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  1. Welcome

    1. Announcements / News

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

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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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

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      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

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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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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    7. 600
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  • Topics

  • Posts

    • In the first minute really? Have you tried clicking the gear icon next to the AI at the game setup and lowering the difficulty? If you don't want to be attacked at all, start with the Sandbox difficulty, but Very Easy should be slow enough to give you enough time.
    • One thing 0 A.D. lacks is a diversity of archer types. I think the current ones resemble longbowmen more, but there are no shortbow units. I like the idea of a short-range ranged unit with higher damage than a longbow. Perhaps, in melee, it could fight with a short sword or dagger. I’m not sure how complex its implementation would be.   I think it would make sense not to allow tight formations for slingers if we want to add a touch of realism, but limiting slingers to direct line of sight would make them quite useless. Beyond 0 A.D.’s realistic orientation, let’s not forget this is an RTS, not a combat simulator.
    • Welcome to the Satta Matka, a dedicated platform for players who want to stay updated with daily results, number discussions, and market trends. This forum is designed to bring together a community of users who actively participate in sharing their thoughts, guessing numbers, and analyzing previous charts. Here, members can freely discuss different Matka markets such as Kalyan, Mumbai, Milan, Rajdhani, and more. Users regularly post open-close numbers, jodi predictions, and panna analysis to help others understand the flow of the market. This forum is not just about guessing—it’s about learning. Beginners can gain knowledge from experienced players, while regular users can improve their strategies by engaging in daily discussions.
    • Every time i start a skirmish game, the npc attacks me 1 minute in, i couldnt even build barracks but the npc keeps attacking me super early, how do i stop this
    • I have no idea how formulas work in this game (would like to know though), but along the “simplified realism argument”, I think bonuses should be avoided, they seem to me a sign that the parameters used to reproduce reality are either not enough or are being inefficiently used. I rather have a couple more parameters than who knows how many random bonuses here and there. This keeping in mind that it would be nice to eventually show the relevant info not as a bunch of text like it’s now, but as a given set of icons and values that is as simple and standard as possible. It seems to me that with hack, pierce, crush, block (with a shield), parry (with a weapon) and dodge values, both for attack and defense, most things should be achieved (I don’t see any advantage to organic/metallic armor types, it’s just setting hack/pierce/crush defence values). Also, causing low damage should do very little, as a measure of actual penetration of defenses, to enhance differences, and penalising massing up the wrong kind of counter. Going through some of what has been said, and just as a first approximation: Spearmen: high pierce attack, hard to block, low dodging. Archers: pierce attack, easy to block, basically impossible to parry, hard to dodge. Cavalry: low blocking, high dodging. Maces: high crush attack, hard to block. Axemen: high hack attack, hard to parry. Swordsmen: high hack attack, hard to dodge, high parrying, high blocking if they have a shield. Javelineers: high pierce attack, low crush defense, high dodging. Elephants: very high crush attack, high hack and crush defense, can’t be dodged, can’t dodge. Rams: extremely high crush attack, very high pierce defense, high crush defense, extremely easily dodged, can’t dodge. Buildings: extremely high pierce and hack defense, very high crush defense, can’t dodge. Slingers: high crush attack, low defenses. Slingers should be good against troops that don’t have crush defense, cheap, sling faster and farther than bows (bow damage should decrease more with distance), but have no armor, be unable to form close formations when slinging, should have a straight line of sight (slinging over friendly troops was too risky, iirc), and, most importantly, take a lot of time to train. Regarding their slow demise (they would be around up to the Middle Ages though), certain late agricultural technologies should drastically increase how much their training takes, since they came from a more agrarian background, and besides some early “biconical lead projectiles” tech to increase their pierce damage, they should not be improved much by other techs (around the middle to late timeframe of the game sling technology was historically at its peak, while others kept improving). Going back to unit’s values: archers’ arrows should be somewhat easy to block with shields, they would lose against cavalry, who should lose against spearmen, who should lose against swordsmen (here I wasn’t sure if they should win or lose against archers, I guess it should depend on how much their shield can block). I like the hard to block/parry/dodge dynamic of the mace/axe/sword, going along with the reality that crush damage transfers more through shield and armor, axes are hard to parry, and swords have faster attacks. I have not emulated all possibilities in my head though, all remains to be tested. Javeliners are good against elephants (from a distance), which along rams are good against buildings. It’s a matter of fine tuning to get what one wants, as Enrico Fermi told Freeman Dyson: “with four parameters I can fit an elephant, and with five I can make him wiggle his trunk". No bonuses should be needed!
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