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  2. Couple thoughts: Other factors contributing to snowballing: Promotion feature--this makes it very hard to fight back even if you have equal numbers. This is especially true if there are healers, which aren't much a factor in this alpha but have been in the past. Weak defensive building--I think this is the biggest factor in the current alpha. The current alpha has weak defensive buildings. As a result, players have a more difficult time going back to their safe space to regain strength. Cav dominance--cav are the dominate meta for a lot of reasons. But it's difficult to repop with cav because of cost, slow train times, and the likelihood of continued harassment. I would focus efforts on mitigating the factors that contribute to snowballing. You're right that it has a snowball effect but I don't find it to be problematic. This seems to be one of things where the advantage is earned. It is also most pronounced in early/mid game, which I am fine with since it is hard to kill a CC before p3. I don't find this a problem at all. It's relatively low numbers. (I actually think loot should be a bigger part of the game) Agree. Without commenting on the merits of these two, I think these are entirely separate proposals that may or may not have some impact on snowballing. You should also consider that, while these will be available to defending players, they will also be available to attacking players, so the snowball effect may become greater with them too.
  3. I'd like to revisit this topic to see if there are some ways to limit snowballing. Obviously, if you gain the advantage, it's rightfully yours, but the opponent should have more opportunities to win it back. And I think there would be more fun/creative play by increasing these opportunities. Here are some mechanisms that contribute to snowballing: Citizen soldiers: This means that gaining a military advantage is often accompanied by a proportional economic advantage. Also, by training economy units from military buildings (and military units from the CC), the military infrastructure is largely the economic infrastructure, and vice-versa. Loot: Resource and experience loot leave the victor with a military and economic advantage. However, promoted units are somewhat slower to gather, which partially counteracts the other advantages. There are other features that could arguably contribute to snowballing as well, like preventing construction with ranged units, but these contribute much less. Ideas to reduce snowballing: Unit diversification and counters: by implementing more sophisticated relationships between the units, we can decrease snowballing by allowing smaller armies to beat larger ones if they have a better composition. we will need to vary more factors that are often held constant for whole unit classes in 0ad, like price, train time, and HP. Shift economic contributions more towards civilians (formerly women): This would benefit 0ad by partially deblurring the line between military investment and economic investment, and by decreasing the economic opportunity cost of sending citizen soldier (CS) units to battle. Alternatively, a new eco unit could be introduced to complement civilian gathering abilities, such as a more metal/stone specialized gatherer. Unit-specific technology tree: By providing players ways to selectively buff particular units, strategy will emerge in the prioritization of "teching into" certain units based on the civ matchup, map, and resource availability. Developments in this area will compound nicely with unit diversification. feel free to comment some thoughts and suggestions.
  4. Today
  5. You can already do this. In a skirmish or random map, just set the civs of all desired players to the same one, and put them all on a team, then select Lock Teams.
  6. UPDATE: Version 0.11.0 Added calendar (bonuses to gathering speed depending on the season and month of the year) A separate bot with support for new features has been added to the mod ( bot PETRA Expert Volatile Market) More details in the first post
  7. Previously, I tried to make an AI player much larger, like increasing the population limit, making them build more clusters of buildings in different places to simulate an empire with multiple cities, but I could only modify the C++ files by changing a few values. I'm not even a programmer; modifying JavaScript files is beyond my capabilities.
  8. I’m actually not very familiar with coop-mode or Archon mode, so I wasn’t referring to those. As far as I know, those modes are about multiple human players controlling a single player slot. What I’m talking about is AI-only. Several separate AI players of the same civ, each with their own economy and territory, but behaving outwardly as one large coordinated bloc — sharing the same diplomacy and roughly the same strategic stance toward other players. The idea is simply to create the feeling of a massive empire without having to make one civilization overwhelmingly strong or unbalanced.
  9. You're talking about the coop-mode? Something like Archon mode in StarCraft 2?
  10. I’m exxplore the idea of representing a large, multi-regional empire in 0 A.D. by using several allied players of the same civilization. Something similar to how some historical empires often worked for example, loosely coordinated regions within the Achaemenid Empire, the Habsburg realms, or other multi-centered polities that acted as one bloc toward the outside world. In gameplay, this concept could be interesting, but there’s a major limitation: even if the players are allies, each AI still makes its own diplomatic and military decisions. They may treat other factions differently, choose different war targets, or behave in uncoordinated ways. So the “empire” doesn’t actually act like a single entity. My idea: Would it be feasible to introduce an optional AI mode, separate from standard “ally” behavior, where multiple players could: automatically share the same diplomatic stance toward all other players, follow the same external military target or general direction of attack, and optionally share the same color to reinforce that they are parts of the same overarching power ? The goal isn’t to merge them into one player, but to let them behave outwardly like one unified empire while still being technically separate players. I’d like to ask the developers and AI experts whether something like this is achievable within the current AI system, or if it would require deeper changes.
  11. Pay attention to the story next time and I promise you will love its complexity lol
  12. Yesterday
  13. sure, just download the newest release candidate for your system here: https://releases.wildfiregames.com/rc/ If you find a problem this is how you report it: https://gitea.wildfiregames.com/0ad/0ad/wiki/ReportingErrors
  14. True, I didn't pay much attention to the story. However, the part I did pay attention to (the end), is my main storyline critique. Why does Franklin have to shoot Michael or Trevor (I took the third option, but...). A much more fun option would have been to be Trevor and shoot Michael or vise versa, with the third option remaining the same. Then it would have made sense that T and M are friends afterward, since they chose not to kill each other, or that there is no bad blood, because one is dead.
  15. Given the fact that all you talk about in regards to GTA V is the police, not being able to shoot someone specific, mechanics, etc, makes me think that you had no time to care about the story, therefore you can't have a well formed opinion on something you barely paid attention to
  16. Last week
  17. It appears to be the later, based off of the names of your downloads.
  18. -Si le interesan los Dacios,@Lopess y estamos trabajando en ello en el mod Endovélico. Disculpen las molestias*
  19. That sounds like a problem with your .pmp file. I have encountered this, and it is caused by one of two things: #1: if you made the map using any mods, there is a chance that they might have terrains that are not in vanilla 0 A.D., which breaks the map, or, #2: your .pmp file is missing or named differently than your .xml file.
  20. Buenos día o tardes; -Estaba pensando en crear a la facción Venedi/Veneti/Veneci o Proto-eslavos para el Mod Endovélico (período 500a.C-1 a.C)¿Tiene alguna idea para las unidades , edificios , símbolos etc...o referencias? Disculpen las molestias*
  21. Bridges should only be able to span a certain distance (20 long x 10 wide), while navy would be used for larger distances and faster transportation along rivers.
  22. When you compare GTAV’s story to GTA:SA’s story, V looks poorly written and sloppily put together, like the artists put too much work into making the drug store groceries shootable instead of writing a more interesting and less cliche’ story. What really turned me off for GTAV was just how crappy the police are. Sometimes they notice you when in real life they never would, while other times they walk right by you. And the fact that you couldn’t kill them without having every other cop in the radius know your exact location made it worse (though, granted, they are better than SA cops).
  23. I am very biased regarding these two games (GTA V and RDR2) but all I can say was that Arthur Morgan's story was meant to be deep and disturbing. I don't really mind the fact that the protagonist meets a bitter end, I think it is more a metaphor on fate and the brutal lack of choice in life. The fact that you guys don't like the stories makes me think that maybe the gameplay itself prevented you to pay attention to the genius writing
  24. I liked GTA V enough that I played it repeatedly, 100%ed it in the 2nd run. I also liked RDR enough to play it repeatedly, 100%ed in the 2nd run. Coming to the topic, I absolutely didn't like RDR2; the open world stuff was ok enough that I had >50% completion, but I didn't like the people, thought the mission design was abysmal, and the story also didn't keep me interested. (In general we knew how the story of the gang would end, and specifically the end of the protagonist was spoilered for me, he dies, again.) Think I left it in the third chapter (of ten?), but admittedly a fair judgement would be above 3/10.
  25. wow, I never expected anyone to say that about gta V. Imo the story is one of the best, rockstar really outdone themselves with the attention to details. I think some players only expected gta to be an action game with no rules, when in reality they put a lot more effort in the worldbuilding and characters. You had to wait to shoot Stretch because the story progressed naturally from Lamar idolizing him to the betrayal.
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