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Showing content with the highest reputation on 2016-12-07 in all areas

  1. A thing that annoyed me about the alarm feature was that units gets randomly garrisoned in buildings. And women in towers (and also in other military buildings?) cannot fire arrows (IIRC). Would be possible to prioritize garrisoning in a way to maximize defence, for example women in houses (both cannot fire arrows IIRC) while soldiers in military buildings? (Not sure if this still applies in latest release) About the AI: yup it is very strong! A trick that works with AI is to use towers, put them as soon as possible near the AI base and it would easily kill most of it workers walking around, in the meantime you can develop your economy and later attack in force without any hurry. This is probably not a fair way to play, it just spots a weak point of the AI (hint to improve it ), but you can easily win this way.
    3 points
  2. https://openai.com/blog/universe/ https://universe.openai.com/ They are also searching for games to use to train it:
    2 points
  3. I'm not sure what the procedure would be, but it would be interesting to give them 0 A.D. I remain unconvinced that machine learning can efficiently learn to play an RTS with current technology, but who knows.
    2 points
  4. Honestly I think for very easy we should put it at 0.1 or 0.2
    2 points
  5. #4379 is nice to setup resources on a game by game basis when needed, but there should be also some global way to setup different starting resources for different resources. A simple way would be to add in the json of each resource a new property startingRatio which would allow to scale the starting resources (when not explicitely specified by the player when #4379 is implemented). For example a resource with startingRatio= 0.5 would start with 150 instead of 300 when the "low" starting resource is used.
    2 points
  6. Try s06, this seems to work! WOOO Also, your instructions here allow me to add the 5th resource to top panel! http://trac.wildfiregames.com/wiki/ModdingResources#displayMoreIcons Side note: I wish screenshots would capture the cursor too.
    2 points
  7. I'm new to this game and am becoming a bit frustrated - not just because of the fact that the AI keeps kicking me around the block, but at the lack of what I consider to be basic documentation. For instance, what does the "alarm" function do, other than causing all the women to run for cover? Does it automatically mobilize garrison troops? send mobilized troops to the location of the enemy incursion? speed up the production of any military units in the production queues? I can't find any mention of alarms in the docs. Is there any way to put doors or gates in stone walls or palisades? As things stand it seems that it's impossible for units to collect resources on the "outside" of a wall and bring them back for use without leaving gaps in one's defences. I think the best thing to help we newbies would be to improve the docs. I volunteer to help with such an effort - just let me know how to go about it. All the above said, I think that 0AD stands a good chance of becoming a great game. The "bones" are definitely there. I'll help out however I can. Just my $.02, Ron
    2 points
  8. IMO Petra has matured enough to be a feisty player... I don't even know if I want to play him above Normal. Either that or I'm new to his new tactics, namely: Ignoring my defenses, and raiding my base's weakest points. Better battle micromanagement skills. (For example: He used part of his army to attack one side of my base, another part against my working units, and build his CC just in my frontlines all at the same time... I mean that's some risky/exciting player!) Great attack/defense coordination with allies... his diplomacy skills is my cherry on top. Makes me feel ashamed when I fail to help them when they're in danger. Other things that make the gameplay exciting. But this might be too overwhelming for a new player. I should know. I remember rage-quitting when I first tried this game (Alpha 16) and got consistently *beaten simply because of my strength differences with the AI. I suggest lowering the AI's default difficulty for new installs.
    1 point
  9. As showed in the picture i realized this flag was not smoothed, and fixed it. Flags.7z
    1 point
  10. Units on walls get a armor bonus already, but maybe it should be a even bigger bonus. as for his number 3, the gentleman should try DE to see if the concept works as he suggests. Battalions would increase numbers of soldier, while reducing the number of controllably entities for the player.
    1 point
  11. Well that could end up beneficial too.
    1 point
  12. 2 star units means that skirtai would lose their peculiarity. I'd prefer a slightly higher iron cost to a rank downgrade since skirtai aren't a must to train units, you can grow your eco without them anyway. Skirtai are useful in battles, so i'd train them when i need strong units to defend/attack. Downgrading them to 2 stars would be a big disadvantage
    1 point
  13. I never had time to play on VeryEasy, so it would be interesting to know what you (retrospectively) found the major problems, so that we can see if some things need to be changed. You mentionned the fact that the AI is fast, do you mean to gather resources? it already has a gather speed penalty of 0.5, but it can still be decreased. Was it the size of the army it sent against you? It may be a bit easier by sending smaller armies (although they will be more frequent if we do not also change the gather rate). Or any other point to signal?
    1 point
  14. Possible yes, implemented no #4379 Arbitrary starting resources in the gamesetup (see also Player.js SetResourceCounts)
    1 point
  15. Unless the player resigns mid-game, I don't know how that happens.
    1 point
  16. @LordGood Could you have a look at this ? It makes all foundations adapt to terrain height.
    1 point
  17. Your maps looks gorgeous for cinematics
    1 point
  18. Melee cavs have an added usefulness in Regicide mode. They can hunt down, chase, and harass low-health Heroes. (Assuming that the hero isn't a cavarly/chariot unit as well)
    1 point
  19. Actually found a way to 'bypass' the out of memory errors by deleting a lot of units without affecting the look of the map. If the images look wierd, i couldn't use the screenshot options of atlas do OutOfMemory errors.
    1 point
  20. Does not sync means that animations do not pick the same variants, so they end up playing different animations.
    1 point
  21. Just to be sure, Is this what you are doing? <variant frequency="1" name="Death"> <animations> <animation file="infantry/general/death/inf_02.psa" frequency="1" name="Death1" speed="250"/> <animation file="infantry/general/death/inf_03.psa" frequency="1" name="Death2" speed="250"/> <!-- ... --> </animations> </variant> And for the props: <variant frequency="1" name="Death"> <animations> <animation file="infantry/general/inf_02.psa" frequency="1" name="Death1" speed="250"/> <animation file="infantry/general/inf_03.psa" frequency="1" name="Death2" speed="250"/> <!-- ... --> </animations> </variant>
    1 point
  22. First draft: http://trac.wildfiregames.com/wiki/ModdingResources Try
    1 point
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