Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Cause it doesn't change anything until it's live. if life gets in the way or it is never finished, then it's as good as not being done. Initial work on that started years ago...
  3. OK I played 1v3 against very hard AI and it was easy for me. Case closed. metadata.jsoncommands.txt
  4. Today
  5. I guess it's different depending on which emperor you choose at first, I opened a new game and the requirments were different and no Mars temple. Live and learn.
  6. wait wut? You guys already working on fixing issue from this topic? That's huge bro.
  7. Oops! But - it does indeed say "Temple of Mars" (personally I never paid so much attention to naming when playing SP)
  8. @Perzival12 @Stan`, The packaging of this mod, currently available from R28 downloader has issues. First the mod.json still has a dependency to 0AD 0.27.0. "dependencies": ["0ad=0.27.0"] After changing that and reloading the game, the game just crash. Didn't investigate further, but it's important to note that this could be a problem for users that don't know how to disable mods outside of the mod setting menu, as they will feel the game is now rendered useless. They might even uninstall-reinstall, and I think in that case the mod folder persist, which would make them think the game itself is crashing.
  9. 1984 "big brother" was actually Petra all along
  10. "oh yeah a guy is working on that super giga big thing pfft,no big deal"
  11. Even that one cheat is enough, when combined with all-seeing eye of the AI. We don't need more. I am actually fine with the difficulty of AI. Medium AI should play like a half-competent player, that's the point. It's just a fair challenge without any bonuses. People just got used to weak AI in the past releases, so they will have to adjust their strategy. Proper booming is now a hard requirement to beating the Medium AI, and players need to learn how to do that. It should be nearly impossible to beat the AI 1vs2, otherwise the AI is very weak. Honestly, it's boring to always curb-stomp the AI without a challenge. People need good introduction to the meta, and your changes to the AI achieve that well.
  12. WHY DO YOU SAY SUCH A BIG THING SO NONCHALANTLY?
  13. No, medium AI is fine. It's about the level a somewhat competent player can beat consistently after 1-3 tries. AI can be made easier by decreasing how many units they produce (e.g. Very Easy AI stops producing units when it hits 1/4 of max population), and only advancing to Town Phase / City Phase when the majority of human player clicked on the update. Giving units / buildings bonuses to their combat stats is a terrible idea. It makes it virtually impossible to learn the game. You cannot learn to gauge the strength of your opponent's army, and learn how strong different unit classes are if AI units "behave" differently. Discounts seem pointless when you already have an eco bonus. The only one that looks acceptable is training time discount.
  14. To be honest before trying to make Civs unique the focus should be on making units more "unique". If an army of Spearmen, Archers and Cavalry Swordsmen, an army of Pikemen, Slingers and Cavalry Javeleers and an army of Swordsmen, Javeleers and Cavalry Archers would be gameplay-wise noticeable different from each other making Civs feel more unique would be a lot easier. Temple also needs a rework. Remove all techs aside from maybe Living Conditions, and create a bunch more interesting ones, like bigger healing radius for Temples, increased RoF around Temples, several techs giving giving Healers different kind of auras and so on. Then each Civ gets only a few of them. Healers themselves could also be made more unique. Like a Surgeons heals idle units / units in combat with 5 / 1 effectiveness, Doctors 4 / 2, Priests and Druids 3 / 3.
  15. The Crush damage type is a mess because it incorporates three different kinds of attacks: Small blunt objects, e.g. stones Blunt objects with a lot of mass, e.g. maces Anti-Building attacks, e.g. rams This will always lead to weird gameplay implications. E.g. currently Slingers are more effective against "lightly armored" targets as they should be, but they are also somewhat of a siege unit. Macemen behave more like arsonists with high anti-building damage but low damage against human units, especially heavily armored ones. How to fix this? Idea 1: Two "new" damage types: Thump and Crush_new Slingers deal (mostly) Thump damage, and resistance of units is similar to current Crush Resistance. Low for weakly armored units, significantly higher for heavily armored units. Like 1-5-10 for infantry ranged, infantry melee / champion ranged, champion melee. This tries to simulate that the Sling loses comparably a lot of its lethality against armored targets. Crush_new is the damage type Macemen and partially Axemen deal. Crush_new resistance would be fairly low, like 1-2-3. This tries to simulate that maces and to a lesser degree axes have so much kinetic energy that armor is a lot less effective against it compared to how well it protects against e.g. swords or arrows. With two new damage types it would also be easy to incorporate them into Forge techs; Pierce Armor upgrades increase Thump Res, and Hack Armor upgrades increase Crush_new Res. Siege units get their own special damage type, or a bonus against buildings. E.g. a Ram deals Pierce and Crush_new damage and has a huge bonus against buildings. One issue with this idea is that very few units would use the Thump damage type. Mostly just Slingers, and maybe Onagers. Idea 2: Blunt and Piercing Both Slingers and Macemen deal Blunt damage. Blunt Rest is similar to current Crush Resistance. Macemen also deal a little bit of Piercing to simulate them being good against heavily armored targets. Units would have 0 Piercing Res, and buildings a very high one. This would also enable the option to make other units relatively good even against heavily armored targets, e.g. Bolt Shooters. Against, Siege units would either get their own damage type or a damage bonus against buildings. One issue this idea has is it's hard to decide with Forge Armor upgrade should affect Blunt. Idea 3: Crush_new Crush_new Res is something like 1-2-3. Only weapons particularly effective against heavy armor have the Crush_new damage type, e.g. maces. Slingers deal only Pierce damage, but have a bonus damage against ranged units to simulate the Sling being effective against unarmored targets. Siege units deal either Hack, Pierce or Crush_new damage, and have a damage bonus against buildings. This doesn't add any new damage types, but has to heavily work with bonus damage. The issue is if Forge Armor upgrades should affect Crush_new Res, and if so which one.
  16. Also @victorcrimea is working on dedicated servers.
  17. I've seen several posts that suggest that the current Petra is too difficult, after my changes to its behaviour. My question is, should I make new PRs to nerf it Also what about creating more granular difficulty levels? For example we can lower the very easy to even lower and add some more extreme levels. Currently the only cheat of Petra is in terms of eco. We can give the extreme levels other cheats such as bonus to atk, unit hp, building hp, unit movement speed, training time discount, projectile accuracy, armour, price discount...
  18. This is the best scale I have seen so far and the most useful
  19. I was wondering literally today why they overlap in the first place! this will be nice to have @Atrik I believe you used the wrong link for the pull request
  20. this scale is okayish as well but it seems a bit too generous. in your scale you assume them a bit better than I do,which is close enough to be still almost same as mine
  21. but if i were a host doing TG i would judge rating like as follows: <1000 as useful as maginot line in WW2 (complete new,as useful as a tiny roadbump) <1200 knows how to get full pop at some point <1300 can get 200 pop at min 17 with a few forge upgrades <1400 mature enough to play the "elite" TG if hes lucky. can get 200 pop in 15 mins and all forge upgrades in 17, but dumb at choosing what fights to take,how to fight in a battle,that (actual fight) sort of thing <1500 has enough IQ to understand what is rushing and how to play with/against it pretty well. has eco good enough to reach 200 pop before min 12 and all forge upgrades in min 15, can be officially considered as a "strong player" in most TG games these days <1600 old enough player to know what is OP,what is gimmicky,what works great in a given specific situation, what is bad asf, and etc. <1700 knows the very rarely known things (e.g what type of army to make against a certain civ, what kind of resources your particular civ takes up a lot, how to heal heroes at giga fast speeds without any temple) and knows how to play atleast one civ perfectly well, in the best way that civ can be played tactically 2000+ right now = vinme,vali,borg,wolf
  22. Enhancement to freehand formations: units now actually order themselves by distance, and don't cross each other's paths. Nice when microing ranged cavs. Before : After : Committed for integration in R29 too, as part of https://gitea.wildfiregames.com/0ad/0ad/pulls/8525 (use common sorting functions).
  23. as a bourgeoisie of this scale, I must say that I divide people in classes by using petra: >1100 = can't defeat very hard petra >1200 = can defeat very hard but will be tough 1300 = can defeat multiple very hard petra bots 1400= can defeat 4 very hard petra bots but barely 1600= can defeat 4 very hard petra bots with time but easily enough 1700= can defeat 5 very hard petras alone. this scale is calibrated for a27 dumb petra,not the gigachad we have right now thanks to troops scanning for units even while attacking buildings (lucky if you did it in a27, 1400+ is nigh impossible in a28)
  1. Load more activity
×
×
  • Create New...