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  2. I thought it would be about something represented as a damage type internally that wasn't really damage in the original sense. Maybe something about capture defense when garrisoned. Or something with auras, healing, building or farming rate, gathering (but that one is separate I think). There also was poisoning and setting something on fire, which would seem like good candidates to possibly cause a lot of damage, but I don't see them fit. Then there used to be this damage dealt by fire ships when they were destroyed, but I don't see it used now. And the only word that I can think of as fitting the letters would be "clustered".
  3. I imagine a few frames between states would be nice as a transition. It would have to be done procedurally since it would be too difficult to create the hundreds of transitional animations by hand that would be required. Just let the engine do it within some constraints. I believe @Wijitmaker and I last spoke about this a thousand years ago.
  4. Today
  5. By interpolation you mean animation blending?
  6. Here's a link to the mainlog file to one my hosts where it bugged again, I didn't kick players to pinpoint who the lagger was, but maybe it's still worth going through. @ffm2 https://mega.nz/file/2RcXCbKK#wAmUI5wgh42HVpr7zisZlHe5TLEDW0Sh5QjCp-qyhlg
  7. I got asked how certain messages could be deactivated as they don't care about them. 1. You need to have the mod installed in the way that the unpacked mod lies in mods/oddity_detector 2. Open mods/oddity_detector/simulation/helpers/CommandDetectorSim.js 3. Delete one class. The class starts with the name and opening { and ends with the }. To identify the matching {} they are indented. So to delete e.g. the idle player warning you need to delete CommandDetectorSim.prototype.DetectorTypes.IdlePlayer = class { constructor() { ... ... }); } } I know of a few shortcomings: The idle player warning should be a bit more complex. When no cc is there it could be longer or so. The rapid fire is often triggered falsely. For asynchronous specs the times are false. The market exploit works fine and is the most important one. The quickstart ... some just don't care. To me it's a indicator how much ppl use ModernGUI in that game. It's the easiest part to detect. But my interest to develop so much here is not that big. I work on it occasionally though.
  8. Yesterday
  9. if i can change the setting of keybind for camera i can try send some scrennshot
  10. War Elephants (only the Carthage has them here) saving the day from a 2-pronged attack. They ruined my economy and killed a bunch of fodder, oh well...
  11. @guerringuerrin thanks for the suggestion, I might have overstepped a bit. However, I seem to have forgotten my MP password. Also, I don't think any of you guys play Alpha 9 right now It really feels like a different game. So clunky, so chaotic.
  12. This might just be me, but some level of interpolation would make animations look miles better
  13. I personallly think that cav javeleneers are broken. 100 food+50 wood is insanely cheap for such a good unit. Also, try melee units. They are a good counter
  14. I've got a good one somewhere, but it was only because my opponent was very predictable. A lot of different p2 rushes are devastating if your opponent is doing the same strat over and over.
  15. This replay isn't that great, but it might be better than nothing. Imo it shows rather that fanatics are expensive and hard to get than that they are op. Which they aren't. commands.txt
  16. I think it's too hasty to say that Fanatics are OP and should be nerfed. I believe the adjustment made to them actually enriched the game and introduced a new strategy that forces all of us out of our comfort zones and encourages more creativity. As @chrstgtr mentioned earlier, I think what we’re seeing here is the typical panic from a player when a strategy they’ve perfected and repeated countless times is suddenly put at risk. I don’t feel the same way about champ cav, particularly Gauls and Seleucids, and I still believe it would be good to slightly adjust their stats or improve a unit that can serve as a counter to champ cavs. This doesn’t mean a nerf so strong that it renders a costly late-game unit useless — one for which a player clearly deserves to be rewarded — but in its current state it feels more like the endgame goal that everyone rushes to in order to decide the outcome of a match, and personally, I find that dynamic boring. A parallel reflection that comes to mind from this debate is that, in many multiplayer RTS games, a certain strategy often becomes the meta and seems unbeatable — and this leads other players to develop new strategies to counter it, which enriches the evolution of the game. There are many examples of this in 0 A.D., but I won’t go into detail to avoid making this too long. I believe the current dynamic in many multiplayer matches is to ‘play it safe’ — which basically means booming — and this stifles creativity and discourages players from trying new things out of fear of completely failing and being seen as weak players. What if u go play some multiplayer and see how it goes by yourself? No trolling intended here, but I find very difficult to achieve that players start sharing replays to make the point. Replays aren't even named, so it's a tedious job to identify them. And it's not very motivating to go through all that work just to show it to a singleplayer-focused player, since — at least with the current state of the game's AI — multiplayer and singleplayer feel like completely different games.
  17. Buenos días: -Estamos casi terminando las facciones americanas, en breve comenzaremos con las africanas: Adena (EE.UU/Ohio) Anishinaabe (Canada) Swift Creek (EE.UU,Georgia) Pámpidos: (argentina) Guaraní (Paraguay) Disculpen las moelstias*
  18. That one seems too short. What a random answer! Look at my spoiler-hint.
  19. That can totally be the case. But in this specific game, he could most likely have achieved the same (or more) by going cav. Just because they worked in one game, doesnt mean they are broken. He just chose a good strategy for this one game.
  20. You might be right, we'll see I hope not, I'm really liking this one.
  21. Every old version you play, you say the same thing. In 15 minutes, you'll announce that you're taking back everything you said before
  22. The best version for casual play. 1) Has all original civilizations, 2) No tech tree, it's all in how you use resources for units and structures, 3) The AI is smart enough to do the same, 4) Introduced my favorite and the best ancient civilization, 5) Counter system that works and 6 it has a cool name.
  23. I’m not a pro but what Aslan did using fanatics can be done by any decent player. Gauls in the pocket and no one disrupt him (there was an attempt but foiled by fanatics), he just simply use fanatics and imo with less micro. He’s just attacking suicidal and imo he doesn’t care if they die because he can simply easily produce them “non-stop” with only food and wood which he has abundantly. Metal were just for upgrade and a couple of stone for temples (8). Before researching P3 ahead of anybody all cavalry rushers are already neutralized. Now pumping minimum of 24 fanas fully P2 upgraded and CS and women were just gathering, his teammates can just relax and building up forces for continuous assault. Fanatics are not fighting main frontal forces they simply disrupt your game and without metal requirements imo they are OP (mostly on TG). Meanwhile opponents are still trying to upgrade their units. He never use cavalry except his starting one. The game I spectated was 7/26, players were Mcaurell, Atric-lll, wolf, storm on T1. Aslan, Havran, potato and Docorgans on T2. I just don’t know how to upload it, trying but failed. Please moderator delete my empty posts above.
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