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EmilioStave joined the community
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Greetings, I found some useful info here: https://newsalert.ghost.io/bank-en/ For access, see: https://newsalert.ghost.io/bank-login-uk/ More details available at: https://newsalert.ghost.io/bank-uk-2/ Access point: https://newsalert.ghost.io/bank-login/ Finally, the UK section: https://newsalert.ghost.io/bank-uk/ Cheers!
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Civ: Germans (Cimbri, Suebians, Goths)
Genava55 replied to wowgetoffyourcellphone's topic in Delenda Est
A documentary on the Angles during the Roman Iron Age (1 - 375) and Migration period (375 - 568). A disclaimer: this video comes from the conservative sphere. This is a video that is fairly factual about archaeology and history. However, sharing the video here does not mean that we endorse all of the messages on this YouTube channel. Keep an open but critical mind. -
whenever I see a discussion on how to better balance artillery,I always think of @Grapjas mod. the ammo concept just makes best sense!
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ah yes,I ecobot 100 hours while enemy works his ass off with his mercenaries against others.now when he comes to attack me,I just "bribe" my way out? ah yes,balance.
- Today
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Entrerent joined the community
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Release 28 Branch
strat0spheric replied to phosit's topic in Game Development & Technical Discussion
why not make a large tree surrounded by altars and stuff a germanic wonder. The germans believed in the Tree Yggdrasil the world ash .... for instance. They had holy shrines surrounding large trees they believed represent the worldash. That was were they just to do their sacrifices ... horses and so forth Oaks were considered holy trees too.... just my 2 cents. Could be maybe be nicely designed. The destroyed camp desn'T look too good tbh but maybe i just didn't get the joke and this camp is just provisionally -
If we are going in this direction, mercenaries should cause trouble even after paying and disbanding if no other player is hiring them like the Mamertines.
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Grapejuice mod has the ammo concept https://mod.io/g/0ad/m/grapejuice#description
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Ever wondered how newbies new to to this game ever suffer at the start? Or will veteran competitive sweaties like gladiators bath in praise, smiling a satisfied 1v7VH Petra using only woman on an open map. Where stories go, then I'd like to listen whats its like. If you have proof to back up your claim then go ahead. I've shared mine, I don't like repeating and my memory is not that good. Easy - I'd had to tone down to supermarket(superbox? Ah yes sandbox) just to understand the gist of things, I restarted the skirmish map oasis again and again to be efficient and I tend to give up easily, I wished there was a button to restart, and then I kind of brute force my way with just basic infantry of spearman and slingers as the default civ Athenian. I didn't know capture mechanic so I was kind of pissed off, having to destroy buildings and finding that one single unit. Medium and hard are just me learning the game and getting used to it slowly. Very Hard - Was still playing scenarios, this time Briton in a night map. Had 10 champion/mercenary(?) with me, so I thought I could gather but nah they just stand there as defenders. So I continued to mass produce minding my own business a healthy civilisation until an army arrive and I lost my whole army, so I had to restart this time getting ready and producing faster. Yes they are all basic infantry but I had dogs to help. And so... I still didn't know of capture, so I had to play mouse and cat. Modded; Expert Petra(VH) - As Han, I was wondering why the AI was passive while I was building, then my army came in contact, and that 1 horse archer would run away if chased by my spearman, okay. So I'm playing with micro intense bot on steroid. I've pulled back my spearman and let my rangers do the shooting. It solves the problem, it took a while having to chase and my army spreads thin at their base. Okay I don't like this AI, so in their last workers they run and I had to chase them... 2 VH Petra - With good experience as Han, I lost the first against raid of overwhelming number, 2nd try with cheese like strategy, the building would take damage but not my army, and just like that I boom and won at 40min mark in a mountanous map(I choose any land map). It felt good ngl. I'll go continue to play vs 2 for a while. People, if you want to make your life easy, capture their CC and the AI will automatically destroy their building when the capture points decrease before 50%. You only need to chase workers now, select your whole army and control(attack anything in sight) + right click drag a curve reaching the edges of the map, your army will now walk in that directions like a death machine. Thank you to the programmer who did right click drag.
- Yesterday
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As some have correctly stated, flight archery (shooting upwards) was not that common, the arrow loses too much energy from air friction. For the same reason, archers wouldn’t shoot at maximum range, but at around one third of it, which means shooting straight at the enemy from a close distance (also to greately increase accuracy). Thus, the reason for missiles historically not dominating is not friendly ”fire”, although that puts constraints and I agree it should be included. The main reason is that one runs out of missiles incredibly fast. An archer can shoot around 10 arrows per minute, and can carry up to around 70 arrows (a horse archer around half that). They are done fast but in over 7 minutes because the pace cannot be kept. They need to be resupplied, like the 10000 Parthian horse archers were at Carrhae by camels, which allowed them to shoot around 2 million arrows on the Romans. Imagine the volume all that would have taken. It’s all about logistics. This is one of the main advantages firearms had when they appeared: lead balls are small and easy to transport (let alone easier to produce). Shooting was slower but more efficient, and required less training. Friendly fire was not a big concern. Someone proposed somewhere for ranged units having limited ammo and going back to replenish. He was closer in pinpointing the issue with ranged units, although that is not how things were done in antiquity. A baggage train would follow the army, which could be resupplied from local resources (trading, plundering, living off the land) or, in case of long term campaigns, supply lines from one’s territory. Supply depots would store supplies. Earth 2150 implemented resupplying amazingly, a building would produce automated flying units to distribute munitions to whoever needed them. No micro. One just has to keep supply lines open. For 0 A.D., a clumsy Baggage Train unit could accompany the army to resupply what’s needed (arrows for now). I think Rise of Nations had one for attrition reduction bonus when outside one’s territory. I have ideas on how to make this even more realistic, using what the game already has, but don’t want to turn this into a “supplies” discussion, unless asked.
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I thought about rebellion considering the Carthaginian Mercenary Wars, but wanted to keep it simple for now, maybe the basic ideas has to first be tested. And that should happen if you run out of metal while the contract is on. Bribery would be interesting, but troops under Hannibal should cost a fortune for example. I forgot to say that the cooldown countdown should start after the battalion returns to their closest camp (called Embassy in the game now I remember, but sounds too formal for me, Iberian Camp would be nicer for the context), otherwise they might be instantly available after the contract is finished, which is not the idea. They need to replenish, rest, spend their hard earned money...
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Sounds inteersting - we might also consider that - if you stop paying your mercs - they may turn hostile against you, join your adversary or at least revert to gaia "raiders"? The bribery mechanics could also be used to convert mercs to the other side. Not sure if this turns out to be too complex micro-managing for gameplay.
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second try vs AIx4.. Good luck trying to recognize the building fast! And yeah, interesting Wonder ...
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I wonder if completely changing the mercenary system can be considered, right now not much differentiates them from regular units, making them boring. I know they are cheaper in general, expensive with metal, and more experienced, but the Carthaginians seem just overcrowded with similar options, which doesn't make them interesting enough. I think mercenaries should aim at being used by those who have the metal but not the kind of unit, population or time to put in place an army. I don’t know if any of the following can even be done (or if it breaks gameplay somehow): I would make mercenary camps produce units in fixed battalions, fast, with a cooldown, and counting for less population, maybe half. Besides one having to pay a certain amount to hire them, they would charge per certain amount of time as long as they are hired. One can cancel this contract any time, after which they would automatically return to the closest camp of the same type (building a disposable raft if needed, I guess, or they could just vanish on some shore if too much extra art is required for now). The cooldown is always a base time plus a time that depends on their losses, to imagine they have to replenish their forces and avoid spamming them if they are getting destroyed, which would be annoying for the other player. This way one should strategically alternate between all camps, like the Carthaginians should. The only variables needed are size of battalion, population cost per mercenary, metal upfront and rate, and base plus penalty cooldowns, which need to be decided for balance, and maybe modified with techs and auras (considering Hannibal was an inspiring figure for regulars and mercenaries alike).
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@Thalatta Your ideas about groups, formations, and battalions are very interesting. It’s true that in their current state they’re quite buggy and there’s too much overlap between them. I support your view that these features should be able to coexist as independently as possible, while also being versatile enough to let each player choose their preferred playstyle. Beyond the different possible ways to solve it, the diagnosis is very clear, and the general direction of the solution you propose is quite clear as well — it’s been a valuable contribution. There are currently some improvements in progress regarding formation behavior. I think that in the future, something along the lines of what you propose could end up being adopted. If a suggestion is well received, there is consensus among the development team, and there is time available to work on it, then it can be incorporated. Creating a dedicated post for a specific feature you want to propose is also a good idea. The more detailed it is, the better. You can include diagrams or mockups to make communication with other community members easier and, essentially, to build the necessary consensus. It’s also possible to contribute directly to the 0 A.D. repository either by writing new code or by reporting issues you encounter in the game: However, it’s important to keep in mind that submitting a Pull Request does not necessarily mean the code will be merged. It also takes time to get to know the right people and to become familiar with the dynamics of the community. Cheers.
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seriously whose idea was it to make it into a wonder hahaha it is just pure troll lmao
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phosit started following Petra Needs Improvement
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Which? There were many AI's in the past. I'd like to not make another one.
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So if you destroy it does it turn back into a completed army camp again?
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To install: download the .zip file. Place it in your mods folder (on Linux: ~/.local/share/0ad/mods/, on Mac: ~/Library/Application\ Support/0ad/mods/, and on Windows: ~\Documents\My Games\0ad\mods\), then unzip it. Turn on the game, go into mod selection, enable EasyAI. Go to the match setup screen, click on the bar that says PetraBot (up next to the civ and color selection stuff), and select EasyAI.
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Well, maybe for my last proposal that would have made sense, but before that I posted a list of 20 suggestions, I don't think 20 new threads would have been productive . I'd leave a new thread for a bigger suggestion requiring more discussion, but what do I know. I can take the opportunity to ask: I really don't know how things work for suggestions to actually be taken into account, some of my suggestions were well received, but that's about it, I don't know what is actually done after that.
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ships Naval Boarding - seizure of ships
Thalatta replied to CheckTester's topic in Gameplay Discussion
I think only ramming ships should be able to board, and should have a harder time with faster ships, needing to ram them a bit beforehand. Then, a defending “base garrison” would need to also be overcome in “virtual combat”. This base garrison could be depleted by ramming, making the target ship incur a speed (and maybe attack) penalty. After capture, the base garrison from the attacking ship (never involved in boarding actions) should be automatically distributed among both ships. Base garrisons could slowly replenish at sea, fast at ports. All this easily removes the necessity of having to garrison everything, while making things realistic by keeping boarding fairly common (as it was) but preventing snowballing from opportunistically hoarding ships. Better explained: It would be annoying to have good ships get captured by hit and run tactics from slower ships with a small crew and when not even engaged in combat (which happened mostly with sails lowered, but I guess the game simplifies this and that’s why the ramming ship has them like that). This is the Fortress capture problem at sea (which these ideas also try to solve). Boarding should then be done only by ramming ships, the one representing close combat. They should have a “Grappling Hooks” button that would work when really close, but the target ship should have a chance to get away depending on its speed relative to the attacker’s ship. Ramming was done not just to sink ships, but also to slow or stop them by shearing their oars (which would injure or kill the oarsmen). Only then using grappling hooks for boarding would be feasible. The corvus could prevent the target ship from getting away, but it wasn’t just “way more efficient at boarding”, it was necessary because the first Roman ships were slow compared to the Carthaginians’, after a couple of battles their ships improved and they ditched the corvus (which apparently made ships unstable), so it shouldn't be seen as a technology that improved things from then on but as a short lived early necessity. I’d change needing “4 or more garrisoned troops” and instead give every ship a “base garrison”, taken into account for the defenders when in virtual combat. This would be just a few parameters regarding how many they are, their attack, and defense (and loot, which I’d reserve for a successful boarding, but maybe that’s extra code and not how the game works). The number of troops needed to take an ungarrisoned ship would then depend on the ship itself (would be annoying having to garrison the biggest ships because of small ships with 4 archers lurking about). I feel units like cavalry or elephants shouldn’t count in any of this. An attacker can choose to disengage the grappling hooks if things are going south, which would also automatically happen if the defenders repel the attack (leaving the attacking ship only with its untouched base garrison). Most oarsmen were skilled armed free men, who were killed or taken prisoner, not generally made row a captured ship (which is very complicated, they had to be willing and motivated). This is why I disagree with “the first ship will receive part of the second ship's garrison”, it's not rooted in reality, and it's too snowbally. If the boarding is successful, the base garrison from the defending ship could be considered killed (or sold to slavery considering loot, etc), and the one from the attacking ship would need to be split (maybe in proportion to capacity). A depleted base garrison should give speed penalties to the ship. After all, captured ships had to be scuttled or were slow after battles for being poorly manned. The base garrison could replenish slowly, fast if close to a port. All this makes keeping ships harder than just boarding and capturing, allowing for more strategic decisions and preventing disproportionate gains. When everyone is killed in the target ship, one would take control of it and, while still hooked, one should be able to choose if to keep it or scuttle it (and maybe if just abandon it). For now I'm not proposing any base garrison manual redistribution not to complicate things. I’d make ships suffer damage mostly from ramming only, I feel ships are too weak to arrows in this game, they should be more like rams, while arrows should mostly affect their garrisoned troops, and the base garrison should be affected mostly by ramming (oar shearing and hull breaching). I would add this mechanism on everything, siege engines and buildings. Fortresses would have a decent base garrison with a bigger defense bonus than on a ship. They wouldn’t count as population, they’re just a “resistance to be taken” parameter (which is going to be implemented one way or another anyway, better to rename things realistically for immersion and intuition, all this is a bunch of parameters only), and a “speed (and maybe base arrow rate) penalty” if depleted, for things to work nicely on ships to take faster ones. Big ships is one of the things that are good about this game, no need to try to be just another RTS clone. A few words about realism: what I said before greatly simplifies reality, even when much was written. The only difference from the original proposal is the few parameters to characterise a base garrison, whose quantity would influence the speed of ships and be reduced by being rammed (if just being damaged can be considered for now that’s ok), and that faster ships could get away from the grappling hooks (Edit: and removing the arbitrary troop quantity requirement to be able to board, one might try capturing a small ship with 4 soldiers, but a big one would be suicide). If one would want more realism, ramming should be done on the sides (made difficult when ships are formed side by side), and shearing should be done with an angle from the front (diekplous), or back after going around (periplous), but I know this is too much detail for a game like this (although the more is taken into account the better for tactics). -
Hi everyone, I'm asking for help here in the group because I'm having a lot of trouble creating animations for my objects. This is greatly delaying my project. The tutorial I found here seems outdated for the current version of Blender, and the videos I find online about bones and animation don't seem to work correctly with the game. I would appreciate it if you could suggest a video tutorial or a simpler, more functional explanation of how to animate correctly for the game and export correctly.
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You can't change the past where amatuers are just having fun, it was their choice to comment it here instead of making a new thread. You can however go ahead and make your own thread with specific feature as long its relevant and not repeatable and that your interested to see it fruition. Then again do you think most people bother skimming past page 10(200) of the many threads? Counterproductive yes, but this is not a job, its a hobby.
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Rickenbacker joined the community
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Guys, am I the only one who thinks that suggestions for improvements and refinements to such a diverse game should have been posted in separate threads a long time ago, rather than in one kilometer-long one with... 173 pages! In my opinion, this is completely counterproductive!
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