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Showing content with the highest reputation since 2026-03-21 in Posts

  1. Enhancement to freehand formations: units now actually order themselves by distance, and don't cross each other's paths. Nice when microing ranged cavs. Before : After : Committed for integration in R29 too, as part of https://gitea.wildfiregames.com/0ad/0ad/pulls/8525 (use common sorting functions).
    6 points
  2. 1100-1200: Pretty noob plays, always loses, except VS other noobs like him. 1300-1400: Can win if he really, really tries to, but still pretty noob. 1500-1600: Yeah, he is still a noob alright. Will lose a lot of 1v1 games, but win some 4v4s. 1700-1800: Finally starts winning some games, but it's still considered a noob by peers. 1800-2000+: A good player, someone who can be considered regular in 4v4s. 2000+: A literal God of 0 A.D., probably played the game since A17. As you can see, there is a fine line between being good and being a God here
    6 points
  3. I used chrome browser (instead of brave) to download the version 28 executable. I installed version 28 over version 27.1, without uninstalling version 27.1, now version 28 works. I don't understand why, but now it works. LOOOL Thank you very much ALL. Let's play !!
    6 points
  4. Screencast+from+2026-03-24+01-51-27.webm Would be nice along with some charging mechanics.
    6 points
  5. I have a feeling steam wants 0AD on their platform, I doubt these recurrent posts are spontaneous gamers registering to make so nicely written comments, explaining the benefits it would have for an open source project.
    6 points
  6. So, uploaded DE r28 to mod.io tonight. It just needs to be approved. Thank you to all of the playtesters. There are still several things I could fix and improve for r28, but at some point you gotta move on to the next development cycle. Here's something I'm thinking of doing for Release 29 ( thanks to one of @vladislavbelov's latest pull requests):
    5 points
  7. 4 points
  8. storehouse and farmstead technologies apply only to civilians. thoughts?
    4 points
  9. Yeah I probably should save some keystrokes but I'll repeat it again here: We are not ready for the influx of new players, on a forum/lobby moderation standpoint. We are not ready for the influx of new players with the current mod situation Regarding licensing we can't link with the steam api directly we would need to make a launcher. We haven't looked yet into the specific of submitting a cross platform game. We need to take what happened other games that did https://ftp.fau.de/fosdem/2020/K.3.201/gamedev_spring_steam.mp4 into account Regarding auto updates, the game is now on the Windows Store https://apps.microsoft.com/detail/9n5vvjr2dz9w?hl=fr-FR&gl=US which i believe supports it. I've merged this conversation with the other one.
    4 points
  10. I’ve been happily testing modernGUI for R28, and this feature in particular is for me a huge improvement to the gameplay. Previously (or currently in vanilla R28), units were re-sorted based on their production age. And as someone who likes to use freehand formations in combat, I’ve lost countless units when, while retreating into a freely drawn U-shape around the enemy's army, some units ran straight across enemy fire to the other side of the arc instead of taking the logically shortest route to the next position into the drawn formation. Plus, the movements look much more natural now. Great work. I'd love to see this on R29
    3 points
  11. Ah my bad It's an A27 mod signed for R28 --' Shouldn't do too much when I'm tired EDIT: Fixed.
    3 points
  12. Cause it doesn't change anything until it's live. if life gets in the way or it is never finished, then it's as good as not being done. Initial work on that started years ago...
    3 points
  13. OK I played 1v3 against very hard AI and it was easy for me. Case closed. metadata.jsoncommands.txt
    3 points
  14. I was wondering literally today why they overlap in the first place! this will be nice to have @Atrik I believe you used the wrong link for the pull request
    3 points
  15. You are good enough for TGs and I know how to balance you. That's all that matters.
    3 points
  16. after the ai bubble bursts,hopefully the prices come down enough for crowdfunded people like WFG to get smth like it
    3 points
  17. Anything that can prevent an update from running needs to go; if there's a question along the way that's fine, but the dialog should point out the potential downsides. Right now I don't think the game is very good at that. If a user agrees to keep the settings/config that's nice, but I believe our default approach at uninstalling should be "Thanks for trying us out, we will now delete anything without a trace". Wouldn't want all kinds of apps leaving dead files behind.
    3 points
  18. More background images.
    3 points
  19. Currently the keywords are somewhat inaccurate. I suppose if you play enough 0ad it could become a lifestyle.
    3 points
  20. I've seen several posts that suggest that the current Petra is too difficult, after my changes to its behaviour. My question is, should I make new PRs to nerf it Also what about creating more granular difficulty levels? For example we can lower the very easy to even lower and add some more extreme levels. Currently the only cheat of Petra is in terms of eco. We can give the extreme levels other cheats such as bonus to atk, unit hp, building hp, unit movement speed, training time discount, projectile accuracy, armour, price discount...
    2 points
  21. asia.xmlasia.pmp This map has 1024x1024 size. The first step was to add rivers correctly without geo-reference. I used this guide: Rivers are intentionally not crossable to make the map strategically more captivating so there are some bridges that are strategically pivotal. For biome assignment I started from a coarse reference map: and then I refined it zone by zone with Koppen-Geiger classification: https://commons.wikimedia.org/wiki/File:Koppen-Geiger_Map_v2_Asia_1991–2020.svg For fauna and flora, I used Claude AI as a lookup tool: I sent screenshots of the entities available in the game and asked it to match them to each biome and region. The results below reflect that process, with occasional liberties where the asset library has no close equivalent. For more infos: https://github.com/Baelish03/0ad-maps/blob/main/docs/Asia.md I attach .xml and .pmp files here and I will update mods on mod.io as soon as possible
    2 points
  22. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    2 points
  23. 1984 "big brother" was actually Petra all along
    2 points
  24. Even that one cheat is enough, when combined with all-seeing eye of the AI. We don't need more. I am actually fine with the difficulty of AI. Medium AI should play like a half-competent player, that's the point. It's just a fair challenge without any bonuses. People just got used to weak AI in the past releases, so they will have to adjust their strategy. Proper booming is now a hard requirement to beating the Medium AI, and players need to learn how to do that. It should be nearly impossible to beat the AI 1vs2, otherwise the AI is very weak. Honestly, it's boring to always curb-stomp the AI without a challenge. People need good introduction to the meta, and your changes to the AI achieve that well.
    2 points
  25. WHY DO YOU SAY SUCH A BIG THING SO NONCHALANTLY?
    2 points
  26. No, medium AI is fine. It's about the level a somewhat competent player can beat consistently after 1-3 tries. AI can be made easier by decreasing how many units they produce (e.g. Very Easy AI stops producing units when it hits 1/4 of max population), and only advancing to Town Phase / City Phase when the majority of human player clicked on the update. Giving units / buildings bonuses to their combat stats is a terrible idea. It makes it virtually impossible to learn the game. You cannot learn to gauge the strength of your opponent's army, and learn how strong different unit classes are if AI units "behave" differently. Discounts seem pointless when you already have an eco bonus. The only one that looks acceptable is training time discount.
    2 points
  27. but if i were a host doing TG i would judge rating like as follows: <1000 as useful as maginot line in WW2 (complete new,as useful as a tiny roadbump) <1200 knows how to get full pop at some point <1300 can get 200 pop at min 17 with a few forge upgrades <1400 mature enough to play the "elite" TG if hes lucky. can get 200 pop in 15 mins and all forge upgrades in 17, but dumb at choosing what fights to take,how to fight in a battle,that (actual fight) sort of thing <1500 has enough IQ to understand what is rushing and how to play with/against it pretty well. has eco good enough to reach 200 pop before min 12 and all forge upgrades in min 15, can be officially considered as a "strong player" in most TG games these days <1600 old enough player to know what is OP,what is gimmicky,what works great in a given specific situation, what is bad asf, and etc. <1700 knows the very rarely known things (e.g what type of army to make against a certain civ, what kind of resources your particular civ takes up a lot, how to heal heroes at giga fast speeds without any temple) and knows how to play atleast one civ perfectly well, in the best way that civ can be played tactically 2000+ right now = vinme,vali,borg,wolf
    2 points
  28. 2 points
  29. We have added more diversity and complexity in our version of an "Expansion" Classical Warfare AEA! That's one of the reasons the project was started. @Grautvornix I wasnt able to edit and add in your quote as well But there is already a mod (plenty actually) out there that add variety and complexity.
    2 points
  30. Some of you might remember my previous posts about the North and Central America, South America and World maps. I've now bundled all three of my continental maps into a single mod and submitted it to mod.io (currently pending approval) The mod includes: North and Central America: four biomes (polar, temperate, desertic, tropical), with special landmarks like buildable zones in Yucatan and Cuba. South America: the main South American rivers (including the Amazon), four biomes, and access to the Pacific through Chile. A full world map using a sinusoidal projection to preserve continent areas, with biomes as faithful to reality as the engine allows. Designed for epic, resource-rich battles. All maps are also available on GitHub if you want to take a look at the files or contribute: https://github.com/Baelish03/0ad-maps I'll update this thread once the mod is live on mod.io. Feedback and suggestions are always welcome — hope you enjoy them! P.s. For further details the thread for each project can be found on this forum. On those threads there were some suggestion, I will implement it! I want to remake better all these maps and to expand to all continents, so I will appreciate your help earth_maps.zip
    2 points
  31. It's buggy but there is a setting for this to happen. Options > Game Session > Formation control > No override
    2 points
  32. My biggest satisfaction will be to see at least one of these maps in MP lobby. There is no problem to maintain them, I'll do it with pleasure. I only ask to admins to accept the mod on mod.io, so it can reach more players. Thanks in advance. I really really appreciate that. And now an update on the latest project: Asia 1024x1024. All textures are done. Now I'll add entities and resources.
    2 points
  33. Thanks, I knew it! And sorry for the change in topic..... There was a lot of discussion in the past if walls protect at all except against direct access, i.e. they block movement but nothing else.As a consequence, you should ideally build your walls around your buidings/troops at a distance that exceeds enemy firing range (might cost a lot of stone). Would it be possible to provide walls with an aura that reduces firing range by some margin? (from any side, except if positioned on that wall)
    2 points
  34. Yeah I've updated the scripts and ported that mod to test. I need to publish 28.1 on mod.io
    2 points
  35. Git is trolling me again. Wanted to PR this fix for rally points errors. rally.diff @Stan` thanks for the port.
    2 points
  36. They shouldn't be deleted automatically. The uninstaller needs to ask the user if he/she wants to remove the config and data files. Maybe the user will want to install the game later, so preserving config is beneficial.
    2 points
  37. That long Sorry for the delay, should be fixed now (thx for the report) glad people are using it.
    2 points
  38. I think they should be deleted, so I suggest to change it.
    2 points
  39. Sounds like something is cooking for the community mod
    2 points
  40. There was some very interesting work done by @real_tabasco_sauce in this area here. I believe there were some cross-platform compatibility issues (IIRC related to mathematical calculations being handled differently on Linux, Windows, and macOS), which, in my view, would be worth revisiting.
    2 points
  41. De is now available through mod.io
    2 points
  42. LocalRatings 0.28.1 is now available for installation via the game menu: Settings > Mod Selection > Download Mods Enjoy!
    2 points
  43. @DesertRose Use a commit before 67ee5aaeb5, which is the one that introduced those files. I think you can use: 262c5c037e, Use promises to fetch net messages
    2 points
  44. When I checked for the unusual high sniping activity I came to the conclusion that its a auto-clicker. There are a lot of games where this is prohibited and reason for bans. It's definitely the case that some players are using such mice and see no harm in it and it's the case that some players would like that such mice/features were not used. I don't like the current balance where one is incentivized to target the ranged units at the back (because they have less armor and deal much damage). Besides that, even if the balance were changed to my liking and melee were a high priority target, I think the feature of the target area could still be beneficial in situations. To take out healers, elephants, heroes or so. I think "sniping upgrade" could be a interesting upgrade. That doesn't upgrade any stat. but how well the army acts together in later games. Upgrade 1: Target the unit which requires the least amount of attacks within your range Upgrade 2: Be aware of where the other soldiers shoot and don't shoot more arrows on a unit than necessary. I know some game that had these as upgrades. Should be priced high though, as they are quite valuable.
    2 points
  45. And, if dropping your commits doesn’t work for some reason, you can also try resetting your local branch to a few commits earlier in the history. Then try steps 2 and 3 again. View the history to choose where to go with: git log --oneline Then: git reset --hard <commit-hash> Then:
    2 points
  46. Ah, you edited the main branch of your repo.... The classical workflow would be to not make any of your edits there but on dedicated branches. Assuming we still want to use your main to rebase all local branches --since @guerringuerrin confirmed this worked for him, I'm guessing this was indeed due to something, probably rights, preventing you to pull lfs assets from 0AD's main repo storage-- here is what you could do: Drop all commits you did on main locally Force push your own main branch Try again to sync your main with 0AD's main using the web UI
    2 points
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