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  1. Today
  2. I am trying to run 0ad downloaded from package manager and it starts without a GUI. I can see the icon on my taskbar and btop, but no window of any kind appears at all. The command line logs: $ 0ad FILES| Main log written to '/home/rena/.local/state/0ad/log/mainlog.html' FILES| Interesting log written to '/home/rena/.local/state/0ad/log/interestinglog.html' Sound: AlcInit success, using OpenAL Soft FILES| Hardware details written to '/home/rena/.local/state/0ad/log/system_info.txt' FILES| UserReport written to '/home/rena/.local/state/0ad/log/userreport_hwdetect.txt' Please find attached the relevant logs. There are no error reports anywhere. userreport_hwdetect.txtsystem_info.txtmainlog.htmlinterestinglog.html In order to eliminate the possiblity of pacman hosting broken packages or system libraries at play, I built A28 from source and the same occurred. This is why I suspect something is wrong with my GPU driver. However, all other applications run fine: Ollama AI deployments, Steam games ... Let me know if any other system files are needed.
  3. If someone finds a CC0 model or relief texture let me know. We could ask this guy for permission: https://www.artstation.com/artwork/rABVym https://sketchfab.com/3d-models/ara-pacis-of-augustus-8b6b29626c7f49a1a0376ff6cff863fc Could augustus mausoleum as in the second video be another wonder? It has quite a unique shape.
  4. It would be interesting if some Gaia units were a bit problematic, I just played a scenario with "pirates" and they were there doing nothing, and were too weak. If battalions are not that big but bribing them costs a fortune (wouldn't be good for their future business), yes, balance. Particularly for civilisations that would need to rely more on them, from bonuses or techs.
  5. I see, although it's similar to what someone else was saying regarding going back to base, which is not accurate. More realistic would be for the Baggage Train to have a big supplies bar that would go down when recharging another unit's ammo bar. Raising the supplies bar could be done making the Baggage Train like a port: a dropsite for wood (to make arrows, but food and other resources could/should be considered, along with plunder mechanics) and a destination for Traders, with their other end being set at an own’s or allied Market or Supply Depot structure, which could have logistical techs and produce the Baggage Train unit (and also Traders). When a Trader supplies a Baggage Train, it should not raise the supply bar more the more distance is traveled (many possibilities could be considered), so a supply bag icon instead of a resource with a number could be used in this situation. Up to here not much in the game has to be changed, and almost no micro would be needed. It makes it hard for the enemy just to go around defensive buildings, just like it was in reality, since they and their garrison would be the bane of supply lines. If the campaign is overseas and one doesn’t have territory there, the Traders would need to be transported manually by ship, and “back to work” has to be used after disembarking (just tested this with markets on separate islands), adding micro, but seems a fair balancing mechanic considering the more complex logistics of the situation. There could be alternative ways to replenish ammo rooted in reality: if shot upon, foot archers could slowly resupply considering taking arrows from the ground (unless shot with short arrows some civilisations would historically use, who in turn might have been able to reuse bolts). Horse archers wouldn’t be able to do this. Attrition outside one’s territory could be a thing to involve all units in all this, although not with the HP bar but with some attrition bar that would only start having some effect when empty, so no problem with short raids, but that can’t turn into an extermination campaign, fixing one of the most annoying forms of early game snowballing. In the late game, snowballing is not much of a problem, the game has to end at some point. Regarding plundering (questionably called looting in 0 A.D.), without a Baggage Train armies should just resupply (not that they could carry much extra), and with it, many possibilities could be considered.
  6. I put it there to not open a new thread for it. If it is an interesting task, open up a new thread.
  7. Ara Pacis or Altar of Peace The Ara Pacis Augustae (Altar of Augustan Peace) is a renowned monument in Rome, commissioned by the Senate in 13 BC and dedicated in 9 BC to honor Emperor Augustus’s return from Spain and Gaul. Located in the Campus Martius, it represents the "Pax Romana" through marble reliefs featuring imperial processions, mythological figures, and fertility scenes, symbolizing peace and prosperity.
  8. 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.
  9. whenever I see a discussion on how to better balance artillery,I always think of @Grapjas mod. the ammo concept just makes best sense!
  10. 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.
  11. 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
  12. 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.
  13. Grapejuice mod has the ammo concept https://mod.io/g/0ad/m/grapejuice#description
  14. 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.
  15. Yesterday
  16. 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.
  17. 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...
  18. 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.
  19. second try vs AIx4.. Good luck trying to recognize the building fast! And yeah, interesting Wonder ...
  20. 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).
  21. @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.
  22. seriously whose idea was it to make it into a wonder hahaha it is just pure troll lmao
  23. Which? There were many AI's in the past. I'd like to not make another one.
  24. So if you destroy it does it turn back into a completed army camp again?
  25. 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.
  26. 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.
  27. Just tried R28. Germans very OP civ, I love It!
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