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steverogers joined the community
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Theban Greeks (release 28)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
I'll see what I can do with this one. I have an idea to make it their 2nd champion by utilizing the horse prop point use for cavalry gathering. This is a good idea for a special building (vanilla) and their cult statue (DE). Any idea of the original look (hypothetical reconstruction)? Is there an illustration anywhere? - Today
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Besides the obvious Epaminondas and Sacred Band, I’m happy you have included their “fire-throwing engine”. From the top of my mind, I can suggest the Hamippoi ("those running with horses"), highly mobile light infantry (possibly javelinmen) that ran alongside cavalry and countered enemy cavalry (maybe could have mutual bonus). Xenophon says “Epaminondas on the other hand had made a strong column of his cavalry, also, and had mingled foot soldiers among them”, and says that “Another duty of a cavalry commander is to demonstrate to the city the weakness of cavalry destitute of infantry as compared with cavalry that has infantry attached to it. Further, having got his infantry, a cavalry commander should make use of it. A mounted man being much higher than a man on foot, infantry may be hidden away not only among the cavalry but in the rear as well“. Found this video about them (where at the end he mentions the Macedonians also using them), and since they are more a role for the fit and not a completely different unit, maybe it could relate to unit upgrade with experience: Regarding special structures, the Tropaion of Leuctra (trophy monument for their victory against the Spartans) still stands today a few km away from Thebes (where there's not a lot still standing), although only the top stone shields are original. Here the photo I took of it:
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So, I've uploaded release 28 to mod.io: https://mod.io/g/0ad/m/theban-greeks#discussion Just waiting for approval! Luckily it's a very small mod (under 2mb). Here's the pyromod if you'd like to test it before it goes live on mod.io theban-greeks.pyromod Any suggestions on how to improve the mod? Keep in mind, it's a simple civ mod which adds to the base game and isn't intended to change the gameplay of the rest of the civs or change the meta (such as in Delenda Est).
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New Release: 0 A.D. 28: Boiorix
wowgetoffyourcellphone replied to phosit's topic in Announcements / News
https://gitea.wildfiregames.com/0ad/0ad/pulls/8323 -
Speaking about asking R28 questions… what happened with the Ship Cladding tech? I can’t find it anymore, nor any discussion on its removal.
- Yesterday
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@Deicide4u I'm just asking questions! Could be I'm missing something.
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@Gurken Khan We have a Bug reports section, maybe that should go there? In any case, R28 warrants a patch release to fix some of the outstanding bugs.
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commands.txt @user1 My lobby name: tesla2402 Opponents name: handy Closed the server in middle of the rated game.
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indeed, i have seens some cartoons, yup, so it was
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Gitea: Issues without a Milestone
Stan` replied to Obelix's topic in Game Development & Technical Discussion
No milestone in Trac was for deleted tickets. -
@phosit @Vantha @hyperion @real_tabasco_sauce @Player of 0AD @Stan` @wraitii @Itms @anyone
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We had siege that wasn't OP. Catapults were weaker and it took forever for them to bring the Fortress down. That is without repairing it. The trebuchets in AoE2 will bring the Castles down easily. Fort's job is to slow down the enemy, and give you the advantage. Fort shouldn't stop the push, only delay it.
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This just enhances the historical inaccuracy that siege engines shouldn't be used preferably for destruction, but for capture. Of course, the problem is OP siege, but when people bring it up, then some jump to say that they “don’t understand the game “ and “things are balanced”, which completely misses the point of being inaccurate, thus counterintuitive. I could make melee infantry fly and make a perfectly balanced game.
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works also bettr with 10 units, keptan spock and ferengi shuttles. and sailor moon...
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Something that could improve the AI is if ranged units keep their distance, I just mow them down with slow infantry with the Spartans, and should have a way harder time. Edit: I seem to remember this was the case in the first AoE...
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Gitea: Issues without a Milestone
hyperion replied to Obelix's topic in Game Development & Technical Discussion
Backlog milestone to my understanding is because on trac you couldn't have no milestone assigned. So no milestone and backlog are defacto the same. Personally I prefer no milestone to backlog, tho looks a bit awkward if there are only a few with no milestone. Anyway I treat them the same. -
more than 15 unit military inside = impossible to capture ! Defense is the easiest way in war, siege are so OP so it is not an issue.
- Last week
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This is where I think Delenda Est has an advantage, in that the capture mechanic is clearly defined and localized. With capture out of the picture for the vast majority of buildings, you can do things like adding HP to Fortresses, adding special techs that increase that HP further, add more crush resistance, etc. Capture bar limits these possibilities, leaving you with balancing the balance of previously balanced capture system.
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commands.txt @user1 My lobby name: tesla2402 Opponents name: deivv Closed the server in middle of the rated game.
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commands.txt @user1 My lobby name: tesla2402 Opponents name: Bokluk Closed the server in middle of the rated game.
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commands.txt @user1 My lobby name: tesla2402 Opponents name: Natz Closed the server in middle of the rated game.
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Update: Managed to make a food.chicken specific resource and the UnitAI component to read the specific resource type to play the chicken specific animation: For testing purpose chicken is a single gatherer only and only 10 food. UnitAI code line modified:
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Ah, I missed the script you posted before, and it wasn’t clear to me what you meant by “root degree”, you meant polynomial. Your formula is, for p>T, P=T+(p-T)^1/H, where P are the effective capture points, p the capture points to modify, T “threshold points” (what would be my C) and G is “diminish strength” (what would be my S). So, you have 2 independent parameters and a region condition, and I have 3 independent parameters, and no region condition. The issue is, your formula will still be visually non-linear, because you calculate effective capture points in two different regions, while I calculate only one effective rate, making the observed behavior linear. Another problem your formula has is that your T is not that intuitive as a normal/fast discriminator as my C (that’s why you have to use T=90 when P=3000, while I use C=300 when I want my threshold to be around there). Of course the advantage of your equation is that it’s easier to understand just by looking at it (and maybe easier to implement, depending on how rates can be directly handled).
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Thanks but that formula is too hard to work with as it has too many parameters. The root degree I'm proposing only take 1, and produce a perfectly customizable and predictable diminishing return. We're not trying to revise capture again, just have a tool to make it less likely to instant capture certain buildings. You can already add capture resistance that seems to be subtracted from every capture attack. But that's obviously not going to help our case. Yes! No idea why it's set so low currently
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phosit started following Gitea: Issues without a Milestone
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Gitea: Issues without a Milestone
phosit replied to Obelix's topic in Game Development & Technical Discussion
I'd say "Must Have"s and "Release Blocker"s should have the next release as milestone. The others should be backlogged.
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