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  1. The rules has been edited , please read it again Welcome to the Honor League (2v2)! The first league of 0 A.D. recognized by Wildfire Games This league will be in a format of 2vs2, (Bo3), so you must look for a partner already to be able to register! Here below we leave the rules of the event, please read the entire document before asking any questions Before starting with the rules section, we leave you with a Wildfire Games note .................................................................................................................................................................................................................................. This tournament is recognized as a Wildfire Games community event. @Stockfish is the sole organiser of this event, any issues are to be reported to him (or personnel designated by him), not to Wildfire Games or to 0 A.D. Lobby Moderators. Unsporstmanly conduct is not permitted, any offenders are to be barred from future events by Stockfish .................................................................................................................................................................................................................................. Hello, welcome to the rules section of the Honor League. Before starting with them , from the league's developer team please read them correctly and carefully to avoid misunderstandings. We also want to explain that there are 3 types of infractions: Green, Yellow and Red * Greens: If you or your opponent violates a green rule, they will lose the map they are playing * Yellow: If you or your opponent violate a yellow rule you will lose the entire match (all maps) * Red: If you or your opponent violate a red standard, they will be disqualified from the league OFFICIAL REGULATIONS OF THE LEAGUE: 1) CREATION OF MAPS: 1.1) Maps: Mainland, Ambush, Schwarzwald, Gulf of Botnia, Lorraine plains, Corinthian Isthmus 1.2) Map configuration: 1.2.1) Mainland Map: Players: Game Type: ------------------------ ------------------------ ---------------------- Map Type : Random Number of player : 4 Conquest : On Map Filter : All Maps Population Cap : 250 Conquest Structures : Off Select Map : Mainland Starting Resources : Low(300) Conquest Units : Off Map Size : Medium Disable Spies : Off Relics : Off Nomad : Off Cheats : Off Wonder : Off Disable Treasures : On Game Speed : x1 Explored Map : Off Ceasefire : No Ceasefire Revealed Map : Off Teams Locked : On Biome : Random Last Man Standing : Off Rated Game : On 1.2.2) Ambush Map: Players: Game Type: ------------------------ -------------------- ---------------------- Map Type : Random Number of player : 4 Conquest : On Map Filter : All Maps Population Cap : 250 Conquest Structures : Off Select Map : Ambush Starting Resources : Low(300) Conquest Units : Off Map Size : Normal Disable Spies : Off Relics : Off Nomad : Off Cheats : Off Wonder : Off Disable Treasures : On Game Speed : x1 Explored Map : Off Ceasefire : No Ceasefire Revealed Map : Off Teams Locked : On Biome : Alpine Last Man Standing : Off Rated Game : On 1.2.3) Schwarzwald Map : Players: Game Type: ------------------------ ------------------------ ---------------------- Map Type : Random Number of player : 4 Conquest : On Map Filter : All Maps Population Cap : 250 Conquest Structures : Off Select Map : Black Forest Starting Resources : Low(300) Conquest Units : Off Map Size : Medium Disable Spies : Off Relics : Off Nomad : Off Cheats : Off Wonder : Off Disable Treasures : On Game Speed : x1 Explored Map : Off Ceasefire : No Ceasefire Revealed Map : Off Teams Locked : On Last Man Standing : Off Rated Game : On 1.2.4) Gulf of Botnia Map: Players: Game Type: ------------------------ ------------------------ ------------------------ Map Type : Random Number of player : 4 Conquest : On Map Filter : All Maps Population Cap : 250 Conquest Structures : Off Select Map : Gulf of Botnia Starting Resources : Low(300) Conquest Units : Off Map Size : Medium Disable Spies : Off Relics : Off Nomad : Off Cheats : Off Wonder : Off Disable Treasures : On Game Speed : x1 Explored Map : Off Ceasefire : No Ceasefire Revealed Map : Off Teams Locked : On Biome :Random Last Man Standing : Off Rated Game : On 1.2.5) Lorraine Plains Map: Players: Game Type: ------------------------ ------------------------ ---------------------- Map Type : Random Number of player : 4 Conquest : On Map Filter : All Maps Population Cap : 250 Conquest Structures : Off Select Map : Lorraine Plains Starting Resources : Low(300) Conquest Units : Off Map Size : Medium Disable Spies : Off Relics : Off Nomad : Off Cheats : Off Wonder : Off Disable Treasures : On Game Speed : x1 Explored Map : Off Ceasefire : No Ceasefire Revealed Map : Off Teams Locked : On Last Man Standing : Off Rated Game : On 1.2.6) Corinthian Isthmus Map: Players: Game Type: ------------------------ --------------------------- ---------------------- Map Type : Random Number of player : 4 Conquest : On Map Filter : All Maps Population Cap : 250 Conquest Structures : Off Select Map : Corinthian Isthmus Starting Resources : Low(300) Conquest Units : Off Map Size : Medium Disable Spies : Off Relics : Off Nomad : Off Cheats : Off Wonder : Off Disable Treasures : On Game Speed : x1 Explored Map : Off Ceasefire : No Ceasefire Revealed Map : Off Teams Locked : On Last Man Standing : Off Rated Game : On 2) RULES OF THE GAME: - All buildings, soldiers, civilizations and improvements are allowed except for: * Pharos (ptolomie building) - To clarify: Wonders and walls ARE ALLOWED - Spectators are FORBIDDEN 3) CIVILIZATIONS: (***) VERY IMPORTANT : You can not repeat two civilizations on the same map by a team or repeat the same civilization on more than one map NOTE : If you start a game with wrong civilizations , you can not make claims about them 4) REGISTRATION: To register for the league , first of all we must tell you that by doing so we understand that you have read ALL THE RULES and therefore in case of infringing any of them will face its subsequent sanction. To register we need you to do the following: 1) Find a partner with whom you can play the league (remember it is a match per week) 2) Send a private message to this account with the following requirements: * ID of you and your partner (Perfectly written) * A capture of a conversation from you and your partner in which you explicitly see that your partner agree to be your teammate (in English) * Name of your team and a square image that you want to have as logo Once sent that message any of the administrators of the league will respond confirming or not their registration. In case of not doing it , we will give an explanation on why the denial and you'll can re-register by repeating the process correctly Once registered, we will use the forum as a courier and through it , you will send us the results, possible infractions and traps that can be made by the rival teams. (In case there is a administrator of the league online in 0 A.D. , tell him about the infractions and the possible cheating that you may have seen, he will tell what you should do {The results will always be sent by private message to our account as soon as possible}) IMPORTANT: Result not sent before the end of each week is equal to defeat. 5) THE RIVAL TEAM HAS MADE TRAPS WHAT SHOULD I DO? If you have detected that your opponent has committed ANY violation, you must: 1) Tell him by the game chat the infraction he has committed 2) Immediately afterwards you must leave the game (you and your partner) SURRENDERING TO HAVE REPETITION 3) If the opponent has committed a green infraction, you must continue with the next map, if they have committed a yellow or red, send immediately the result to this account counting what happened and send the repetitions of the maps * In case of any problem contact an administrator * If you leave with no reason , the entire game will be marked as lost directly 5.1) LOSS OF CONNECTION : In case of loss of connection of a player, the game will be paused for 5 minutes + 1 of courtesy to wait to the player returning to the game. In case of not returning to the game you must play 2 against 1. If the connection loses the host, the team that is hosting will lose the game VERY IMPORTANT : In case a map is continued having an infraction, if the marked protocol has not been followed , the sanction will be nonexistent, EXCEPT: Build a lighthouse and destroy it in a short time, In that case the 3 maps will be lost directly. (Evidence will be needed for that case) 6) HOSTING : The maps of the league will be hosted as follows: The team that is above in the table will host the first map and the third, therefore the other team will host the second (In case of a tie, the position in the league will be respected) 6.1) WE DO NOT HAVE ACCESSIBLE HOST : In case of not having a host to which people can join, you must find a host which must create the game according to the rules set by the regulation. In case of any infringement the team that had to host will be the only responsible 7) How can I send the results of games? If you have finished a match, follow the following instructions to send the result (ONLY SEND IN CASE YOU ARE THE WINNER) 1) Send us a private message and write the name of your team and your rival's 2) Send the result + the repetition of the 3 games (if any) NOTE : If there has been any type of problem in the confrontation, communicate it and tell us the exact minute to be able to review IMPORTANT: PLEASE , SEND ALL THE RESULTS AND THINGS RELATED WITH THE LEAGUE WITH THE SAME ACCOUNT 8) OPENING OF JUDGMENTS An opening of trials will begin in the following cases: - Both teams claim the same result in a match - An infraction is committed and the infringing team alleges not having committed such infraction - A red offense is committed (where the offender must state the reason for his behavior) Once a trial has been opened, it is mandatory for the two teams to present the evidence of what happened in order to give a correct solution, for the following it is mandatory to have the repetitions to pass them in case of problems, in case they are conversations, it is recommended make a capture of them (with the mobile for example) 9) WITHOUT PARTNER? If you don't have any mate to play the league , you can register by yourselve and when registration time is closed , we'll search you one mate ( if any) This doesn't assure you that you'll have partner , it will depends of the lonely players To register lonely just send your name and write that you' have no mate ........................................................................................................................................................................................................................................................... Green infractions: - Build or use any element prohibited by the regulation. - Repeat civilization, whether both players of a team use the same civilization on a map or that a player has chosen a civilization on a map and choose it on a later map - Set the map wrong (do not follow the instructions given by the team on the '' CREATION OF MAPS '') - Entrance of spectators in the middle of the game (The host team will lose) Yellow infractions: - Establish an anti-sports behavior (It is yellow infringement, but will be notified to moderators of 0 A.D) - If a player of a team has a different ID than the one he puts on the template, he will automatically lose the match Red infractions: - Insult (seriously) ANY member within the sporting event .............................................................................................................................................................................................................................................................. If you have any questions about the rules or anything related to the league, do not hesitate to look for the league administrators in the 0 A.D. lobby: @Stockfish, @Jofursloft, @ RolandSC2. Ask them, they will help you! , in case they are not in lobby, send an email! The previous regulation will be subject to possible changes with prior notice A SPECIAL GREETING OF THANKS TO @Feldfeld, who developed the rules of the game
    5 points
  2. Terra Magna appears, because I play against the Zapotecs
    4 points
  3. I asked my colleague Egor Bredikhin to choose and check for me a small open source project, which I could investigate in between my other tasks. He sent me the log of the project 0 A.D. After the question "Why this project?" he answered: "I just played this game, a good real-time strategy". OK, then let it be 0 A.D.:). Artcile: Good job, authors of the game 0 A.D! (19 insignificant bugs)
    3 points
  4. 2 points
  5. Now we have EUR 885.28 and we are down to 2 Flattrs per month, one from each giver. Each one is donating USD 0.01-0.03 per month. --- Today I sent SPI another reminder about this task. It's been over a year since my original e-mail.
    2 points
  6. I understand that balancing is a delicate issue, but rams should obviously be noticeably slower than the slowest infantry unit. The heavy ram is pushed forward by people, it's not outfitted with a combustion engine or anything. By definition it is slower. Just think about it for a minute... How can people pushing a heavy device outrun infantry? That one unit of speed difference isn't noticeable by the way, it results in a disorrientated mass of infantry chasing the ram from behind, rather than flanking it or immobilising it by running in front of it. You often can't effectively order your infantry to "intercept" them. Secondly, it's really cool that swords are specialized at taking out rams, no problem, but it is highly unrealistic and unintuitive that spears perform so poorly against them. Again, think about it for a minute... You'd expect spears (with all that extra reach) to be quite effective at killing the dudes operating the ram. I haven't played alpha 23 MP, to be honest, but I played more than a few MP-games in alpha 22 and people were definitely complaining about rams. Mostly during the game, and I've also seen people bring it up after games in the lobby as well... Also, how are rams even capable of killing horses? You can even effectively use rams against ranged infantry if the opponent isn't paying close enough attention. That's just weird... In short, rams are too fast, and spears should be somewhat effective at taking them out as well. It has been brought up many times before. Rams should also have a bonus against gates. If not those things, at least make it slower at dealing damage... A siege should feel like a siege, not a steamroll... First you kill/clear the enemy army, then you send in the siege-equipment. But how in the world can you send siege-equipment through an enemy army?? Anybody that does that deserves to loose their equipment. Currently they are rewarded, however, especially if they advance with rams. Sure, it's a good practice to take advice from the best pro-players, BUT, I always get the very strong feeling that many people here are forgetting the masses of single players (more than 90% of the player-base), and everyone that isn't a pro-player (99.9%). Obsessive compulsive micromanagement of units, a strong focus on APM and a good command of shortcuts, as well as making the most effective use of obscure/under-advertized mechanics isn't what most players enjoy or expect from a Real Time Strategy game. You expect that from MOBA-games like League of Legends. When playing a historical RTS like 0AD, a certain level of intuition is to be expected.. You'd expect melee units to be good against rams. I also think you can easily alienate new players by always dismissing these kind of concerns/suggestions when they come up repeatedly like this. It almost feels like calling them ignorant for not understanding things that can not be understood without asking specific players, which is unintuitive and offsetting. The vast majority of people aren't crunching numbers when they compose their army. Explaining fiddly numbers about hack, pierce and crush damage really isn't a satisfying explanation as to why you lost a game. If you want to ignore, disagree or dismiss the above, that's totally fine (no hard feelings), but at least agree that there need to be clear and unambiguous in-game tooltips explaining each of the most obscure/influential mechanics. Lower the threshold for players to understanding what they are doing wrong. When recruiting rams, it should clearly say what they are good against, and what they are vulnerable to. When recruiting swordsmen, it should clearly say that they are specialized at taking out siege-equipment.
    2 points
  7. Oh thanks @Alexandermb ! It’s nice to hear from you! I will definitely test when I reach home and now my game can go on and almost abandoned it coz the AI is really tough.
    1 point
  8. Hack = melee. In game context. It never made sense to give them a pierce attack. It only muddied the waters.
    1 point
  9. My latest video commentary analysis. Enjoy, all!
    1 point
  10. Open the scenario editor via the game menu. In the entity panel place the wall gate. Dont forget to the set the player in the bottom pane. Place random units for both sides. Return to the main panel and press play. Try closing and opening the gate and see what happens.
    1 point
  11. Thanks for chimin' in @andy5995 Your info is much appreciated. I've subscribed to LQ thread, hopefully it will gain attention of 'big boys' there. Well, already did, AFAIK. :) I think I don't understand this: Did you mean the building order, as you listed, is essential to get the clean build with debugging symbols or one should use svn for that? Thanks!
    1 point
  12. It's a misrepresentation. We should be guided by good arguments for things being true or false, not our feelings. It's not that there is a choice between optimizing the game for the top 1% or the 99%, it's that the best players have the most experience, seen the most things to get a clear view of the game mechanics and balance to understand the needs of every player, experienced and inexperienced. It's in everyones interest that games don't end up with one unit or structure being spammed and the rest being useless. If there is a thing where experienced players don't complain about but inexperienced ones do, it seems to be a matter of missing information, such as was intended to be provided by tutorials. That. In that case I might call players that what you mentioned above if they request us to change the game without having read the current attack and armor stats of the units they use. If one had a problem with destroying rams, one looks at the armor statistics of rams and notices they have 99% pierce armor or such but only very few hack and pierce armor. Next, one looks at ones own units and checks which units have more hack and crush attack. One should learn by mistakes, not request the game to change if one does a mistake. The counters to units is not a fixed list and can change with every tempalte chane. Swordsmen are one example, elephants are also good, even spear cavalry or outnumbering catapults. While one can add a number of tooltips to these units for rams, one runs into the same problem with the next best unit that one doesn't know how to counter. The missing piece of information might or might not be how our attack model actually works (pierce / hack / crush damage and armor model). It can be easy to lose a match against an AI or a human who wins by outnumbering one and then instead blames the unit that was outnumbering one. It really depends on the individual match why a player has lost. I have seen a lot of players have a terrible economy, don't train 5 units at a time but 1 by 1, don't research economic upgrades or phases, build storehouses far away from the resources and thus might not be able to reach age 3 as quick as the human or AI opponent to counter the siege warfare effectively. So just because one is bombarded with lots of different balancing requests doesn't mean they are all right (in particular if some of the requests are mutually exclusive). I didn't say that the game balance shouldn't be changed, I was merely answering to andy5995 why I don't want to review a patch that changes the balancing while we don't have unambiguous evidence of an 'OP' unit. While movement speed might not change balancing that much, attack and armor stats are very volatile. I don't feel capable to judge a balancing patch without investing much time with other players to have something that works for 100% of the players. I don't need someone to change a number, I need someone credible that knows that this number is the best one and actually exhausted the evidence for that (at least if you're working on a unit that is central to the gameplay, such as siege engines). Why one lost can best be found by watching the replay. If the opponent outnumbers one and one didn't have the hard-counters to that unit, the opponent clearly should win. While not everyone knows about the snowballing effect of Lanchesters Law, I assume everyone knows that one can't beat someone with 50 units if one has only 30 units of the same type. If the numbers were equal but the unit types differed, it should also be clear that the units have properties that make them stronger or weaker. Where would they be seen other than the tooltip? I'm losing many games, but it's because I'm not good enough at it, not because the game is imbalanced. Consequence? I continue to play with the better players because I want to be challenged. If I want to increase my chance to win, I have to spend more time on practise and theory or I can play with more players closer to my level or the AI. Anyway, the discussion is getting more broad with every sentence rather than converging towards an implementation. In case I didn't mention it already in this post, ok for me to restrict rams attacking other units (maybe except siege engines).
    1 point
  13. I've been really busy these past two years but found time to play the new release. Round of applause to everyone who made this happen!
    1 point
  14. I complied the latest GIT successfully and to my amazement... you can actually get into the map! It's not without problems though... this is with the GPU memory set to 160mb (shared with 1GB of system ram). After a few minutes it freezes and hard locks the system. You can see it getting slower and slower... I should probably run some metrics. Interestingly textures work so I don't know if it's getting passed uncompressed from the game or if the driver is decompressing them. This is actually my third attempt at running the game or so. The first time, as it was streaming the textures in, it actually loaded them all, but as higher quality versions started to appear, the game messed up as it does here. Is it possible to have a "low quality" setting which locks it to the muddy looking versions for testing? Next tasks: Proper profiling of RAM usage (GPU and System) Poring through logs etc to find out where the display driver is messing up (if it is) Filing bug reports (once I have useful feedback)
    1 point
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