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Is there a list of the xml tags for units and structures?
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3 detailed facts about unit attack behaviour
Perzival12 replied to stevenlau's topic in General Discussion
@Stan`this is what the Height part of Obstruction is for, only for turreting. -
I do! If you want, I’ll throw together the wonder stuff and you can take a look at it.
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Suggestion: Quick tips guide for newbies?
Vrayer replied to CheckTester's topic in Gameplay Discussion
2 years ago i made this topic, maybe time to resurect it : - Today
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Why don’t more players use “Call to Arms”?
stevenlau replied to AlexHerbert's topic in Gameplay Discussion
I don't find it worths a hotkey place. I just click the call to arms icon at the bottom. -
@Atrik I think my repeated second quote from the second paragraph may have caused some confusion, but if I understood correctly, their response was referring to my suggestion of using “order one unit” when building a house with civilians who are already farming. Yes, it doesn’t work when using Shift. It’s only meant to prioritize a single order. If you want to queue multiple houses for construction, the best approach is still the standard method using Shift. You are right. I was wrong about this
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When you queue multiple houses using the traditional method (Shift + click), units won’t go and build any pending farm foundations until they finish their previously assigned tasks. Civilians don't actually farm on fields unless building the farm was part of their order queue so I don't know what this discussion is about. They might build the unfinished field, but they won't farm it. They will look for another thing to build OR go idle.
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compatibility About ModernGUI Autotrainer
Stan` replied to AlexHerbert's topic in Gameplay Discussion
https://gitea.wildfiregames.com/0ad/0ad/pulls/8422 -
Ok, I just installed this and have a few questions: -Regarding "new quotes and tips" in the game load screen, it goes away too fast for me, I can't read it. As suggested at some point, "press any key to continue" could be implemented. -I have no Scenarios under Campaigns anymore, like I had with R27. And as suggested at some point, I'd remove the redundant "Continue Campaign" option from the main menu and leave only the one under "Single-player". -I like that civilians are both men are women now, but has there been any discussion regarding gendered roles according to each civilisation? I'd like to see more female priestesses for the Greeks for example.
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While developing stevenlauBot, I read a whole lot of 0AD source code. I got a closer look on the behaviour of attacks, which isn't available in user guides / manuals. Advanced players might find this useful. Dodge CC arrows with 5 cps Consider the simple case in which some enemy units are constantly running under a defensive building. The building is angry, and would shoot all arrows evenly in the first quarter of repeat time, i.e. 4s / 4 = 1s for CC. During that 1s, the arrows are shot evenly in 5 batches. As a result, to dodge under CC, you do 5 clicks per second, then you have 3s of free time. For stone tower the repeat time is shorter, so you have to click a little bit faster. In addition, the arrows are shot to the same target until it dies, so you only need to dodge one unit, which is by default the closest one. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/components/BuildingAI.js#L292 Snipe a formation by enclosing them When attacking an enemy formation, you can't choose to snipe an arbitrary formation member. The member closest to your unit will always be attacked. You could theoretically surround the enemy formation with snipers, so each sniper will see different "closest member", and achieve certain extent of sniping. To attack you just have to right-click the whole formation and the closest member will be chosen automatically. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/components/UnitAI.js#L5407 Shoot farther on turret or mountain Suppose the maximum attack range of a unit (CC, archer, jav etc) is said to be 60m. The actual maximum distance is different when the unit is on mountain or turret. It is calculated using the formula: actual_max_distance = sqrt(max_distance^2 + height * max_distance * 2). While this formula produces plausible numbers, I don't think it is physically realistic. It is parabolic but it doesn't represent an actual projectile curve. Anyway, what it means is, if you stand higher, you shoot farther (with larger spread though; and spread considers horizontal distance only). If you stand so low, like 30m below enemy, then you can't shoot them at all. The max height (30m) is half the max distance (60m), which is arbitrarily fixed by the 0AD team. All units and buildings are considered equally on ground level (0m) except that outpost is 8m, sentry tower 9m, stone tower 15m, and Han great tower 20m. So stone tower actually shoots as far as sqrt(60^2 + 15 * 60 * 2) = 73.48m. An archer turreted on wall (roughly 10m tall, different with civs) will shoot at sqrt(60^2 + 10 * 60 * 2) = 69.28m. What about fortress? Although we see fortress shoots arrows at a height, it is still considered to be on ground level (0m), so the max distance is still 60m. This might have to be fixed. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/simulation2/components/CCmpRangeManager.cpp#L1387
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Yes, it doesn’t work when using Shift. It’s only meant to prioritize a single order. If you want to queue multiple houses for construction, the best approach is still the standard method using Shift. You can use this command in multiple ways. For example, if you only need a small amount of food, stone or metal, you can use “Order one unit” so they deposit the resources and then immediately continue farming/mining. It doesn’t work quite as well with wood, since they might end up chopping a tree that’s far away from the dropsite. It’s also useful if you have a production queue and want to prioritize a specific unit or technology. When you queue multiple houses using the traditional method (Shift + click), units won’t go and build any pending farm foundations until they finish their previously assigned tasks. On the other hand, queueing the construction of many houses using Shift + click is not very efficient from a resource utilization standpoint. That said, there are situations where it doesn’t hurt of course, especially if you have plenty of spare wood. IMHO the situation where a farm is left unbuilt and civilians go back to it after finishing all assigned houses/buildings is quite an edge case and easy to handle with a bit of practice. So I wouldn’t treat farms differently from other buildings in this regard. The trick is that this old farm is already occupied. So, the units that just finished building the first farm will try to go and gather there, but since it’s already taken, they’ll get reassigned to the new farm instead. Meanwhile, the remaining five, seeing that all farms are occupied, will move on to build the next one. This way, you avoid having all 10 civilians build both farms before starting to gather. You shouldn’t send them to gather from a distant occupied farm, but rather to the closest one relative to where they’re building to avoid them to walk a long distance for nothing. It works quite well for me. Give it a try. Btw, I’m not saying this to defend the current behavior. It's just a small tip that might help you in the meantime. Ah, got it. I don’t have an opinion on it. It would be a significant change to the game’s dynamics tho. It might work well. I’m not sure. I do know there are some approaches in this direction in the @Emacz mod with the Serf units. Sorry for the long reply.
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Honestly, I strongly believe the ModernGUI mod should have its compatibility check permanently enabled, with no option to disable it. This isn’t because of the GUI itself, but due to the autotrainer. There are multiple players exploiting this and receiving credits they haven’t legitimately earned. Same that Delenta Est, Aristeia, even Feldman I think must apply to this mod too. I am not interested in games with this setup. Gray letters to the ones that uses autotrainer pls! So others can make informed decisions.
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No, not really, I've mostly just messed around. I did make this though: https://jeff-web-sketch.github.io/minecraftmods/index.html
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Augfex joined the community
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I have found that the "order in front" behaves weirdly. Iirc in conjunction with SHIFT queuing it makes workers ignore all queued task and go back to their current tasks. Very annoying to get housed and when going back to your base seeing that your Civilians are back to farming instead of building the other houses. But wouldn't that cause the workers to go to the old Field first before continuing with their queued tasks? It's referring to the suggestions that "storehouse and farmstead technologies apply only to civilians". That would make Civilians almost from the start of the game better gatherers than Citizen Soldiers, making training them pointless as they slow down your economy. That would lead to either a super defense play where you train only as few military units as you need to survive until you get close to max pop, or play super aggressive and go for an all-in.
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These could be considered: -Artemisia I for Persians (or Carians, if part of the game at some point): naval commander. The one from the battles of Artemisium and Salamis. -Artemisia II for Persians (or Carians): naval strategist and medical researcher. Sister/wife of Mausolus, ordered the construction of his tomb: the Mausoleum at Halicarnassus. -Lǚ Mǔ for Han: rebel leader that played a role in the restoration of the Han dynasty. -Teuta for Illyrians: not a playable faction still (eventually?), but since Gaia's units being more challenging has been mentioned, they could even have Heroes, and Teuta would be compatible with Gaia's piracy units (although I'd name them differently than Gaia, and reserve that for basically abandoned things).
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Probably not, but I think better not to drift towards the unrealistic direction. The big ships are one of the things I liked about the game the first time (and many have commented the same). I think it would be the wrong call to make things look more and more like any other RTS. I hope this is done at some point, would also solve the issue of strategising against ships with modified stats because of the troops being carried. Maybe. Personally I prefer battles that look closer to the Shogun 2 Total War ones, not so much on the side of numbers, but tactics. Although numbers is also good. On a side note, maybe different water depths could be considered, differentiated by color, which would be important the more relevant the bodies of water become: -Shallow: for the transit of most land units (except siege for example) and small boats. -Moderate: for small and normal boats, but not the largest ones. -Deep: for all boats. Maybe eventual bridges should not be built over it (except for the Persians, who could have also bridges made of ships).
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Resource regeneration
Lopess replied to MirceaKitsune's topic in Game Development & Technical Discussion
Thank you, this will be helpful! -
Resource regeneration
wowgetoffyourcellphone replied to MirceaKitsune's topic in Game Development & Technical Discussion
It's hard to know what is possible. Gotta dig through components and JavaScript which is not always intuitive for laymen. -
Resource regeneration
Stan` replied to MirceaKitsune's topic in Game Development & Technical Discussion
Oh boy I worked for so long on that feature. -
I'm thinking a vertical "twirling" animation--which should be very simple--would really sell it.
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AlexHerbert started following Wonders: what they need.
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Wonders: what they need.
wowgetoffyourcellphone replied to Perzival12's topic in Gameplay Discussion
I've started adding "Wonders of the World" discreetly to the game. There are several more in DE. I'd like to have a "Wonder of the World" game mode, similar to "Capture the Wonder" or "King of the Hill" in other games, where the script places a gaia-owned Wonder in the center of the map and the player or team who captures it either gains victory (after a designated time) or gains some kind of large benefit. We can retrofit the random map scripts to allow for the mode. In DE, I've kind of done it as a proof of concept on a couple skirmish maps, but I don't have the scripting knowledge to make it into a mode, let alone add it as an option for RMSs. -
They are not a realistic size any way you slice it. Neither is anything else in the game, now that I mention it. The only real reason to keep them "large" would be for turreting troops on-deck, but it's debatable whether that would be a bridge too far in the APM department. Maybe I'm nostalgic for the old Age of Empires: Rise of Rome deathmatch naval battles of my youth, when we'd all pick Greeks, Phoenicians, or Minoans and have 100 juggernauts per player duking it out on 'small islands' maps.
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https://gitea.wildfiregames.com/0ad/0ad/issues/8859
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What do you mean? this new info is only for one player as everything would be too much. The old one is still there, you may need to check your settings again.
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- hotkeys
- autoassign civ
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Resource regeneration
wowgetoffyourcellphone replied to MirceaKitsune's topic in Game Development & Technical Discussion
Thank you for figuring this out.
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