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      The latest. What is happening with 0 A.D. Stay tuned...

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

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      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

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    5. Game Modification

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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  • Latest updates

  • Newest Posts

    • What do you guys think about this setup? Seems to me round is better than square. Also not sure where to place the steles. Could put one or more on top as well. Since most of these is organic stuff I don't see much possibilities for repetitive texture usage in the uv (despite reusing the stones), or am I missing something?
    • Oh no, I was asking about the rangefinder (maybe its the rangefinder..). Ie, say 2 units are exactly the same distance away from my archer, how is the tie broken? Even if it isn't wanted for building AI, I think it might be helpful for a number of reasons to have a "coarse" rangefinder for situations like these, ie finding the unit's position to the nearest x meters where x could be 5, 1, 0.5, 0.1, etc. Then maybe x could be a property in the templates. For instance, archers have a bit of a problem with overkill, so you could set X to be 3 or 5, so that they more often choose different targets. Then for short range units, something like 0.5 could be used. In buildingAI, it could inherit an array of the closest units and target randomly from those. That way with the fort you could set x to 5 so that the closer units are shot when they are farther away, but when the fort is surrounded, you kind of have a "fire at will" appearance, shooting the closest at random. might be kind of a mess though for buildingAI, because a ton of functions would probably need to use arrays where they don't already.
    • yeah I tried to set up a pause between firing rounds, but I couldn't figure it out. I think it would improve readability and the micro options. Anyways thanks everyone for the ideas for improvement. I'll use these ideas to better refine the non-random approach the next time I introduce it sometime in a27.
    • https://www.instagram.com/0ad_memes_eae/  Be sure to follow for the most nub 0 AD memes !
    • https://sogdians.si.edu/introduction/ Sogdian weapons for cavalry Sogdian cavalry Sogdian cavalry (H4) Sogdian monarch Link: https://jfoliveras.artstation.com/
    • If we're going with a realism argument, random arrows make more sense. However, if we were going like that, a good arrow hit would one shot the attackers. Even if they weren't dead I'm pretty sure none of us would get up from an arrow in the thigh.
    • I'd like to applaud @real_tabasco_sauce for the moderation of this opinion, and endorse it as my own view. Ultimately the non-random systems seems like it will have better implications for gameplay. However its balance implications are so convoluted and far reaching that trying to implement it all at once into a larger incremental-rebalance mod is just going to scramble all the other balance goals. However, this idea of having an adjustable number or proportion of arrows, per actor, be non-random sounds very promising to me. I think it should be discussed further. I imagine the implementation would be tunable on a per-unit-class basis through unit templates. That might be your solution to the balance problems. You could walk the proportion up for each building, just until it starts to cause problems, and then wait until a compensatory adjustment can be found before going further, without ever breaking the overall balance (if it were done very cleverly). This would eventually let you transition entirely to non-random if you wanted, or find a happy middle where the gameplay objectives of non-random are achieved, but some random aiming is still present with its own beneficial effects on balance and presentation.
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