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Showing content with the highest reputation on 2025-09-09 in Posts
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3 points
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its committed Feel free to try it by getting the nightly build, or by building the game.3 points
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I see. This might be surprising to hear, but the essence of this is technically already possible in 0ad. It is possible in scenario scripts to push basic decision dialogs to the player and then wait and react differently depending on what the player chose. Now, the system isn't optimised for showing a lot of dialogs in a single game, as the code can get quite cumbersome, but it is surprisingly versatile and works. The reason it's so unknown is because it isn't actually used in any playable scenarios right now, there's only a small demonstration of it in the "Triggers Demo" map (the yes-no dialog). Sooner or later, I'd like to write a full guide about embedding storylines in scenarios and campaigns, to show that features like this exist and how to use them.1 point
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I built the latest version and tried the German civ. Here are some feedbacks specific to this civ's design: Overall it looks like Britons ++, because it is the same slinger civ, can use the same build order. However, the inclusion of a citizen class infantry clubman and spear cav instead of sword cav makes them better at spamming cavs and fighting counters. Very strong heroes. I worry that Teutobod might be too OP with his speed bonus and extra health. The weaker ram is kind of a joke unit, as it just dies to towers and any enemy army. But this is fine, just don't train it. The champion clubman raider is giga OP - much higher attack than a regular champion swordsman, much faster but lower cost. It is also available since p2 when other civs don't have the appropriate counters. It's slighly lower hack shield does not affect it that much as you would mix them with other infantry melee in an attack. There isn't a single counter to it; you can't even hide in buildings because they hack down CCs in no time. The only unit I can think of is large quantities of spear cav, but not every civ can field that in P2...1 point
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1. Download and unzip this commit: https://github.com/JustusAvramenko/delenda_est/archive/de4709eff52e8ebd8f7359c58b12b0b63f879a8b1.zip 2. Move the delenda-est master file into your mods folder 3. Enable Delenda Est (The one with the VERY long name) and enjoy! (Note - this causes some errors but I haven't noticed any gameplay impact from them)1 point
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Red - Spartans and Romans Purple - Romans, Hans, and Mauryans Blue - Athens and Seleucids Yellow - Carthaginians and Iberians Green - Gauls Orange - Britons and Iberians Azure - Persians The actual royal colors of the Romans were purple and gold , while their military colors were red and gold.1 point
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Red - Romans and Spartans Blue - Athenians and Britons Light blue/Azure - Seleucids Green - Persians and Gauls Purple - Persians as well Yellow - Carthaginians, Iberians, and Hans Orange - Mauryans1 point
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Stop calling for bans. The problem to solve is very obvious. A noob playing archers civs won't even understand why even against AI, archers feel very weak. Sniping is making a technical but very repetitive sequence of clicks just to achieve a simple none-strategic task because of a lack of feature. Some unit re-balance could remove the urge of having such feature, agreed, but still the game would be in my opinion more enjoyable if you had one of these example feature: A special Stance where units attack weaker (or another criteria like class) units in there current attack range. A shortcut/Button to order current selection to attack a selectable group of enemy units. A shortcut/Button to order current selection to attack a type of units in range (you could hover one enemy unit and have all nearby units of the same class glowing to indicate which units are in range of your currently selected units, and that will be attacked). I'm sure one could propose better feature with in mind ease of use. The feature could be more or less optimized to account or not for current hp, overkill etc, but in any case, the goal is to shift player focus and battle outcomes on more interesting metrics then cps. Also you can see that all feature described require players engagement, speed, and for the stance one, some technical skills to reposition units in battle. They compress the spamming of 80 clicks down to a few one. Right now, if you play archers civs and forgot to put your hero or another unit on the correct stance of target, the famous "opportunity cost" is to let it suicide else you may lose 2sec of sniping that will seal the outcome of the battle. Leading to easier unrewarding scenarios. Since it seems proGUI is named on 50% of this topic posts, I can once again precise that my attempt with this mod was to remove the unrewarding limitations of the current GUI. It never felt rewarding to me to have to check manually which military building has stopped auto-queuing units for arguably arbitrary reasons. So ProGUI suggest two approach to make it less painful: Idle production buildings have clickable icons that you can use to view and reassign production. This is totally not "auto" and still you can use it to boom much better then if you add all barracks to a control group to queue units regardless of current production queue. I already advocated to think of an equivalent to implement in vanilla UI, because it's very useful. Auto-train (production controllable from a panel), where you control production variable for buildings to output exactly what you want them to, with the ability to task buildings to alternate unit production to make a specific unit composition. The basic usage of it is very easy, and late games are funnier when you have production you can handle easier by a overlay panel. As expected, removing unrewarding tasks (such looking for the barracks where auto-queue broke) from the game made it more enjoyable for me not less. The mod has a reaction time of 0.6 - 1.2sec and can't even make more then one order in that time-span, so it's probably not improving players gameplay because it's doing anything super-fast. The game is subjected to possible improvements and improvements are very often new features. On a open-source game you can kinda expect that mods experiment new features, that may or not inspire changes in main game. There aren't that much stakes at play in a 0ad game, AND the mod is available to all anyway.1 point
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IMO the fact that were this mod to exist, with: "ignoreInCompatibilityChecks": true set, it would be undetectable in-lobby (as I understand it) is more worrying then how the mod is perceived ethically. Maybe my understanding of mods is wrong, although from what I gathered from the proGUI thread is that this is still more or less the case. The discussion of "what's fair play re: mods" is an interesting one but seems way too porous and lacking (surprisingly) authority for it to be productive, so again IMO the ability to see what mods someone is really using seems more useful than 10+ people pulling at opposite ends of a "what's fair" rope. As with even the most basic semblance of lobby moderation and prohibition of racial slurs in usernames (has this happened yet?)—which was brought up numerous times on the forum to total inaction (and even push back)—I'm at least hoping that over time the total black box that is mod use will slowly get some attention. I suspect a few top players will change their approach (or at least lose some perks like totally revealed maps for allies and enemies) coincidentally around the same time.1 point
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1 point
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Okay, let's split hairs then. Edit: as for your first sentence that I just noticed: unique does NOT always mean good. Wow, women give resources if killed. You need ot kill 50 !!!! women to gain back only the resources for a single soldier. Sure, this value can be adjusted by increasing the amount of resources per woman killed. The exp. point system is nice of course, but still. This game is in its current state about masses. How many units should a single veteran soldier equal out? If there is enough economy for pumping out 10 soldiers at once your veteran would need to equal out what? 5 soldiers? 10 soldiers? 100 soldiers? better arm it with a MG 42 then ... xD Joking aside. towards your last sentence: Are you a game developer? Did you create a working game that was played by thousands of players? I did, google "Company of Heroes : Eastern Front". In total there were around 500.000 players who play and played it in the past. When we released the first version we managed to crash the official game servers because so many people went online and started playing it. I also made modifications for Warcraft III which also are played by thousands of people. Furthermore, I played various RTS games in the past 20 years, starting from Age of Empires, over stronghold, Warcraft III, Rome Total war series, plenty of The Settlers, Cultures, Battle For Middle Earth Series and a couple more to mention, and I've been in the modding departments of a lot of these games. So I sort of know what makes an RTS good and what not. Don't try to lecture me.1 point