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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.txt4 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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@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.json2 points
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Adds a more advanced bot(based on PETRA) to the game. UPDATE: Version 0.6.0 Added settings for the game with a limit of 200 units. Changed settings for queue manager. Now resources can be transferred without restrictions from low-priority to high-priority queues. UPDATE: Version 0.5.5 When planning the base, buildings will be placed closer together. To reduce unnecessary movement of workers, Houses will be built near Storehouses. UPDATE: Version 0.5.3 UPDATE: Version 0.5.1 Compatible with 0.27.0 Economics When recruiting workers, mercenaries no longer belong to this class (as they do not have the resource gathering skill). Factions that have access to mercenaries will first recruit a certain number of workers from their units, then mercenaries. For faster economic recovery Added scripts that check the number of Support units in each game Phase, if there are fewer units, their recruitment priority is increased. Construction of Special Buildings: These are built as soon as they become available to a faction. For example, Carthage will build all 3 Embassies in Phase 2, not Phase 3. Sparta will build a Syssition on Phase 1 and a Senate on Phase 2, not Phase 3. Corral - 5 in total. Build from the beginning of the game. UPDATE: Version 0.3.0 For the Volatile Market mod: Added a feature for building an Embassy. Prioritize exchanges to get resources(food, wood, stone, metal). Batch Size changes depending on the amount of food resource available. The more resource available, the larger the size can be. UPDATE: Version 0.2.1 Changing priorities and some other settings. UPDATE: Version 0.2.0 Bot adapted for the Volatile Market mod. Actively barters new resources and researches technologies. Settings are more noticeable after 15-20min of play. Focused on players with experience. Bot with the same bonuses for each difficulty level as the basic PETRA. At population limit(e.g. 300) it will hire units up to the ceiling. More technology and economy oriented at the start. More active in the Market. Builds more buildings to hire units. bot_PETRA_Expert.zip2 points
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Not for the moment but as I said, the type Alesia and Port helmets are from a later period. The only helmets that would fit the Cimbrian war are: - the Celtic Montefortino like those found in Förk, Apahida, Ciumesti, Moscano di Fabriano etc. Either in bronze or in iron. - the Italic Montefortino, the same the Romans used. It was also used by other people, especially during the 2nd century BC. Exclusively in bronze. - the simple Coolus helmet, also called Coolus-Mannheim. Exclusively in bronze. I would suggest you to use only these ones: Also avoid using the lenticular/almond shaped shield. I don't think there is evidence for its use by the Germans.2 points
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Will the German civilization be included? Then Boiorix makes sense.2 points
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Brahma does seem to be the best in the list, I mean, Creator of the universe is the name for the first beta game? seems fire to me2 points
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Brihannala was the name assumed by Arjuna, one of the Pandava brothers, during their year of incognito exile in the Mahabharata, where he disguised himself as a eunuch and taught music and dance to Princess Uttara of the Virata kingdom. Here's a more detailed explanation: Incognito Exile: After being forced into exile by the Kauravas, the Pandavas, including Arjuna, had to live in disguise for a year to avoid detection. Brihannala's Role: Arjuna, as Brihannala, taught music and dance to Uttara, the daughter of King Virata, and spent his time in the inner chambers of the palace where the ladies lived. Reason for Disguise: Arjuna disguised himself as Brihannala to avoid being recognized as the famous warrior and to carry out his duties in the Virata kingdom. Mahabharata Episode: This episode is a significant part of the Mahabharata story, highlighting the Pandavas' cunning and resilience during their exile. may be you will like this @Seleucids Legendary Archer of Mahabharatha in Disguise2 points
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Frankly, for my simple SP gameplay, capturing is quite a convenient and fun strategy as it enables getting a foothold in enemy territory and also get resources (=new troops) from nearby.2 points
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Do chariots really have to be that fat? Feels like many QoM (Quality of Misery) measures over time, en masse since RC2. Some trees or houses and my heroine isn't where she's supposed to half the time; here she's stuck on a citizen. It's agonizing to frequently watch my champions take the scenic route around a mountain or something...2 points
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Statements like the one you quoted above are also just not true. 0AD's representation of civs isn't a "snapshot." For example, Ptol is in no way a "snapshot. Ptol's heroes are its founder (305-282 BC), a middle ruler (221-204 BC), and its final ruler (51-30 BC). That is not a snapshot--it's literally its entire existence. Compare this to the Roman heroes who lived after the first ptol hero and way before the last ptol hero. The heroes for Gauls spans an even wider period. The rules and historical features are applied in an entirely inconsistent manner.2 points
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2 points
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I think it's the same as Force Attack standard hotkey. you can check at hotkeys section which one you have asigned for and remap it if you want to2 points
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If this feature do provides an alternative to alt of shift spam clicks for targeting ranged units, it is not the only problem it solves. Alt and especially shift clicking with small selection (8 units for ex) would likely still be often more optimized. This, instead provides a solution to frustrating scenario where you need to make hundreds of clicks just to avoid catastrophic outcomes: Hero dance, is often asymmetrical micro for the player doing it, because defender needs to make tones of clicks very very fast just to avoid 0 damage dealing of your entire army. With box targeting, you can react to it with a single command instead (you might need to repeat it every few secs, but it's not as spammy). Overkills, when foes are placed in a way where your entire army will shoot at a single unit, there was no way to prevent it but making a full sniping cycle. With box targeting you can avoid this, just by hovering units you intended to shoot at, and not the single most closest enemy. Pathing, a lot of times, using attack move leads to weird army behavior where half of your units just move away the intended direction to chase a meaningless unit, like a cav, a female, a unit that just spawned out of a barrack in the back of the enemy base you are attacking.... Box Targeting allow you to define where do units need to go and fight instead. Basically all cases where you feel like your units get side-tracked for arbitrary reasons, you have a feature to avoid these situation. @ffm2 @roscany, I don't think this feature is adding complexity, to the contrary: It's a single command that solve multiple micro issues that previously required to learn to detect them, a lot of tricks to mitigate them, or responses when they occur. It also make perfect sens to use the existing "Force attack" hotkey, so it's not even adding a new one. This input is begging to be added, it's 5 line of codes in input.js (a few more for visual and audio effects)2 points
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Nice work, @Atrik! As @chrstgtr mentioned above, this seems like a good alternative to overcome the sniping problem we've discussed in other threads. Futhermore, I think that combining this feature with the other two features @real_tabasco_sauce is working on can generate a more organic unit attacking behavior while preventing excesive click spam. This is good . Thanks for working on it. I'm looking forward to test this tonight2 points
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I added the sounds @guerringuerrin, but for the cursor maybe @real_tabasco_sauce can help because when I try it, it impact unrelated stuff... It feels very good to handle. To test it : BoxTargeting.zip It will allow "Force Attack" Hotkey (F by default) + Selection Box to make your selection attack units hovered! I've reset the poll and assigned old votes to "no". Hoping to help this topic mature with this demo.2 points
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The problem is that the formations are useless without the bonuses that have not been implemented.2 points
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Indeed, that strategy sounds like a solid basis. A few additions: I normally delete some women to make siege, and heros dont take up population space. I'd advise you against that in a normal mainland teamgame, as traders are too slow and defensive structures too weak, so even 3-4 cavalry can take out basically all trade.1 point
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@Sequani and those who are wondering how to install autociv: https://youtu.be/NSDfiqfqJHI?si=jqnvxXRc8X1KX3_61 point
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This guy was trash talking all game and then closed 1v1 rated game because he was losing. Toxic player.1 point
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Briseis - Mortal, daughter of Briseus, captive and lover of Achilles. Bhairava Bhairava is a fierce and wrathful form of Lord Shiva, associated with destruction, protection, and time (Kala). He is often depicted as a terrifying deity with a fearsome expression, holding weapons, a skull (kapala), and a trident (trishula). Bhairava is worshiped in Tantric, Shaiva, and Buddhist traditions, particularly in Kashmir Shaivism and Tibetan Buddhism. Brihannala was the name assumed by Arjuna, one of the Pandava brothers, during their year of incognito exile in the Mahabharata, where he disguised himself as a eunuch and taught music and dance to Princess Uttara of the Virata kingdom. Balarama Balarama is the elder brother of Lord Krishna and an important figure in Hindu mythology. He is considered an incarnation of Adi Shesha, the serpent on which Lord Vishnu rests. He is depicted as a strong and powerful deity associated with agriculture, plowing, and strength. His weapon is the plow (hala) and mace (gada). my suggestions1 point
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Bellerophon - Mortal hero, son of Glaucus and Eurymede, husband of Philonoe. Rode upon Pegasus to slay the monstrous Chimera. Belus - Mortal king, son of Epaphus and Memphis, brother of Agenor, father of Danaus and Aegyptus. King of Libya, Bentheseicyme - Minor Sea Goddess, daughter of Poseidon and Amphitrite. Greek goddess of Waves. Bia – Daughter of Pallas and Styx. Greek goddess of Might. Bias - Mortal king, son of Cretheus and Idomene, husband of Pero and Iphianassa, father of Talaus amongst others. King of Argos. Boreas - Anemoi god, son of Astraeus and Eos, father of the Boreads. Greek god of the North Wind. Boreads - Greek heroes, sons of Boreas and Oreithyia, named Calais and Zetes. Named amongst the Argonauts, and pursuers of the Harpies. Branchus – Mortal seer, son of Apollo. Established Oracle of Apollo at Didyma. Briareus - Hecatonchire, gigantic son of Ouranos and Gaia, brother of Cottus and Gyges. Guardian of the gates of Tartarus. Briseis - Mortal, daughter of Briseus, captive and lover of Achilles. Briseus - Mortal priest, father of Briseis. Brontes – First generation Cyclops, son of Ouranos and Gaia, brother to Agres and Steropes. Broteas – Mortal hunter, son of Tantalus and the nymph Dione, father of Tantalus (ii), and member of House of Atreus. Butes (i) – Greek hero, son of Teleon and the Naiad Zeuxippe, lover of Aphrodite and father of Eryx and Polycaon. Named as an Argonaut. Butes (ii) - Mortal, son of Boreas, noted pirate1 point
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While most civs' hero names follow "native name (anglicized name)" han, iber and rome differ; I think it would be nicer if it were consistent.1 point
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P4 is a good idea. P4 is empire phase, which would be available to the Imperial civs: Han, Roma, Persia1 point
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1 point
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We had this conversation in the past: However, we have to admit that this opinion makes less and less sense. I already didn't approve of it, but you have to admit that the Roman faction hardly represents the republic of the Punic Wars.1 point
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You raise a great point. Just because the previous attempt to raise funds was unsuccessful doesn’t mean the idea itself is flawed. It’s entirely possible that the process was poorly managed, or that the right strategy wasn’t used at the time. Fundraising can be a complex process, and success often depends on timing, approach, and the people managing it. Rather than dismissing fundraising altogether, it could be beneficial to focus on finding someone with the right expertise. A skilled fundraising manager could make a big difference in securing the necessary resources, especially if they have a solid understanding of what investors are looking for in a project like this. You’re absolutely right that it’s crucial to recognize the need for funding and to explore how it can be achieved, rather than just assuming it's not an option. By identifying the specific issues with the previous attempt, we can gain insight into what went wrong and develop a more successful strategy moving forward. The key is to learn from past mistakes and keep pushing forward with new ideas and approaches.1 point
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1 point
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https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/lib/sysdep/os/linux/dir_watch_inotify.cpp#L214 Are you touching files while the game runs ?1 point
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Probably, but I guess what I'm trying to convey more broadly is that using hotkeys shouldn't be necessary to stay "good" at this game. And by that I guess I mean perform military actions. I don't use them, but I'm all for using hotkeys/control groups to select units, buildings, training units/techs when building are selected, building different types of buildings, changing formations, etc. but using them to impact fights to this degree feels like overkill (ha!). A lot of players better than me use hotkeys to do these things, and all the power to them! They're better than me, but I can still hang. I'm not even really a fan of attack-move, but I do use it. I'd rather players pay closer attention to where their units are walking. I guess that is a hotkey I do use? I can see its benefit during big fights, but I don't really find it buggy like @Atrik suggests. I can stay at a pretty similar level to those who are in this conversation right now without using hotkeys, but this box-target thing seems like a different type of hotkey entirely. Is there another hotkey that does anything relatively similar that is already in place beyond attack move?1 point
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@Classic-Burger The historical mod has three main goals; - Being more historical (some units should not be in the civs they are in) - Differentiating the civs more (you cant play the same strategy with every civ in the historical mod) - Being more balanced1 point
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Hey everyone! I'm bored on vacation so I thought I'd chime in. I'm all for advancing the game, but this seems like an extra step people need to enact in order to be good at the game (13-1500). I don't use hotkeys; I do see their benefit, but much like using a mouse instead of a trackpad, I'm fine with my current play, lol. I don't like my hobbies to feel like work, and this would feel like work for me to learn, but that's prob a me-problem. When I "snipe" I shift click units that I'm targeting with small groups and I think this serves me pretty decent in the moments where I have the time to target specific units. When I don't have time, it's usually because I'm under duress for x, y, and z, which I think is an important part of the game. It feels pretty rewarding when I do have the time, as my opening has gone the way I intended. (I know the ALT key does something, but I could never figure out how to use it, lol) You all know the mechanics of the game better than I do, but this feels like fixing something that isn't broken to me. @chrstgtr mentioned "something needs to be done about sniping," but I don't see sniping as often as previous versions of the game. I think it peaked during Said's Maurya phase, but melee was buffed to counter it. I think melee could still benefit from a buff, or alternatively the cost of basic range units could be increased. This would likely lead to smaller army sizes and fewer ranged units in battles, which I think would reduce the prevalence of sniping. Observationally, I think its a non-issue. But again, I'm pretty dumb so I've probably missed the main point entirely lol.1 point
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Hola! Me encantaría saber si hay planes de seguir con este tópico y estos mods que abordan las culturas americanas con tanta belleza y honestidad intelectual e histórica, es sin duda un trabajo hermoso del cual me gustaría seguir viendo noticias y poder jugarlo en versiones nuevas de este juego, hay alguien vivo aca aún?1 point
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I want to make a balance mod and add new technologies. I want to start by adding a technology to increase the health of the cavalry. First, nerf mostly of the current cavalry in the game. @Seleucids help me.1 point
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Check out historical patch (yes its kinda a different game) but it addresses a lot of the comments here and more! We are also looking for more feedback/input for future changes. https://github.com/Emacz2/Historical-patch1 point
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I suggest a shield wall formation: The shield wall formation would be diferent from phalanx formation. The shield wall formation would give a bonus against projectile damage, the phalanx formation would give a bonus against melee damage. Many players use and abuse ranged infantery, witch exterminates melee infantery. The shield wall formation will make the melee infantery more viable, in a historical period marked by the use of strong infantery, and will make it easy to invade enemy territory without losing more than half of your army in the process.1 point
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Also, the bad bartering stops the bot from going into phase 3 within a reasonable time. Furthermore, it never seems to train women from houses even if it's Roman. At the other hand, the total number of economical units can grow very big. Is it a bot or is it @Atrik? Lol1 point
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I found this interesting ticket (by @wowgetoffyourcellphone) for a hero death notification. I already wrote the necessary code, but there are still some details left for decision, which I want to discuss in this thread. Firstly, what exactly should the chat notification say? And what players should it be broadcasted to? If more than just the affected player himself, it should be indicated whose hero it was. Maybe by coloring the hero name in the player's color? (Though I'm afraid that might cause some confusion; the hero could be mistaken for a player). Currently, my best pick is "<ColoredPlayerName>'s hero <HeroName> has fallen in battle.", but I'm positive we can find a cooler formulation. Secondly, the ticket also mentions a sound effect. I found the following unused hero death sound among the game files: alarm_hero_fallen_1.mp3 I think it sounds alright, but it's just... rather boring. Here is an alternative I was able to create (supposed to sound more epic), it resembles an ancient military signal horn: alarm_hero_fallen_2.mp3 Which one do you prefer? (Keep in mind that it is not the unit's death sound, but a globally played notification - like the alarm when being attacked) And, yes, as suggested by the ticket, I also created a skull icon that appears over the portrait after the hero dies. Here is what it looks like in the UI:1 point
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A new ScrollPanel GUI component is going to be born with the following capabilities: Scroll Orientation Support: Allows scrolling in horizontal, vertical, or both directions, providing flexibility for different use cases. Partial Object Rendering: Supports partial rendering of objects that are only partially visible within the scroll boundaries, improving visual accuracy and performance. Boundary-Constrained Mouse Interaction: Handles mouse events strictly within the panel's visible boundaries, preventing interaction with objects outside the scrollable area. Minimum Internal Size (min_width, min_height): Introduces support for virtual space management, allowing the panel to maintain a minimum internal size independent of its actual on-screen dimensions. Even when the panel is resized, this ensures that the content respects a defined virtual space (with min_width and min_height), effectively simulating a larger internal canvas. This is particularly useful for large content or scenarios where a more extensive scrollable area is required than the current visible panel. Here is the showcase Pull request: https://gitea.wildfiregames.com/0ad/0ad/pulls/7118 Please give me feedback to keep improving GUI Components.1 point
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Honestly, a lot of you talk about 0AD like it's a commercial project (somebody had the nerve to suggest adds in the game and forum). Like we have anxious investors that need to be appeased by rushing development to release an unfinished bug-ridden game full of broken features and broken promises. A lot of us are here because we are tired and disillusioned by the dishonest and predatory money grab schemes the big developers are currently specializing in. Even high quality indie games can cost hundreds of thousands of dollars, and AAA can cost tens of millions, even more. And 0AD is routinely compared to the best!! RTS games are incredibly complex to make, especially if they're fully 3D, which is one of the reasons you don't see so many of them being made. With all the doubt and sometimes even negativity from a handful of "fans" these days, I have to ask, which recent Historical RTS are you all playing that's so much greater than 0AD that you're all "threatening" to jump ship? Empires Apart??? lol! 0AD has never been greater! Or as popular... Just because there are snags in the development today (as there have always been, by the way), doesn't mean anything about the future of this gargantuan project. It's just part of the development cycle. There's always ups and downs. But I honestly don't get it. It's like you prefer fairytales, and sweet lullabies of all the things money will do for this game, forgetting how much money has been thrown at far lesser games... The volunteering aspect of development is both it's greatest strength, as well as one of its weaknesses. Patience is a requirement. In everything. Money can't buy love. Money can't make a game like 0AD. Only the love, dedication, passion and tenacity of its developers can. So please stop antagonizing the developers and let them work! Give them words of encouragement, not these belligerent and uncalled for reproaches because things aren't going as fast as you'd like them to go. You are causing harm by seeding unnecessary doubt, and it's unpleasant for developers to keep hearing their unpaid work isn't good enough for you. If anything, see what you yourself can add to the development. Just throwing money at things is a lazy and unwholesome way of doing things. The one thing I do agree with is that some of the social media accounts, especially the facebook page, as well as the main 0AD website should be updated with regular screenshots, either of development or just fan made, and some small update lists of interesting commits, to show of the development of the game, because currently there are way too many 6+ year old promo shots floating around the net, and doubting Tom's who think the project is dead while so many people are actually working on it day and night. Isn't this something for you @asterix? Collecting all the pretty screenshot and other media produced and shared on the forums, and making a small selection of the best pieces, to post anywhere from 1-5 images per week on facebook, with a 1 liner (What is it? who made it? Can we expect to see it in vanilla or is it for a mod?). And then secondarily, look at the weekly commits and see if there's anything you think people might find interesting. Either a short list of the most interesting commits, or a small written piece (just a paragraph or so) of a more intricate commit, just once a week or so? It would do wonders to let people know how much is actually being done (outside of the pathfinder or AI department).1 point