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Chronotoyo replied to Darkcity's topic in General Discussion
I think short gameplay clips with captions could help a lot. I’d be happy to help cut a few from existing matches or streams if you’ve got source links handy. -
NightingalePDFAmeve started following The internet never forgets a scandal.
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Ecowatt Power Saver: A Complete Detailed Review and Guide Ecowatt Power Saver In today's world, where energy consumption continues to rise and electricity costs increase year after year, homeowners and businesses are constantly searching for effective solutions to reduce their energy bills. While many promises circulate online, only a few products provide genuine value — and one of them is the Ecowatt Power Saver. This innovative device is designed to stabilize electrical currents, reduce wasted energy, enhance the efficiency of household appliances, and ultimately help users cut down on electricity expenses. Ecowatt Power Saver As concerns grow about environmental sustainability and rising utility costs, energy-saving devices like the Ecowatt Power Saver have become more popular than ever. 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While savings vary depending on household size and energy habits, most users report noticeable reductions within the first month. 2. Increased Appliance Longevity Vita Feet Stable electrical currents mean reduced strain on appliances. This helps extend their lifespan and reduces maintenance and replacement costs. 3. Reduced Carbon Footprint By reducing wasted electricity, the Ecowatt Power Saver helps make your home more environmentally friendly. 4. Enhanced Safety Vita Feet Electrical surges and fluctuations can pose serious safety risks. The Ecowatt Power Saver adds an extra layer of protection for your home. 5. Works in Any Setting Whether you live in an apartment, house, or operate a small office, the Ecowatt Power Saver adapts seamlessly to different electrical environments. Who Should Use the Ecowatt Power Saver? Vita Feet The device is ideal for: · Homeowners with high electricity bills · People with many appliances · Office managers · Individuals concerned about energy waste · Those wanting appliance protection · Tech-savvy users who like real-time monitoring · Environmentally conscious households If your home often experiences voltage instability, this device can be especially valuable. How to Set Up the Ecowatt Power Saver Emsense Setting up the device is simple and requires no professional installation. · Plug it into a standard wall socket. · Download the Ecowatt app. · Connect the device via Bluetooth or Wi-Fi. · Let it analyze your home’s electrical flow. · Begin monitoring your consumption in real time. Within 24–48 hours, users typically begin noticing more stable electricity performance. Final Verdict: Is the Ecowatt Power Saver Worth It? Ecowatt Power Saver In an age where electricity costs are soaring, finding an effective and reliable solution to reduce energy consumption is essential. The Ecowatt Power Saver stands out as a powerful, user-friendly, and technologically advanced tool designed to improve electrical efficiency and reduce waste. With its ability to stabilize current, protect appliances, offer remote control, and provide detailed analytics, the Ecowatt Power Saver goes far beyond what typical “energy-saving gadgets” claim to do. It delivers real, measurable results and helps people take smarter control of their energy habits. Ecowatt Power Saver If you want to cut your electricity bills, protect your appliances, and enjoy state-of-the-art energy monitoring, the Ecowatt Power Saver is without a doubt an investment worth making. 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Antonvob started following ссылка кракен через тор
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Hello everyone! I go by the name Admin Read: Сочетание удобства и огромного выбора делает Kraken лидером среди платформ для шопинга. От гаджетов премиум-класса до повседневных товаров — http kraken обеспечит вас всем необходимым. Простые возвраты, надежные транзакции и молниеносная доставка показывают, что Кракен заботится о своих клиентах. Подписка на кракен сайт даркнет ссылка Prime откроет дополнительные преимущества, такие как эксклюзивные предложения и развлекательные сервисы. Сделайте каждую покупку выгодной с Kraken, начните уже сегодня.
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Antonvob joined the community
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Hey there, everyone! The name's Admin Read: Кракен – это ваш универсальный магазин, который удовлетворит любые потребности в покупках. Миллионы товаров, включая коллекционные вещи, гаджеты и стильные аксессуары, ждут вас на kraken cc. Сравнивайте цены, пользуйтесь скидками и открывайте уникальные товары с Кракен. Простой интерфейс и высокий уровень безопасности превращают покупки на кракен дарк в удовольствие. Покупайте особенные вещи на Кракен уже сегодня.
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I found the manual too sparse I had to look at the tips fo what should be in the manual ex the min map shows how many idle works you have , the top shows how many workers are on what resource if you add this to military that don't gather you find your total pop this should be in the manual . Wounded soldiers you have to sellect a group of soldiers to find one wounded then deselect to select one wounded only ,then press 0 and double click at the same time and you will select all wounded only So as I said the hotkey chart should be redone
- Yesterday
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The armor system should definitely be reworked to a 1-1 basis (I.e your 6 armor=6% resistance, while 65 armor=65% resistance). That would make it easier for both players (why does 6 armor mean 47% resistance?) and modders (how do I know if this is balanced I or not?).
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I will bring up another point in this discussion, and that is the absolutely insane way that damage reduction works in this game. Just take a look at this post. An unit with 6 armor will have 47% damage reduction. So nearly 50% of all damage will be absorbed with just 6 armor! I think we all agree that this is most military units after a couple of upgrades. Most champions go above this value into 10 armor (65% DR) or more. It's no wonder that most players try to maximize high burst damage, using hard-hitting ranged units like javelin throwers and slingers. It's ultimately a product of the game's math. Another thing to consider is that many units have both hack and piercing armor at similar levels, so it doesn't matter which type of damage they take, they will have the same DR. Warcraft 3 has a similar system, but it also has proper counter system, so it is less noticeable there. EDIT: Here is the table for Warcraft 3.
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First of all: Welcome to the forum! The game can be played almost without hotkeys. When I started I knew only shift and ctrl as modifiers to mouse actions (holding shift or ctrl while clicking with the left or right mouse key). this is certainly not efficient but it does work. Also, If you prefer different set of hotkeys, there is a way to edit your preferred assignments from within the main menu: Open "Settings" - "Hotkeys" and double click on the setting you want to change. There will be an input box where you can define the key for that action. Hope this helps a bit!
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It’s also fixed to this specific alpha. Snowballing has been around for a long time. This thread is evidence of that. There are underlying factors that contribute to that, which have nothing to do with cav/champs being too strong. It would be wise to listen to some of the old heads that have been around for a longer time that have learned the (often painful) lessons of previous alphas
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I definintly agree with the idea of unit-specific upgrades (which would also contribute to civ-specific tech trees). Then you can also counter the tactics of your enemy (possibly nullifying their snowballing). For example, say the snowballer has tons of cav, research better spears, train spearmen, snowballer loses most cav. Then, as the now weakened player (who spent most of his resources on cav), figures out his opponent's tactics, he can counter (tons of archers an swordsman). Defensive buildings are a little too strong in some ways and too weak in others. They have too little life and resistance, and way too much damage (especially when garrisoned). This should be slightly reversed, so that towers can shoot less arrows, but take longer to destroy or capture. Fortresses are also very OP, though maybe that is a good thing. I think that the biggest thing involving CS is their lore and reason for existing. The idea is that they are everyday people who take up arms, not professional soldiers. But, professional soldiers are all champions which, A: doesn't make sense (champions, not professionals), and B: makes all actual soldiers too expensive and OP. For loot, I think the entire lootsystem should be done away with, and replaced with a treasure dropping system. I have two reasons for this. The first is that, in reality, in the middle of a battle how are soldiers carrying suits of armor and other looted items from the dead bodies, while still fighting unimpaired, and two, when I lose most of my army, it would be nice to have a way to get it back, by sending people to collect the treasure that both armies have dropped.
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New Map: Three Empires (Skirmish) (Problem of crashing)
Perzival12 replied to Yavin's topic in Scenario Design/Map making
Okay. For your two unremovable objects, open the .xml file in a text editor, search for their names, and delete them. Second, I noticed that in the same .xml file that the players are garbled. The problem might stem from the fact that some players are pre-selected and other players aren't. If resizing the map fixes the problem, it might be too large, and need to be resized permanently. Yeah, I just tried, and the map crashed 0 A.D. strange thing, it did something that I have only seen it do once before, when I did something the engine coudn't have... Anyway, try out what I said and see if it works then. Let me know how it goes.- 9 replies
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- three empires
- skirmish
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You're welcome. I just did some searching, if you want to make multiple players have the same color, there are two ways: A: Make or edit a Scenario map, making the team members have the same color. B: Edit PlayerColor.js. Not sure what exactly you would change, but it is doable. C: Do both, which would fix all maps to be how you want them. D: Do what @Gurken Khan said above: toggle diplomacy colors (which can be changed in Settings).
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This seems like a narrow definition. With the points I brought up, I was talking about things that make snowballing inherent to 0ad gameplay. Anyways, with the next release, I would like to experiment with some changes along these lines. I hope you all will be willing to test stuff out.
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There's clearly something between the game being a miserable turtle system and feeble defensive buildings that do little to secure a base and render many siege units superfluous. In fact, that system has previously existed.
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You also said last time that when fort gave territory root, game was lame because it was forcing a player to spend even more time ramming all of the enemy's base. I'm pretty sure that this desire to have "stronger" defensive buildings is a bias, and that once I will be the case, it be lame and stall games. Defensive strategies should be viable (as is currently), not de-facto guaranteed to all players who built a fort to get their hero in the first place. I already know there is nothing I can do to convince players of theses facts. We'll have to go through a cycle of making defenses op again for some to realize them.
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Defensive buildings aren't meant to just get kills. Defensive buildings are primarily meant to protect you from losing your base to an invading army. Defensive buildings perform very poorly in this aspect. Siege is rarely built because defensive buildings are so poor at their primary purpose. The game hasn't always been this way. Something is clearly wrong.
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New Map: Three Empires (Skirmish) (Problem of crashing)
Yavin replied to Yavin's topic in Scenario Design/Map making
Thank you for the suggestion. I have renamed the files so they have the certainly the same name (like in the screenshot below) but the crashing remains. Tell me if I got you wrong and there is another file name that I missed. Though maybe you're onto something with your first hint. Perhaps it is not the terrain but the objects on them. I have two objects in my map I cant remove anymore. I even can't select them. They are the actors "structures/destruct_3*3.xml" or "structures/destruct_wood_3*3.xml", or at least in today's version of the game you can find the same objects under these names as "actors", and you can select them, move them and delete them. I placed them three years ago in an older version of the game. Do you think they can have a negative influence? I'm not that sure, since when I recenter the map to a smaller scale with these two objects still being in them, and I start the game it does not crash. Moreover, can you play on the map or does it crash in your case too?- 9 replies
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Yes, definitively, more so, stronger and faster units should have also greater weaknesses. Agree with this too. I guess the difficult part is find the right balance to avoid encouraging turtling too much I think players say that because they expect turtling to be : "build a fort then you are safe". Turtling this alpha is a tone of fun and it's balanced. The attacker CAN make progress, and you have to think of your defenses as layers, instead of just relying on just having invested a very low amount of resources that would make you immune forever to attacks. Defending should be dynamic (and this alpha, it kinda was). There would be 0 fun if any players could just set up a base with a fort with swords garrisoned and a couple towers, and be rewarded with immunity without him having to do more. I would point out that defenses are really cheap and currently are already very easy to make worth their cost: A single tower can have 25+ kills over the course a game very easily. A fort with 80+ kills is common. A tower cost 200 resource or 2 CS, a fort 900 resource or 9 CS. Obviously not weak at all.
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IMHO one of the things that contribute to snowballing is the lack of hard -or stronger- counters between units. Agree with this too. I guess the difficult part is find the right balance to avoid encouraging turtling too much
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In the meantime you can toggle diplomacy colors, e.g. via the button left below the minimap.
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As a player, I'd like to share a few opinions based on personal experience. Battalions are interesting and well suited for large scale battles; however, for smaller border conflicts, they're probably not suitable. The same applies to scouting, and lightning cavalry assaults probably require more flexibility and speed than a tightly packed group of soldiers. Historically, it's also more suitable for Rome, Greek city-states, and some civ around the Mediterranean; I find it less suitable for other civ. Therefore, I think it would be more appropriate as an option rather than the default. I'm new to this forum despite playing this game for 7 years, so I'd like to thank the developers and the community for creating and contributing to this game. I hope you all find more common ground and further improve the game.
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The only reason people do this is because you can defend well with CS and use them as the backbone of your economy. CS gather 3 resources better than civilians, so there is little stopping people from just massing them and then gradually switching to champions when they bank on resources, as you've said. Let's see how you'll turtle when forced to expand and make actual military units...or risk the opponent out-booming you with better eco units.
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Oh, you're the guy who revived HC, thanks! Looks like I haven't explored this game enough. I was wondering if there's a way to allow multiple players to choose the same color. You probably know how, right? Could you tell me which part I need to modify?
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