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  2. Files inside that folder usually contain only one line, to register the component with the Engine. You need also "Conversion.js" inside the "components" directory. This should contain the logic. Inside "components": Inside "components/interfaces":
  3. I was thinking of an alternative component to capture animals. I'm looking to learn how the game works, I've already written 4 basic components. The first component is in the interface. Other commands like capture, attack, and healing have that. Conversion.js [inside components/interface folder] The second is a component to determine "convertibility" entity to be convert. Convertible.js The third is instructions on how the healer/converting unit converts. I called it converter.js or conversion.js One contains the instructions for the target unit and the other contains the instructions for the priest. That's the easy part so far, then comes the complex or long part.
  4. Of course, and most likely it will be on how female citizens are so op and need to be nerfed
  5. If you think about it, it's a good thing because it will generate another post later. In the end, the circle will be complete.
  6. Today
  7. Actually it’s not broken but it’s OP. The poster is just trolling that he is only playing SP. He knows situation in the lobby. I watch your game with IRush and you almost got beaten and in fact he just resigned in frustration but was leading you in the end. You were just lucky to be Iberian and he never anticipated that his spartiates can get trapped. He did the same strategy on OP team game and positioned on the border and beat his opposing side. He repeated it and was doubled without help so he/they lost. If there was no help from opposing teammates that opponent becomes cosmic. Now like Reza he is challenging good/decent players and no one accepts. With small map on 1v1 mainland it’s harder to counter the rush if you’re just a decent player. Separates (is a champion) are strong units that really doesn’t belong in P1. Fanatics being OP is not in doubt but at least they are in P2.
  8. I see your point, and I agree that this alpha brought more variety and dynamics in team games compared to older versions. I also like that captures add another layer of tactics. Also I think a lot of strategy of today were usable in past too. It more about how people play and communicate. I remember 2 big army in phase 2 could take a CC even with 20 citizen troop inside even in previous alpha. My concern is mostly about late game (Phase 3) when some strong buildings like CCs or fortresses can still fall relatively quickly to capture. In those cases, I feel destruction (with siege or units) should remain the primary way, otherwise capture sometimes feels too cheap compared to the investment in defending and upgrading. Tower seems annoying to use (put men inside etc) for a low result and easy capture. 3 or 5 men can't give enough capture resistance. But you can tell me we can obstruct access to the tower, it true and I do. I will try do more tower for have an opinion Maybe the solution is not to make captures impossible, but to adjust ratios depending on the building type and upgrade level. Civilian buildings and light towers could remain easy to capture, but core military buildings (CC, fortresses, barracks with garrison) should require much bigger numbers unless the attacker has already crippled them. If you play a civ with hero elefant you can't have a CC with hero garnison. That way, we could keep the current dynamics you enjoy (more tactical choices, not always relying on siege), while still ensuring that capturing a well-defended CC in late game doesn’t become too much of a shortcut. What do you think of this middle ground? Just run on cc and then capture all building is annoying. It should be exceptional situation. if you invade an enemy without army to defend or refusing the fight, you still can capture and destroy some building in my point of view, they enemy will be hurt and he don't recovery easy. He still has to micro for garnison some men in the important building, just less. It open also the strategy of counter attack in some way. also i said " here’s always the option of heavily damaging a building to force the garrison out before attempting to capture it. " with some military tech, the cc it easy to destroy if your opponent have no army. I will add in the most of situation, except if you retard spam them, palisade give a fake feeling of security (and that's normal for the low cost of ressource invest), they are easy to destroy if you right clic with an entire army on it. I like a lot turtle and protect my building with other building for win some time.
  9. That was the case in previous alphas. It forced on the 'get sieges and attack' build. This alpha we see a wider variety of builds and team strategies in TGs. It also introduce a interesting balance between optimizing fields, and having to protect your CC with a bit with other buildings (A cc surrounded by fields, have no reasons to be hard to capture). Your base is not protected by default against an army if you have no defenders. You can still build defenses (palisades a few towers are rather cheap and can help tones) that will give much more time to get allied defenders to your base. There is a wider skill gap now (and that isn't some clicky boring mechanic) about defending tactics. You need to put best units in buildings, you need to know how to play with the greed of your enemy who'll try to capture your buildings... I love turteling this alpha, because buildings are very strong, but it stays dynamic and interesting, due to not having every single building having to be rammed down. Overall when capturing was impossible, game stalled much more often and that wasn't so fun. Sieges are useful in many situation, but are just no longer mandatory to take out a CC if you have much more superior forces in enemy base.
  10. I think that a building such as the Civic Center or military training structures, when properly defended (with at least half of their garrison capacity filled), should be almost impossible to capture in Phase 3—except in cases of an overwhelming numerical difference, for example at least a 1-to-15 ratio (10 defenders against 150 attackers, not counting champions or mercenaries). The idea is to avoid capture becoming the “default option,” and instead make destruction through units or siege weapons the more realistic and relevant solution. Of course, there’s always the option of heavily damaging a building to force the garrison out before attempting to capture it. On the other hand, I think it would be interesting to keep a moderate capture speed depending on the type of building: Light civilian buildings or watchtowers could still be captured quite quickly, as they are now. Un-upgraded towers could resist capture at about a 1-to-5 ratio (e.g., 3 defenders vs. 15 attackers), while upgraded towers could resist at about a 1-to-10 ratio (5 defenders vs. 50 attackers), with capture becoming much slower beyond that. Military buildings without defenders should still be capturable, but they ought to resist better. We just need to find the right balance so that capturing them isn’t a trivial action but more of a time sink for the attacker.
  11. Honestly. This has to be a troll post. Why is it becoming a trend to just pick any champion and say its "OP"? Winning against AI can be done without Spartiate with ease. And a P1 rush can be largely delayed with a cavalry rush. Subsequent attack from Spartan player can be held off with towers restricted with houses and ranged units, slingers being sweet spot. And forgot about the economy, if the Spartiate rush doesn't entirely kill the player in the initial rush itself it is a big slowdown for the Spartan player. (lack of P2 metal tech). Frankly. it seems people are just intent on banning everything.
  12. Do you mean maybe you plan to do it as a compatible mod? It won't work. Your game will go OOS (out of synch). But you could still use the lobby and find persons that play with you if they also install this mod. Yesterday I tried slightly related exploit. I captured a elephant in a cage and wanted to heal it. Since it doesn't work with the gui I tried the command with the unit IDs. Sadly the healer still refused to do it. My plan was to level up ranged units by attacking the elephant and level up the healers by healing the elephant. I only came up with a convoluted expensive way: You can set up 2 forges to build a temple far away from your CC. Delete the forges, temple goes to gaia. Gaia temple heals elephant by aura. Not really practical, but maybe for a scenario map like survival.
  13. This. If one of my units is getting converted, I'd want a pretty annoying sound to warn me about it. But, as @real_tabasco_sauce mentioned, there wouldn't be much targets for conversion in 0 A. D. Champions and what else?
  14. I'm going to do it as a mod. But I'm not going to maintain it. I'll make it so someone can use it in their mod. Like a mod of classic rts mechanics.
  15. And the consensus I need is how to do this effectively, what I want are suggestions, that's the consensus I'm looking for.
  16. Yes, but I need a consensus for an mechanic that can use engine. I'm not sure if I'll need it In theory I don't need it, it's just that I don't plan on making the mod, I plan on creating a component to make it available.
  17. Nah, you don't need any consensus for a mod. The most important thing would be voicelines akin to wolololo. I don't think I would try to convert a unit in the midst of a battle, but it would be fun to have to help with structures.
  18. https://ageofempires.fandom.com/wiki/Conversion There seems to be a formula that makes this more difficult. Conversion resistance level n modifies the chances of conversion. The formula. Conversion resistance level n modifies the chances of conversion t as t/max(1,n)%
  19. For now it is only an (early)implementation, even if it is to exist in mods only. I'm trying to figure out how to not use the capture component and make it different, make it random, and make failure lead to greater resistance.
  20. This might be tricky to fit into the balance equation. Because of the economy and citizen soldiers, units in 0ad tent to be more “expendable” compared to those in aoe where you see conversion mechanics. im here for it, though.
  21. We would start with the concept of resistance and the resistance.js component. We must also create converter.js I need to register and handle a custom event in the simulation engine. The changeOwner function is powerful and should be used with care, as it handles all the switching of sides. I don't know whether to use a new unit (template) or use the current healers. Note: resistance.js (The Component of Convertible Units) This component would be added to all units that can be converted (villagers, soldiers, but not necessarily buildings or heroes). Defines how susceptible a unit is to conversion. For now I know that the success of a conversion would be random.
  22. Yesterday
  23. I'm going to try to develop a proposal for certain civilizations to have a priest who can convert units. But since I'm a newbie I'm going to need some help. I need community consensus.
  24. I saw the software and thank you for the recommendation, but I already use Photoshop and the website I sent you earlier. I need to learn how to use this program. Since I'm new to this mod area, I'm learning everything at the same time: modeling, editing, animating, programming, creating, etc. This would be another tool to learn.
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