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- Today
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@Thales The range in the description tells you how far his aura reaches. If you select a hero you can see it and the affected units have an aura overlay: (Don't believe "AI".)
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ChatGPT wrote massive trash. When the hero dies, the bonus is gone forever. The line of sight of the hero is far greater than 45m. There is indeed a fixed radius. The cavalry unit doesnt have to be newly trained, it just needs to be a cavalry unit.
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Age of Empires 2 Definitive Edition
Classic-Burger replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
It is easier to manage compared to 0 A.D tends to be chaotic. The concept of CS still needs improvement. Training improves the experience. -
Garus86 joined the community
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Hello, forgive me for necroing a very old topic. I just figured I'd take the time to post an update here. After some years I had my Transifex account deleted due to a number of personal reasons. I wanted to mention this because there were string suggestions that now have (I think) no active coordinators to answer them. I don't know other PT-BR translators, but figured I'd post here so any onlookers who speak the language might be able to take up the mantle or contact the others who can! Best of luck to the team and I wish I could have contacted everyone involved more directly.
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45 meter around this heroe all cav have +2 armor (take less damage)
- Yesterday
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Thales started following Antiokhos G'Megas Abilities
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I'm attempting to get a better understand of the capabilities of Antiokhos G'Megas. The in-game description (attached) leaves a lot of unanswered questions. ChatGPT provided an answer; but AIs don't know what information is true, nor do they know what information is incorrect. As a further complication, games such as 0 A.D. periodically change their rules. So which rules are current for Antiokhos. ChatGPT provided the answer below: What is the current description of Antiokhos capabilities?
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Release Preparation of A27.1
Itms replied to Itms's topic in Game Development & Technical Discussion
The Release Candidates are available for Patch A27.1 You will find them at https://releases.wildfiregames.com/rc/ with the -rc1- infix. The list of fixes with respect to Alpha 27 are updated in the top post of the thread. The bug with flood maps is not being worked on, so it will not be fixed in A27.1, we do not wish to delay the patch release further. We may do a A27.2 for this issue depending on timing. The OOS experienced by ffm cannot be reproduced (after investigation in PM) and may have been caused by the local compilation environment. Let's keep eyes wide open for this one during the testing of RC1. Thanks for your help! -
Tochigi joined the community
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I think your suggestion is already part of ticket #812 (Add new options to game setup) as
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The tracks of interest are Cisalpine Gaul and Celtic Pride, if that helps.
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Do Archer's Add Extra Arrows to a Buildings Defense?
Boudica replied to Thales's topic in Gameplay Discussion
How about me? Do I "add arrows"? -
I've noticed that there are no changes to the AI in the mod files. Does that mean this is purely meant for multiplayer? Thanks.
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I don't recall them being generally available, but maybe @OmriLahav can make something specifically available?
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@user1 Now scottandersen23 quit a rated game when he started losing. Files attached. metadata.jsoncommands.txt
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@user1 HK_10 terminated a rated game without resigning when he started losing. My username is gandalf_deluxe metadata.jsoncommands.txt
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That is patently untrue. Fast castle strategies are high risk since they involve surrendering map control and walling your base. This can mean that you can lose access to key resources; the advantage comes in either being able to build two Town Centres to boom economically or potentially do a knight rush, both of which have a means to counter. Playing a game with 115 villagers and only 5 military units is only plausible on a map like Arena, and that sort of greedy strategy can usually be punished. Given the emphasis on micro in Age of Empires battles, smaller armies are a good thing.
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Satevis joined the community
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One of my friends is a musician and wants to perform some of the soundtracks from the game, specifically the Celtic tracks. It's not for a large concert. It's more on the scale of entertaining people waiting in line to get into fairgrounds or table hopping.
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One of the worst things about this game the lack of balanced games
Seleucids replied to Foxooo's topic in General Discussion
Solutions: 1. Keep suggesting balance to the host until everyone agrees 2. Don't let trolls in. You question unknown users until you are sure that they are here to play and have a decent level. A good question to ask is " how many pop at min 10" 3. Choose civs wisely. Don't do random civs -
One of the worst things about this game the lack of balanced games
Seleucids replied to Foxooo's topic in General Discussion
There is a huge range of skill levels in the lobby so it's often impossible to balance teams perfectly. Even if the player skills are balanced, civs and counter units screw it up again. Having broken champ cavs doesn't help and civs not having basic counter units make it worse. Furthermore, you get smurfs misreporting their level or noob players claiming to be pro just to be allowed into a game. And then there is Geriatrix trolling you with new accounts every day, in which he plays badly on purpose or throws tantrum and ruins the game for everyone. It's also possible for a theoretically stronger team to lose badly because one guy throws the game or if someone ragequits. - Last week
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One of the worst things about this game the lack of balanced games
ffm2 replied to Foxooo's topic in General Discussion
There are some efforts. The 1v1 rating in the lobby is a elo rating which could help to some point. A strong player in 1v1 is not weak in team games. Weaknesses: Not everyone plays regularly rated 1v1s and some have low elo on purpose (for fun). Smurf accounts start again at 1200 or they gained their elo years ago and don't play rated again. Local ratings mod rates the players based on their scores. This score usually is skewed for some players. ValihrAnt e.g. is one of the best and rated mediocre. One could develop this further and check where the score lacks. But it would always be a system where you expect a player to act in a way and not rate how successful the team actually is. Local ratings with elo or glicko-2 rating based on pure wins of teams do not get enough games to divide good and bad players from 4v4 games. I did a sketch of this, the results weren't satisfying. Maybe it would work if the databases of 4 heavy players join their databases. A team lobby rating like the 1v1 might work, is untested though. This would also require that games are often labeled as rated. Some players do indeed complain a lot until their team is very unlikely to lose. Ideally the player would lose and win 50% of the games and just rank up in the rating. -
Option to start matches in the City Phase
wowgetoffyourcellphone replied to Chrisau's topic in Gameplay Discussion
It doesn't have to be as complicated as I outlined. -
Callex1 joined the community
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Arup replied to wraitii's topic in Gameplay Discussion
shut uppo! at the end of the day, the gaul heroes are all good. atleast reduce the aura range of verci to 40 or 45 meters. -
mcurtis joined the community
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Age of Empires 2 Definitive Edition
Deicide4u replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Honestly, 0 A.D. is a better game. I'm obviously talking about the standard Skirmish and Random map games, since we still don't have any good official campaigns. The main thing for me is, it took a while to understand when exactly to switch to training soldiers. If you get comfortable enough, you will get the timing naturally. It usually coincides with the switch to farming, so once you have your initial farms, making additional women is only desired if more farms are needed to balance the economy. Once you accept that, it's much easier to enjoy the game. You just boom, make units and everything is good. Age of Empires, on the other hand, is a much more stressful game. You need to advance to the Castle age ASAP, or you risk falling behind in relics and economy. We often joke that you need to reach the City phase in 0 A.D. fast, but we at least can make new Civic Centers in the second phase. And, there is no unit conversion by priests. Battles are much more chaotic in 0 A.D. owning to a fact that there is much more fighting units. Boom games in AoE2 can often lead to some absurdity, like having 115 villagers and 5 military units. Anyway, I needed to rant a bit. -
Well, yes, in scenario maps custom victory conditions for each team are possible, even for each player. However, the code behind the victory condition "presets" (the ones selectable in game setup -- Regicide, Wonder, Conquest, etc.) is currently not designed to work on a subset of players only.
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Introducing the Official community mod for 0 A.D. Empires Ascendant
TheCJ replied to wraitii's topic in Gameplay Discussion
Thats why you dont let kids balance the game, they try to use some pseudo-logic to buff the units they like more and nerf the ones they dont like. On a more serious note, whether a general lost at the end is not a ideal indicator of their skill. If you only have cs units while your opponent has champs, you can micro-manage them perfectly and still lose... I mean Hannibal lost to Scipio at Zama? -
Hi there, I assume that the problem could also lie in the diplomacy settings (i.e. "Are they really an enemy?"). When setting up the match, make sure that their team number is different from yours (or there can be no team number assigned to both players). If the diplomacy mode is enabled (meaning if it's allowed to change your teams during the game), you can try opening the diplomacy setting (icon somewhere in the top right corner) and check if the AI is set to Enemy and not Neutral.
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