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Found 6 results

  1. Hello 0 A.D. friends, I have been thinking about the possibility of making a mod implementing macros and came to the conclusion this is feasible, albeit complicated. Despite my good intentions, I will be in shortage of time very soon, and this is the kind of project that takes a while to be developed. Perhaps, this is also the kind of project that triggers the interest of some of you smart guys populating the forum. If so, this is the topic for you. If any of the developers has considered this before, I'd be curious to hear from them. This might not be a new idea after all. This post is organized in sections, so a reader can skip the parts they're not interested in. 1. What are macros? 2. Why do 0 A.D. players need macros? 3. Why macros, when there are mods around? 4. What's the proposal? 5. How can a player define a macro? 6. Implementing macros can be complicated
  2. Is there any mods playing around with the quick group feature? I'm having hard time finding what files make it work/displayed. If you feel like you have any tip to get me started, it can help! I will try to make a variant of it duplicated on right, to help with building controls. How could I go about it? --Off-- I love tactics and town-building strategies! I'm trying modding enhanced unit controls for tactical moves on GUI. Maybe an overlay for managing building productions could be fun, even if it means less screen space.
  3. Auto-Queue is an ability of a building to loop through production queue indefinitely as long as resources and population limits permit it. So instead of training units repeatedly, you can simply set the queue once and set the building to auto-queue. If you played Age of Mythology you probably have used this features. In Rise of Nations it's called Infinite Queue. I have searched through the forum in case this topic has been discussed before, but I can't find any. So I decided to make a small mod to demonstrate this feature, inspired mostly from RoN's infinite queue. I attached the mod below (also accessible from GitHub). Here is the screenshot of 0 A.D (Alpha 24b release) using Auto-Queue mod. The button is accessible in middle panel at the bottom (command section, beside delete and rally point button). When the button is toggled on, units in queue will be indefinitely looped. It doesn't work with technologies as they are one time only. I know that auto-queue is generally considered as a rather controversial feature in RTS, as it is reducing micro but also can be dangerous if left unattended. I personally think that 0 A.D. vision is to reduce repetitive actions, so this feature is a must. What do you think about adding auto-queuing in 0 A.D? 0AD-Auto-Queue.zip
  4. I am playing 0 A.D. for quite a while now. I like the game a lot. One thing I do not like is, maps often times look pretty at the beginning, but over time the look and feel of maps decline because of massive deforestation. The maps start to look very empty. Furthermore, deforestation seems to have been an issue for the Roman empire: - https://en.wikipedia.org/wiki/Deforestation_during_the_Roman_period#Consequences_of_deforestation - https://www.researchgate.net/publication/45407393_Ancient_Deforestation_Revisited There are games in which trees grow slowly over time and are therefore a renewable resource. One game which implements such a model is Stronghold Crusader. I would love to see small trees spawning and growing over time in 0 A. D. I think this would make long matches or scenarios in which one side does not have a lot resources more interesting. After all wood is a renewable resource.
  5. I would like to see a weather simulation in 0 A.D. It would be nice to have weather events such as rain, dark clouds, bright sun, snow and desert winds. This would produces an entirely different feeling in maps. However, weather simulations can become annoying if they influence the map or game play to much.
  6. Hi guys! I would like to ask a question concerning engine features. How hard would implementing LODS (level of detail) be? Would it require changes to the engine itself or can it be added in another manner? Do you have a rough estimate of the amount of work and time that would be required to implement it? Finally would it help increase the performance of the game? (I know most of the lag is caused by the pathfinder and ai).
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