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  3. Thanks for the joke, it made me realize the calculation should weigh each skill differently, since some are considered more critical to the team than others
  4. Today
  5. That only happens with Romans in the campaigns. It's fine in the Matches which only requires 10 buildings.
  6. Thanks for the reply. I'm using Delenda Est and chose Random/Romans. As you can see, it asks for Temple Vesta to advance to the Town Phase. Even stranger, there isn't a Temple Vesta to be had in the menu, only a Temple of Mars. No worries, I don't have to use Romans.
  7. We have added more diversity and complexity in our version of an "Expansion" Classical Warfare AEA! That's one of the reasons the project was started. @Grautvornix I wasnt able to edit and add in your quote as well But there is already a mod (plenty actually) out there that add variety and complexity.
  8. A curiosity of this discussion is that all of the above traits for each civ are already addressed by bonuses/techs/heros ect in game. Surely there are others where mechanics can be adjusted or added. I think its important to distinguish between real gameplay uniqueness and perceived uniqueness. Example of real uniqueness: skirm cavalry for carthage has extra move speed, while skirm cavalry for iberians has reduced cost. The base unit is the same but the bonuses applied to it are not equal or similar. 0ad does a good job of not chasing cosmetic uniqueness. I look at aoe4 as an example for cosmetic uniqueness. At a surface level all the civs have dramatically different units, building types, bonuses, and even unique economic units. This creates a problem where there are almost no basic units in play, and no basic civ setup. As a result everything for every civ is unique, and so the uniqueness loses its value as the respective bonuses and unit strengths must be co-equal. When civilization balance is taken into account in aoe4 every civ must have a "unique" way of doing the same thing, for example every civ in aoe4 has some way of generating indefinite gold through various "unique" implementations. There is more diversity of strategy per civ for 53 civs in aoe2 than there is for 10 or so civs in aoe4. In 0ad and aoe2, the civs are asymmetrically balanced such that a civ's strongsuit can not be exactly matched by another civ and in order to accomplish this there must be a baseline roster and build order that civilizations share.
  9. Yesterday
  10. @Emma are you still interested in this? Let me know if you need help! Otherwise I can finish it for you, I'd just need you to sign the legal waiver so I could use your work
  11. I red all this page https://en.wikipedia.org/wiki/List_of_map_projections to find the best projection. Some considerations that bring me to chose sinusoidal: Sinusoidal is an equal-area as well as Lambert projection. Lambert is perfect till the first 45°, then is awful: to preserve areas it changes some states too much, like Australia. I start from Tangarm heighmapper. I searched a lot for alternatives with other projection, but there aren't. Tangram uses Mercator without geo-reference or GeoTiff, so I have only a png, and I changed it to a pseudo-sinusoidal manually. In the future I can use a real sinusoidal through a python script to automize the reprojection and apply what I learned in these two years (color curves in GIMP, ...), but for now I'll not recreate it. It's a too long work.
  12. I’ve never played AoE, so I wouldn’t know…
  13. They are much more unique now than they used to be, the exception being maybe in A23 and before. Some civilization have more unit variety, others have stronger upgrades for fewer units. Analogies being Kushites for the variety and Spartans for stronger, but fewer unit types. Balance is a hard thing to master, so this game tries to offload uniqueness onto civ-specific upgrades and bonuses. If you think civilizations are mostly the same in 0 A.D., then you must believe that civilizations in AoE2 are almost identical.
  14. For sure, I’ll make a short mod and post it here showing off some of my balancing ideas as soon as I have time.
  15. You are certainly right - there could be more civ character diversity. However, balancing appears to be a MAJOR task and I remember loooong and excited discussions and changes back and forth to arrive at the current more or less stable state. Possibly, with your modding experience, do you think you could generate a few of your proposed test changes and let players look at the resulting balances?
  16. So, after playing for a few months now (almost a year), and through my work on Hyrule Conquest and experience playing games such as Halo Wars and Warcraft, I've been thinking: the civilizations in 0 A.D. aren't really that unique. Most civilizations are statistically and gameplay wise almost the exact same, with differences between them being almost purely aesthetic, both in names and actual art. While I know we can't get the races as varied as in a fantasy RTS (with flying races, aliens, monsters, magic, etc.) I feel like the varying ways each race operated in history is not used almost at all. So, using my knowledge of history I've composed a small list of things that could be changed to the few races I actively know about: Athenians: Strong navy & walls, more techs Britains: Faster units and stronger/more dogs Gauls: Fiercer units (more damage and RoF) Germans: Mobile dropsites and houses Romans: Defensive units (more resistance) and formation focused Spartans: Offensive units (more damage & health) This list is incomplete, I ask everyone who reads this to post some thoughts about the other civs and I'll edit this list to fit those ideas.
  17. @Deicide4u I have a slight issue with your elo sysytem 2000+: A literal God of 0 A.D., probably played the game since A17. - Ive been playing for a long time, maybe not a17, not really sure, but at least 10+ years off and on, but im still more in the nub stages, definitely not 2k
  18. 1100-1200: Pretty noob plays, always loses, except VS other noobs like him. 1300-1400: Can win if he really, really tries to, but still pretty noob. 1500-1600: Yeah, he is still a noob alright. Will lose a lot of 1v1 games, but win some 4v4s. 1700-1800: Finally starts winning some games, but it's still considered a noob by peers. 1800-2000+: A good player, someone who can be considered regular in 4v4s. 2000+: A literal God of 0 A.D., probably played the game since A17. As you can see, there is a fine line between being good and being a God here
  19. From what I’ve seen about how other players more or less define Elo ranges, I’ll go ahead and share my take on this: 1100–1200: Basic understanding of game mechanics. Basic/slow boom. Weak player, needs a strong carry to guide them. Poor game sense. Weak micro / low combat skill. 1300–1400: Intermediate understanding of game mechanics. Decent boom most of the time. Strong if left to boom, but probably weak against rushes. Limited ability to improvise. Decent game sense. Can rush, but at a high cost to their boom. Can have good micro / combat skills. Needs to be carried most of the times. 1500–1600: Advanced understanding of game mechanics. Consistent boom. Decent defense against rushes. Good ability to improvise and read the game. Can rush, but at the cost of delaying their boom. Good micro / combat skills. Can act as a carry in some matches. 1700+: Advanced understanding of game mechanics. Boom is always effective. Strong defense against rushes. Excellent improvisation and game sense. They can rush without significantly hurting their boom. Excellent micro / combat skills. Can always carry. Capable of deciding the outcome of the match.
  20. As someone who is around this rating, I’d say that the basic skills are: General understanding of the controls Starting to learn how to have a self-sustained economy (doesn’t need micromanaged in order to get returns). General knowledge of what techs and units to train over others. General tactics (turtling and massive attacks)
  21. Did you try a Lambert azimuthal equal-area projection?
  22. Hi everyone, I’m trying to understand what “skill” really means in 0 A.D. Ratings are often used to "balance" teams in group games, so I’d like to know what abilities actually correspond to each rating. I’d like to know how you associate abilities with Elo ranges. For example: 1100–1200: What basics does a player handle well? 1300–1400: What additional skills or strategies have they added? 1500–1600: What have they perfected compared to lower ratings? 1700+: What makes a top-tier player stand out in terms of abilities? The idea is to get a clearer picture of what each rating represents in practice, not just the number of win/losses. Thanks for sharing your experience!
  23. STUN is now always enabled. You can try enabling UPnP on your router or manually configuring a port forwarding. There are a bunch of guides on the internet about how to do so, how exactly depends on the model of your router. There's also a section in the FAQ about it: https://gitea.wildfiregames.com/0ad/0ad/wiki/FAQ#how-to-do-port-forwarding
  24. Last time that happened to me it was a very little detail in my router config after my internet provider made some work in the area
  25. For the next version you should package it with the game's archive builder. Since you're on github you can automate by adapting this action https://github.com/0ADMods/ponies-ascendant/blob/master/.github/workflows/ponies-ascendant.yml
  26. Uh oh... I closed my account and plan to delete the mod since its outdated and I'm quite tired. I guess archive then but ye I need to dissasoiate first so I can delete my mod.io account which I don't know how.... edit: its reactivated, I'm not sure what would happen if the mod archives and me deleting my account though... Actually I can see how to archive it on my own, but... I'll wait your input.
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