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I'm not talking about a development support server, but a real community for players.
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Question about the recent changes to the capture system
Dakara posted a topic in Gameplay Discussion
Hello everyone, I noticed that the capture system has recently been modified in the A27. (compared to Alpha 27). I would like to better understand the reason behind this change. What was the main motivation for adjusting the capture mechanics? (nerf the capture resistance) Was it mostly for balance purposes ? Are there any design notes or discussions I can read to follow the reasoning? I’m asking because the capture system is quite central to gameplay, and as a player I’d like to know the vision behind these changes. In the long run, what does the team (and community) want the capture system to be? A strong resistance mechanic (buildings being very hard to capture, taking time, mainly when base is empty capture is a nice decision)? A moderate option where some buildings are hard to capture and some moderate to capture? Thanks you -
There's no official Discord. You won't find the developers on Discord. They use IRC. https://gitea.wildfiregames.com/0ad/0ad/wiki/GettingStarted 0ad-dev on QuakeNet IRC]irc://irc.quakenet.org/0ad-dev. Usually there are some developers in IRC who can help you get started. Next, most development work (code review) is done here on the Gitea. One can look around here to see what things are currently in the process of being added to the game. For further information, check out GettingStartedProgrammers.
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We have a rather fitting proverb that comes to mind: "He who won’t take advice can’t be helped". Maybe this trick better stay exclusive to players who can appreciate it (and follow simple written instructions). So, mind telling me which part it is that you got stuck on?
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Is this Discord official? I just thought of that! Having an official Discord can multiply the number of users. I read this message (not entirely), it's really full of arguments... I'm not sure all the people chatting here are mature... And would they be the admins of the current Discord? PS: Sorry for my English, I'm French.
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I'm not sure that making everyone an administrator is a good idea, an official Discord would be more practical because it could be joined from the game menu, allowing more visibility and a more active community.
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But players on OP team laugh at you! One host even threatened to ban you on his game if fanatics get nerfed. They think it’s your antidote of your cavalry. The champ really looks good with its attributes no need to nerf, I’ll second on just requiring them metal as probably in previous alpha. I only played this game up to A24 and really did not see much of fanatics being used too often. Now it’s really OP.
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0 A.D. Social Media Accounts (We need you!)
Stan` replied to Sundiata's topic in Announcements / News
Mostly we don't have enough content to post regularly -
I don't think walls should cost less. It's going to get awful if that's the case. In the current situation, with a few hundred timbers, you can protect yourself from a disturbing attack quite early. Of course, you won't stop them if they're very motivated, but you'll buy enough time. Building + few palisade and you are ok Stone walls are quite solid and balanced in their construction time. What bothers me most is how catapults are so tanky against melee units. They should melt more if attacked in melee.
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The problem in this forum is that we have to argue with three group of people 1 people who never player multiplayer games 2 people who rarely play multiplayer games 3 people who play multiplayer games, but not op games. Only noob games What we say is based on experience and observations and what they say is based on their dreams
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0 A.D. Social Media Accounts (We need you!)
Khadappe replied to Sundiata's topic in Announcements / News
I'd be happy to help post content or manage replies. Got some experience with community pages and keeping things active, plus I check in pretty often throughout the week. -
Something like praetorians but less orthopedic and more flexible. No moral system. But a stamina system. (I don't know if that's what you want.)
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What it gave me to understand is that the morale system goes hand in hand with the fatigue system. I don't know if we want to implement that part?
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I asked Ai, and he literally gave me some tips on how to do it. But he sorted out the programming ideas (he programmed) on how to implement the Total War system in the game. I don't think that's the point of the discussion here. JavaScript simulation // This would be part of your simulation files (.js) in the mod Engine.RegisterInterface("Formation"); Engine.RegisterInterface("UnitMotion"); // Unit definition with extended properties function Unit(owner, position, template) { this.owner = owner; this.position = position; this.template = template; // Total War-style battle properties this.morale = 100; this.fatigue = 0; this.formation = "line"; this.facing = { "x": 0, "y": 1, "z": 0 }; this.combatState = "ready"; this.armorType = template.armorType || "medium"; this.weaponType = template.weaponType || "melee"; // Combat stats this.attack = template.attack || 10; this.defense = template.defense || 5; this.chargeBonus = template.chargeBonus || 2; this.discipline = template.discipline || 75; } // Formation system function FormationSystem() { this.formations = { "line": this.formLine, "phalanx": this.formPhalanx, "wedge": this.formWedge, "square": Tactical combat system // Damage calculation system with tactical advantages function CombatSystem() { this.advantageMatrix = { "spear": {"cavalry": 2.0, "infantry": 0.8, "archer": 1.0}, "sword": {"infantry": 1.5, "spear": 0.8, "archer": 1.2}, "cavalry": {"archer": 2.0, "infantry": 1.2, "spear": 0.5}, "archer": {"infantry": 1.3, "spear": 1.1, "cavalry": 0.7} }; this.terrainModifiers = { "forest": {"movement": 0.6, "defense": 0.2, "archery": 0.5}, "hill": {"movement": 0.8, "defense": 0.4, "archery": 1.3}, "road": {"movement": 1.2, "defense": -0.1, "archery": 1.0} }; } CombatSystem.prototype.calculateDamage = function(attacker, defender, context) { // Unit type advantage factor const typeAdvantage = this.advantageMatrix[attacker.weaponType][defender.armorType] || 1.0; // Charge bonus factor const chargeBonus = context.isCharging ? attacker.chargeBonus : 1.0; // Flanking bonus factor const flankBonus = context.isFlanking ? 1.5 : 1.0; // Terrain factor const terrainBonus = this.terrainModifiers[context.terrainType].defense || 1.0; // Morale factor const moraleFactor = attacker.morale / 100; // Final damage calculation const baseDamage = attacker.attack * typeAdvantage; const finalDamage = baseDamage * chargeBonus * flankBonus * terrainBonus * moraleFactor; return Math.max(1, Math.round(finalDamage - defender.defense)); }; // Fatigue system from movement and combat function FatigueSystem() { this.fatigueRates = { "walking": 0.1, "running": 0.3, "fighting": 0.2, "idle": -0.1 }; } FatigueSystem.prototype.updateUnitFatigue = function(unit, activity, duration) { unit.fatigue += this.fatigueRates[activity] * duration; unit.fatigue = Math.max(0, Math.min(100, unit.fatigue)); // Apply fatigue penalties if (unit.fatigue > 70) { unit.attack *= 0.7; unit.defense *= 0.7; unit.movementSpeed *= 0.8; } else if (unit.fatigue > 40) { unit.attack *= 0.9; unit.defense *= 0.9; unit.movementSpeed *= 0.9; } }; 3. Integration with 0 A.D. Files you would need to modify/create: 1. simulation/components/Formation.js - For the formation system 2. simulation/components/Combat.js - For the extended combat system 3. simulation/components/UnitMotion.js - For tactical movement 4. simulation/helpers/Morale.js - For the morale system 5. simulation/helpers/Fatigue.js - For the fatigue system <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_infantry_swordsman"> <Identity> <GenericName>Elite Swordsman</GenericName> <Icon>units/rome_swordsman.png</Icon> </Identity> <UnitMotion> <Speed>6.0</Speed> <Acceleration>2.0</Acceleration> <TurnRate>180</TurnRate> </UnitMotion> <Combat TotalWarStyle="true"> <Attack>16</Attack> <Defense>8</Defense> <ChargeBonus>3</ChargeBonus> <ArmorType>medium</ArmorType> <WeaponType>sword</WeaponType> <Discipline>80</Discipline> <FormationType>line, square</FormationType> </Combat> <Cost> <Resources> <food>60</food> <metal>20</metal> </Resources> <Population>1</Population> <TrainTime>45</TrainTime> </Cost> </Entity> 4. GUI for Tactical Control You would need to modify the GUI to include: · Formation selector · Morale and fatigue indicators · Behavior options (aggressive, defensive, stand ground, etc.) · Guard mode for precise positioning 5. Recommended Implementation Steps 1. Start with basics: First modify the formation system 2. Add simple morale: Implement a basic morale system that affects combat 3. Enhance combat: Add tactical advantages and flanking 4. Implement fatigue: Add the energy management system 5. Refine AI: Improve AI to use these tactical features 6. Key Features to Implement · Formation bonuses: Different formations should provide combat advantages · Flanking mechanics: Attacks from rear/sides should deal extra damage and reduce morale · Unit cohesion: Units should fight better when close to allies and commanders · Terrain advantages: High ground, forests, and other terrain should affect combat · Fatigue system: Units should tire from running and fighting · Morale system: Units should rout when morale drops too low
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Yeah anims will go OOS if any parts of the model don't have them this is because they are made of many small pieces. Not sure why they didn't get the attack anim or why noone else noticed.
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Do Archer's Add Extra Arrows to a Buildings Defense?
Classic-Burger replied to Thales's topic in Gameplay Discussion
They should have defense and attack bonuses. -
I didn't know what to do, it should be in the game tips.
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Hopefully the campaign can revive this concept.
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A formation system should have another layer of extra health and armor. For it to be realistic, formations must have incentives, create a morale system that works but not like in Total War, but rather more casual. That is especially favorable for the infantry(melee), in a way there should be group health. There are some games about how this system should work. There should be commands for formation. Such a little knights of honor, perhaps, more simple.
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Age of Empires 2 Definitive Edition
Classic-Burger replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
What a good concept that of the pastures.
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