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Showing content with the highest reputation since 2025-03-26 in all areas
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A bunch of interesting issues closed on gitea, showing all the work behind the curtain: Stuttering and low FPS with Alpha 27 #7589 https://gitea.wildfiregames.com/0ad/0ad/issues/7589 Add workaround to turn off nursery size heuristic #7736 https://gitea.wildfiregames.com/0ad/0ad/pulls/7736 Incredible investigation by @Langbart: https://gitea.wildfiregames.com/0ad/0ad/issues/7714 I'm sharing this just to give a little visibility to the work and problem-solving done by the team.8 points
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Gaming setup of a hardcore 0ad lobby player 1700+ : Closed order Spartan Hoplites with Olympic champions (taken from Delenda Est) Has From Nub to OP guide printed out Watching ValihrAnt videos on a side screen for reference + strategy inspirations Box with 0ad logo on it Physically modded gaming keyboard with extra buttons for OP hotkeys + sniping Couldn't afford a high-end gaming mouse so no flex there.5 points
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The title says it all. I hereby officially propose switching all of Pyrogenesis' network traffic to IPoAC. Finally an authentic, period-accurate communication method! Who's onboard?5 points
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@user1I have attached the replay here, when doctororgans started losing he left the game, there was no error of "losing connection to server", then he joined again and said i ddos him, which i didn't, then he said there is OOS error which was again a lie, as i didn't see any oos error. After wasting my time with his baseless excuses for 5-10 mins he said unpause when i unpaused he started playing like nothing happened, then again when i started winning, he said he won't let me get points and started making the same excuses all over again. Such a bad experience. metadata.json commands.txt5 points
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5 points
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5 points
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ISO OF: Game testers and artists! We have made a lot of changes/tweaks and have added new units. We need people to help test out; A for any errors that may still exists (I make a lot of mistakes) and B for balance! Also since we have added a lot of new units, we need someone to help create Icons/Portriats. I have mostly figured out actors, but its still confusing because you may have two units that look the same in your barracks, or stable, but they are actually different units. I just reused an icon for now. Thanks @TheCJ for all your help. @Atrik for the earlier icons, any interest in making more? @Genava55 and @Thorfinn the Shallow Minded for the historical input. Also thanks to @borg-@SaidRdz@Meister@friedrich@Seleucids@leopard@Tania and probably others I am forgetting for playing a few games or offering a few ideas.4 points
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4 points
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Spoiler, it's a lot of fun. Now that I've spoiled the entire premise of this post, I wanted to thank the development and art team for making something truly unique. I've been following 0 A.D. since I got interested in Linux (around 7-8 years ago), because it was the first package listed in Synaptic, the old GUI package manager. I couldn't play it at the time, my computer barely ran Windows 7, let alone an RTS game full of eye-candy detail. Well, now I can, and the feeling of finally being able to play THAT ONE FREE GAME I've always wanted to play is phenomenal. The fact that this game is free (as in freedom!) is a miracle. I can't even fathom how much work went into this game. Technically, it feels the most like Age of Mythology, while gameplay is most similar to Age of Empires 2. The choice of civilizations is at first daunting, but each one plays similarly enough that you could just pick any and learn as you go. One feature stands out, and it's not intuitive at first. Citizen Soldiers (CS) are both your workers and your basic soldiers. They cost Wood in addition to Food, and some of the swordsmen types can even cost Metal. They might be weak, but they're easy to mass. You would use them primarily to gather Stone and Metal, with few of them on Wood (females gather Wood only slightly slower than males). Since females will be your primary gatherers in the early game, you should avoid making too many of CS in the Village phase. The game begins in earnest in the Town phase, when more of your soldiers become available. Most champion units are still locked behind City phase. More importantly, siege engines can also only be built in this phase (baring a few civs), so your options at storming the enemy towns are limited until the City phase. This might be my only complaint so far. In Age of Empires 2 or Age of Mythology, you get access to siege weapons in the 3rd phase. In addition, 20 Knights can level the Town Center alone, if it's not defended. In 0 A.D., attacking a Civic Center with 20 Town phase cavalry units will likely result in utter failure, wasting resources. Maybe this is a good thing, maybe not. It depends on what kind of player you are. But players should get an option that is not simply "move to the City phase ASAP". Other than that, I had a blast playing Romans, Athenians and Persians so far. I'll try some other civilizations (SPARTAAAAANS! READY!) and ultimately decide on my "goto" civ. This is really a fun game to play on a relaxing rainy day. Absolute chill when compared to the APM madness in StarCraft. And I love it. Thank you so much.4 points
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4 points
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For me, I don't believe that there shouldn't be some "reflex-oriented gameplay" or that there shouldn't be any mechanical skill. But inefficient game features for me are just frustrating. I get that for some it's somehow providing dopamine, but I just dislike when not being able to translate my will into actions. There are amazing features in 0AD, like free draw formations and a couple great hotkeys like call to arm, queue action etc... Some feel/felt broken to me. One example is sniping, where you need to make hundreds of clicks just to avoid an army from targeting a hero (see Box Targeting thread) when a proper feature could make it feel sooo much better with a 5 line of code patch. In vanilla UI, you also have no way of knowing if, or which buildings are idle, I don't find this fun as maintaining production in buildings is pretty basic. Add to this a treacherous feature like auto-queue that is totally unreliable and you'll have me find it hard to enjoy a game. If the game doesn't want to introduce these features because some people find these limitations enjoyable, I'm glad that I can still get them in a mod.4 points
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The advantage is that it makes the army very dense. Soldiers dont need to walk that far to help each other, the army can go more easily through narrow passages and your enemy will have difficulties to estimate the numbers correctly. Do Romans really need a buff currently? They look pretty strong to me.4 points
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Screen Recording 2025-04-05 103826.mp4 here is my more recent "best of both worlds" approach. This improves lag in 2 ways: Corpses accelerate slightly, allowing them to spend less time under the surface and less time overall spent decaying. This means fewer corpses will accumulate. (i could also reduce the time it takes for corpses to start decaying). Corpse position is update at 1/150th of the current rate, implemented with a random chance. This also makes things look less homogenous. This second part is much greater an improvement than one might expect. Even when the same number of units are decaying at the same time (as in the below profile), cutting down on the unnecessarily high update frequency results in a substantial improvement to rendering performance. So with this PR https://gitea.wildfiregames.com/0ad/0ad/pulls/7616, players might not need to turn corpses off as is done in autociv.4 points
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4 points
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1. Just call it Beta. It's the first beta release. 2. Balance (balance has been improving significantly and we should keep this trend) 3. Biggus (some Roman sounding name but suggests that this release will be a big change) 4. Beotians. Add this civ to justify4 points
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How about borg (2025 a.c)? - Usually destroys its enemies with ease.4 points
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4 points
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3 points
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Tonight, Hanisx joined a game that I was spectating and asked me to play with him. So I played 3 consecutive 1v1s against Hanisx and he lost all of them. He did not resign in game 1 and 2; he just killed the pyrogensis process by the looks of things. I have recorded my screen throughout the entire 3 games, unedited, and you can see his rude trash talk on top of leaving rated games. The replay files have been compressed to zips, you can check them for foul play: 2025-04-23_000.zip Can something be done about this guy? His foul language is appalling and never resigns in rated games.3 points
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Indeed, luajit did not exist at the time. Might have some more info here too There are some gains to be had with better datastructures https://code.wildfiregames.com/D1739 and more threading => https://gitea.wildfiregames.com/0ad/0ad/issues/5874 There are about 100k loc of JS and rewriting them would be a huge undertaking (Source I tried) But there is no silver bullet the reason js is slow is that there is a lot of computations happening at the same time, iirc gathering and the attack logic were the worst offenders. You can probably find some recent js profiling in gitea. And you can run the game under perf to see hotpath, IIRC one of the thing we spend the most time is rbtree_increment which is just a std::map code. There is also the ISQRT function, which performs fixed point square root computations. (That can't be replaced easily, else the game will quickly go out of sync on many platforms) EDIT: One of the big advantages I see about JS is that a lot of people know it. Whereas lua is a niche language unless you're a gamedev. There are many JS crash courses. Lua not so much.3 points
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3 points
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While 0 AD does have players start with a cavalry, given the importance of hunting as a source of food, it is often relegated to the task of gathering resources, while I have before argued for speed at which they gather food to be slowed down to make early game scouting more relevant, I think that ignores the fact that regardless of how glacial the pace a unit might gather, many would prefer to simply approach the game from a greedy perspective than scout, which I think makes the game weaker; scouting is a key ingredient to most great RTSs. Thus, I think that an argument could be made to have a unit with little to no combat ability and economic value to improve what many have described as a slow and boring early game in the Training Time topic. First, I think that even if these units are only specific to niche skirmish maps, they still should have a place since they could provide good value for future campaigns. If they were to be introduced to regular play, I think that there are some valid questions to ask such as whether they could be trained, how much they would cost in that case, and many more such implications. Athenian and Spartan scouts could be runners, which would obviously benefit any representation of the Persian Wars in campaigns. Persia could have a courier unit, modelling the famous praise Herodotus said regarding the system. Britons could have a smaller dog. Again while I think there is an argument for such units existing in standard play, they certainly would find a great niche for scenarios.3 points
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Ok, we have a community mod release for a27 out now. Here are the main changes: Units no longer get "stuck" attacking low preference units, like buildings. When attacking buildings without player intention, they will check for higher preference units each time they attack. If you told them to attack a building, this does not occur. Walls and palisades can be placed on top of trees, deleting them upon completion. Also, walls and palisades are cheaper, faster building, and weaker. This is to selectively improve their utility early on, while decreasing their effectiveness when spammed all over the map. Stone walls can be destroyed in reasonable time by infantry. Buildings are more difficult to capture while empty. Base building capture point regen: 0.5 -> 5. CC capture point regen: 5 -> 20 Fort capture point regen: 10 -> 30 What this means is you will need a larger capturing advantage over the defender in order to start bringing down capture points. Buildings (except for CCs and Fortresses) are easier to destroy without siege. Hack and Pierce armor are both decreased, so ranged units will now be able to damage buildings, just not as well as melee units. For some buildings, crush armor is decreased from 3 to 2, allowing siege to break through weaker buildings more quickly. Edit: I forgot to mention that cavalry receive a 30% damage debuff vs buildings, which mirrors their existing 30% capture attack debuff. It is my understanding that something along the lines of the last paragraph was intended to come with attacking buildings by default, so we can see what gameplay effects this has. From my own testing, destroying a building is roughly as good as capturing with the same number of units, but buildings don't regen health like they do capture points, so attacking buildings would be better than capturing if there are defending units.3 points
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This is why I think any change should be only done to the inf spear modifier. Against cav I think this is just a such obvious solution. Almost everyone agrees that champ cav are too strong against cs spear inf. Any other change would mess with other balance. It’s targeted and gets what everyone thinks should change.3 points
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There are many animals to hunt but there is no ducks. I think it would be nice to replace chicken by ducks on some map.3 points
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Ducks are on their job. They're helping us - developers to write code P.S. https://en.wikipedia.org/wiki/Rubber_duck_debugging3 points
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I ran several tests with the testudo formation and found that it currently doesn't seem to provide any functional benefit in terms of defense. Units in testudo are still taking damage from arrows even when they're fired directly at the shields from the front, and they don’t appear any harder to hit in melee combat either. This could be a great area for improvement, as enhancing the testudo to actually reduce ranged and melee damage would not only make it more historically accurate, but also add a valuable tactical option for players looking to counter archers or hold a defensive line more effectively.3 points
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But the trees, the berries, the hunt... Can't see unless I replace their meshes and skins with some GUI mod Too much messy grass on the ground... Need GUI mod to clean it up! thats what GUI mods are for. Idk why automation is a part of this. Automation mechanisms will touch simulation so it's not a pure GUI mod anymore3 points
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Thank you very much @Seleucids, this mod only exists because of @Duileoga, she is the driving force behind this project, I am just the creator of the game, and unfortunately I am too busy to dedicate the necessary and expected time to this mod, but I still hope to always help and this type of post motivates me even more to work on the mod seeking improvements, I believe that when the mod is more structured, third party opinions will be very important, and even now they are; so welcome! We have many merely temporary units, so don't mind them, if you have any good ideas, be sure to share them!3 points
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To offer a brief clarification, I am not saying that this is a necessarily bad thing. Many popular game series like Starcraft and Age of Empires reward players with high APMs. I also would note that of my albeit brief time playing the latest alpha, I have had fun; this is not about whether 0 AD is a good or bad game. That said, it is a fast game, with a casual player like myself feeling like I am running something more like a factory than a fledgling city. The reason I think this is important to note since 0 AD's vision contradicts the current game state. To consider this looking at training times shows at least in part why the game is fast-paced: Looking at 0 AD, women train in 8 seconds, infantry in 10, and cavalry in 15. Age of Empires II Villager training time: 25 seconds. Starcraft Probe training time: 20 seconds. Starcraft II Probe training time: 12 seconds Age of Mythology villager training time: 15 seconds. Age of Empires III settler training time: 25 seconds. Age of Empires IV villager training time: 25 seconds. Considering that aside from champions, all units have economic roles, training times should be significantly increased for all citizen soldiers and women. If we don't even consider batch training, which accelerates training even more, the early game becomes a frantic rush. Assuming that a player like myself starts by training women, something I think is intuitively sensible since they cost half as much as soldiers and produce the same economic output, the player is pressed to put all of them towards food production to maintain production before needing to rapidly pivot to wood to allow for the building of houses, eventually the barracks for citizen soldiers, and lastly farms for when berries inevitably run out. The barracks snowballs this even further, and the fact that a technology at a house makes you able to churn out even more women means that population growth feels exponential. I'm sure that there could be much better ways of playing, but intuitive way feels surprisingly intensive for what should be the most relaxed part of the game. I would advise at the very least increasing the training time of women to be 15 seconds. Infantry could take 20 seconds to train, and cavalry could take 25 seconds. These numbers, I would note, are a modest increase, and I would still argue that the game would feel fast paced. If we truly wish to make it game that does not force you to multitask too heavily, bumping everything up another five seconds could further help. These numbers are hardly perfect I'm sure, that's what playtesting is for, yet I think they would bring the game more in line with the game's vision.3 points
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Thanks to all contributors who figured and made this patch! Langbart ultra op. https://gitea.wildfiregames.com/0ad/0ad/issues/7714 Tested over couple of games it definitely feel like reverting the 'a27 lags'. Similar feedback from @0 calories. No more climax 4-12 fps lags or camera/gui unresponsiveness . Sharing the patch for those who'd like to try it. And get reasonable fps again... To apply on linux, (if you built the game) put the patch in your game folder lagpatch.patch Apply the patch: patch -p1 < lagpatch.patch Recompile: cd build/workspaces/gcc make -j33 points
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it WORKS omg now the game is a gif on pentium steam machine not a power point3 points
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3 points
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3 points
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User Hanisx ended the rated 1v1 he was hosting when he started losing. He was offended when I offered advice after spectating his game. We ended up playing 1v1. metadata.json commands.txt3 points
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Buenos días o tardes; -Aquí les dejo mi propuesta ; Edificios comunes; (26) 1.Centro cívico----------------------(¿?) 2.casas------------------------------(¿?) 3.Almacén--------------------------(¿?) 4.Alquería--------------------------(¿?) 5.Huerto---------------------------(¿?) Arroz 6.Corral----------------------------(¿?) Buey pollo cerdo 7.Puerto------------------------------(¿?) 8.Cuartel-----------------------------(¿?) 9.Galería de tiro----------------------(¿?) 10.Establo----------------------------(¿?) 11.Establo de elefantes---------------(¿?) 12.Taller de asedio--------------------(¿?) 13.Herrería---------------------------(¿?) 14.Templo---------------------------(¿?) 15.Mercado--------------------------(¿?) 16.Torre de avanzada-----------------(¿?) 17.Torre de defensa -----------------(¿?) 18.Torre defensa pequeña-----------(¿?) 19.Fortaleza-------------------------(¿?) 20.Empalizada----------------------(¿?) 21.Muralla---------------------------(¿?) 22.(Maravilla)- Jaya Sri Maha Bodhi -----------------(¿?) (Puerta de muralla); ------------------(¿?) (torre de muralla)----------------------(¿?) -----Edificios especiales o culturales; (4) 23.Uposathagara--------------------(¿?) 24.Lovamahapaya------------------(Lohaprasadaya) 25.Simamalake----------------------(¿?) 26. Thuparamaya-------------------(¿?) Reyes (para la ia) 1. Pandukabhaya (474 BC – 367 BC) 2. Mutasiva (367 BC-307 BC) 3. Devanampiya Tissa (307 BC-267 BC) 4. Uttiya (267 BC-257 BC) 5. Mahasiva(257 BC-247 BC) 6. Suratissa (247 BC-237 BC) ......................................(invasión) 237-215.BC........................ 7. Asela (215 BC-205 BC) ......................................(invasión) 205-161.BC........................ 8. Dutugamunu El Grande (161 BC-137 BC) 9. Saddha Tissa(137 BC-119 BC) 10. Thulatthana(119 BC) 11. Lanja Tissa (119 BC-109 BC) 12. Khallata Naga (109 BC-103 BC) 13. Vattagamani Abhaya (103 BC) ......................................(invasión) 103-89.BC........................ 14. Vattagamani Abhaya (89 BC-77 BC 15. Mahakuli Mahatissa (77 BC-63 BC) 16. Chora Naga (63 BC-51 BC) 17. Kuda Tissa (51 BC-48 BC) 18. Siva I (48 BC) 19. Vatuka (48 BC ) 20. Darubhatika Tissa (48 BC) 21. Niliya (48 BC) 22. Anula (48 BC-44 BC) REINA 23. Kutakanna Tissa (44 BC-22 BC) 24. Bhatikabhaya Abhaya (22 BC-7 AD) ¿Qué opinan @DIYARAKUZA y @Tomcelmare ? Disculpen las molestias*3 points
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I'm very familiar with Ellalan as he was a Chola prince who conquered Sri Lanka around 200 B.C. There are historical sources such as the Mahavamsa you can refer but like you said, it's difficult to find graphical representations. I'll look into it and see what I can find3 points
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I always felt like the game was being taken over by a very competitive community.3 points
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3 points
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@user1DoctorOrgans quit 1v1 rated game when he started losing. My Lobby name: fullmetal And he said he won't let me get points. Such a bad experience. commands.txt metadata.json3 points
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Its been talked about before, but citizen soldiers are quite fundamental to 0ad. There's a big discussion here: Citizen soldiers allow for big battles that distinguish 0ad from aoe2, and they are quite historically accurate which is something 0ad strives to achieve. That being said, they contribute to snowballing, and mainly contribute to the "booming = turtling" phenomenon. I would like to not abandon citizen soldiers entirely, as it makes 0ad unique, but we can increase the importance of non-soldier gatherers by changing gather rates and/or by introducing a new "laborer" unit.3 points
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3 points
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This topic is dedicated to sharing, analyzing, and discussing historical sources.2 points
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Kill counter is back as an option now (version 1.27.20+). Added a new page "Leaderboard" that display top 10 entities with the most kills. @Emacz, I'v replaced the toggle gui button that now open this page now instead (the 'Score' button near minimap), It might solve the bug where the gui toggles off. I'm not able to reproduce this bug so I still don't know if you miss-click the button or if something else triggers it. In any cases that might solve it (or not). You can still toggle the gui with Alt+Shift+F. This page also make use of @nani's animation framwork, so if you have autociv, you get cool animations. Thanks @nani!2 points
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Hi @Duileoga, thank you very much for making so many civs! I did a test play of your mod today and here is the error log: errorlog_1.txt I just tried to load mainland with 8 unassigned players, each taking a different civ from your mod. I repeated this test for all civs in your mod and gathered the error log above. Hope it helps There are some serious error spams when you try to assign Petra bot to this, but I think that's just because Petra is too dumb to process all these new content I cloned your mod from this repository: https://github.com/wltonlopes/Endovelico2 points
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Yet another approach might be to set the bot's behavior to defensive (via the cog in match setup); expect heavy losses when you do engage, but at least they're not messing up your settlement and eco.2 points
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Actually I hold the opposite opinion: training time should also be influenced by death rate and gather rate. The current death rate is very high in battles and the current train speeds are insufficient to reinforce. If you increase train time further, then you are going to have a game where you lose everything after you get disadvantaged in one battle. The gathering rate is the fundamental requirement for supporting unit production. If you slow down unit production, booming will be much slower - not fun. Nobody can reach P3 quickly. If anything, train time should be decreased2 points