 points
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Hello everyone! Stockfish here. I write this post to announce that this evening I will run Sunday Pro Games at 21:00 CET becouse MarcAurel is absent. All results will be posted by Marc in his post as he always does. Also I would like to tell you that new stuff is coming to 0 A.D. Thank you for reading.2 points
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- what about skipping the berry upgrade? I've made the experience that it's not worth it if you use only the starting patch - what about getting the wood upgrade very early? I think its very helpful - and what about using the trees around the cc? Especially with Maurys it can be a good boost, as you can use the elephant there2 points
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Hello, I am not posting much here but I read the forum from times to times, and you may have seen me in TGs lately . I simply wanted to share some tricks that I use every game, hoping it can help other players . I am going to assume people already use controls groups (grouping units with ctrl + 1/2/3). - Shift + select unit -> add unit to selection group, useful when creating control groups. - Ctrl + left click on unit group -> remove from unit group from current selection, useful when creating control groups. - Shift + right click/order -> queue order, that's surely the basics of any RTS, but never hurts to remind. Use cases: to queue buildings constructions (e.g houses), make a unit scout the map by shift right clicking several locations. - Alt + right click -> very useful to dispatch workers/units. Use cases: dispatch workers on wood line (easily alt right click multiple trees to dispatch them), send one soldier to scout. - Alt + left click + ctrl -> Advanced use case use to snipe enemy ranged units. Select own ranged units and make them focus enemy ranged units (using alt and clicking different enemy units obviously ). Please share other useful tricks, cheers!1 point
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There's no appropriate place on the replays forum to post a26 replays so I'll put it here. As a hobby, instead of actually playing 0ad, I've been trying to theoretically optimize build order for the fastest boom. I developed a program that roughly simulates a single player 0ad economy and executes a pre-set build order. Using that program, and a good deal of trial and error, I developed a Maurya build order to get to 220 population quickly. Now, I have tried playing out that build order in single player 0ad, with lots of pauses and 0.1x speed to match it as accurately as possible. The attached replay is an age 1 boom with Mauryas, with only the starting berry patch and no hunt except chickens. I get to 200 population by 11:00, and 220 units (not just population, but actually trained units) by 11:44. 141 archers, 75 women, 3 spearmen, 1 elephant. More women would have meant a faster boom, but I limited them because, after all, the point of a boom is to get a big army. This seems pretty fast for a first try, and I made a lot of mistakes and compromises along the way so booming a lot faster should be possible. You can see around 100 pop where I slip from strictly following the planned build order, keeping food and wood bank really low, to sort of winging it and getting too much wood and not enough food. Also, clearly if I made use of extra berry patches and hunting it could be faster; the only reason I didn't do this was to keep it simple. Of course, really what we want to optimize is a boom to age III with blacksmith upgrades and a hero, but that's a bit more complicated. commands.txt metadata.json1 point
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Will it be possible in Alpha 27 to start the game with a fully developed city center and all research ready? Or will this gloom last another year?1 point
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curious way to ask a new feature mabe be polite work better1 point
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Ah, this thread! My boom breaks the rules of that challenge because I make more than 50 women by the time I hit 100 pop (75 women). Also I'm Mauryas rather than Spartans. However, I don't take any hunt, which the challenge does allow. I reach 100 units on the map (in fact 102) by 7:25, which would put me in fourth place if I weren't breaking the rules.1 point
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there was a thread with fastest booms and weirdjokes was king, i think1 point
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1 point
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enable cheats and type gift from the gods in chat without spelling mistakes ask your opponent to do that too.1 point
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How would this be fixed? Just make them not decay?1 point
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1 point
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Similar palisades and outpost with neutral territory as a hotfix for A17 ... PS: A17 isn't a typo1 point
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Let's add it to the base game!1 point
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@Player of 0AD Skipping the berry upgrade, maybe. If I do that I need to have 8 women on berries to match the rate of 6. It's 100 resources for the berry upgrade and 100 resources for the two women, so it's going to be a close call whether it's worth it or not. Getting the wood upgrade earlier, yes, I just forgot about it until I was halfway done designing the build order, and I didn't feel like starting over. I'll do this on my next run. +25% chop rate at a cost of 300 wood and a little build time (100 for storehouse + 200 for tech). It costs a similar amount to five women and their house, so the optimal point should be around when 25% of the choppers is 5, which is when there are 20 choppers. That happens around 4:30 at 59 pop. I suppose there's some merit in using the trees around the cc earlier, to reduce walk time. That might save a few seconds. Walk time to the main forest is ten seconds, so using the near trees might speed up the run by five seconds or so, considering that it only affects half of the workers and only early on. There won't be any compounding effects over time because to delay the workers by ten seconds is certainly no worse than to just wait ten seconds doing nothing at the start (all those workers would then be ten seconds late anyway). So I estimate it would just save a fixed five seconds over the whole course of the run.1 point
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Yeah, as I wrote more about "raising awareness". The campaign was only a peg. FPS or RTS or any other genre: a war crime is a war crime. And any game is played ~now, a time where the concept is established. I didn't really expect anything to come out of this discussion, other than raising the question if we want genocide as the default setting.1 point
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mmmh there have been a lot of cases of destruction of whole cities and mass murder in ancient wars, especially preclassic, but also later. Right now wonders are more like very expensive buildings like any other in 0ad than balanced winning conditions, so, unless that changes I don't think it's a good idea to change default winning conditions. By the way, I've looked up the red cross page and it seems to me more like a PR stunt for "showing that wars have rules too" than actually a campaign against violence of any kind in video games. Also it's only targeted towards FPS games, and arguably any game set in a time where war crimes didn't exist as a concept it's out of scope for that initiative.1 point
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People have had this idea that videogames cause violence for as long as videogames have existed. People with normal cognitive function are able to distinguish between the objectives and victory conditions of a game, regardless of how they are achieved, and real life, traumatic violence. I don't think this is worth our time to be honest, especially not any developer's time.1 point
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1 point
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I think I see what you mean, like AoE3's post-Empires eh? When the game starts, all players are in P3 and all technologies have been developed. Although they still need to collect resources, build facilities and train soldiers from scratch, it saves the effort of researching technologies.1 point
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I think deathmatch mod does that.1 point