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  1. With due respect, @mimo's continued absence is not a bug. Disappointing? Yes. An impediment to AI development? Most definitely. A bug within 0AD? Nope. Thus, I'm relocating this thread out of "Bug Reports" to somewhere a bit more appropriate. As to who will fix AI problems: 0AD is Open-Source, so as mentioned above: anyone who wishes to. While admittedly no-one else possesses mimo's accumulated knowledge and experience of the AI code and subsystems, we welcome and will consider all contributions (so long as they comply with the submission guidelines). (And FYI mimo is on a self-imposed hiatus. Whether or not he returns is up to him.)
    5 points
  2. Yes I agree about players not enjoying all the mechanics,and just rushing to win. Why even include all the beautiful features and buildings when you don't even get a chance to build them in a match ? I tried the multiplayer mode for a week,and I did not enjoy it because of most players were just building a good sized cavalry,and rushing your settlement to win fast. I didn't even see them build one wall while my wall with a gate was a work of art. I know this is not Anno or a building RTS but it is not fun when one player just rushes to win when he just has 5 fields of food,10 woodcutters,and a little bit of steel/stone. So I decided to start rushing by getting my market started,and buying all my resources to build the biggest army but it wasn't fun because it was a race. I decided to just play with my husband,and RL friends from Norway/Sweden only,and it is more fun playing with people who you trust,and are not serious about winning. It's so much more fun having your army massive,your economy blooming,and your civiliation looking like an empire than just a farm getting burned the minute it is built. This is the only thing I don't like about O.A.D. but otherwise it is a grand game,and has so much potential in being my dream game
    3 points
  3. I try too: Norse city (I don't know why but there is no sky, even if I had the "Show sky" option on)
    3 points
  4. 0AD needs a civilian aspect with villagers forming the backbone of the economy. It's really that simple... Citizen soldier concept should remain, but they should have bonuses for building military structures, and penalties for gathering resources, so that villager units are the logical go-to for all economic activities, citizen soldiers only being used for eco during an emergency/expansion. This means "women" will become villagers, 50/50 men/women. As mentioned in another topic, specific female representation can be preserved through a specialized healer unit trained at the temple (female clergy). Male priests would be used to boost general attack stats instead (morale, when implemented). Generals and the likes could influence other attack stats, relating to formations or battalions.
    2 points
  5. What could dislodge my choice of 0AD is if RoN will improve with walls, unit promotion, single infantry unit and good and more additional structures especially from ancient to medieval age. Their maps and terrain is just too good except the unrealistic size of rivers. Their mechanics is the best. The pacing is great that frontline players on team games seems still far apart. The flaring and taunts (with the extra taunts) are the best and funniest ever for me. Their water maps is very spacious for ships to maneuver nicely. Even land maps have plenty of rooms for good tactical battles. Although the senate general is unrealistically revivable but it’s addition brings more good mechanics. Also they need to make it playable on multiple OS. Another game that I like is Civ (5/6). I bought the 6 but haven’t played it coz it’s indie. I played thousands hours of Civ 5 and it’s really fun without too much pressure on SP. Stronghold needs better mechanics and should be not instant build. Needs better maps too. For now 0AD just need more better maps. Water maps like Cycladic archipelago must be improved with bigger island base and more water space to maneuver starting with normal size. The terrain of the island should also look like realistic with better biome not designed for MP game purpose especially that most high level players don’t play it more often if not at all. Hellas is a very promising map but the terrain has less flats so that structures can be built really good! Danubius is another map that can be improved if the big island is much bigger (starting from normal) with realistic terrain. The Gaia base needs to have a fixed unpushable border so that their structures are beyond reach by towers and fort range. The water needs more water spaces for more naval battles. Biomes should have choices too if possible. Ambush is one good map except that the main base lacks trees. A mainland snowy biome has very much better that what is generated in Ambush. The terrain on the highlands should have more flats so that structures can be built properly. It should also generate not just tight passes but rather larger area for open space battles. Hope AI can do open space battles too and not just programmed to attack and destroy walls and houses that obstruct their attack path and be bogged down. They should attack big armies and not just anything or single unit they first encounter or in their LOS. Players AI should also prioritize the siege units destruction than organic units enemies. 100 units tend to leave a ram or rams and attacking a single organic enemy units in their LOS. Mediterranean Cove is one nice map but just a skirmish and limited to 2 players. Nice open seas with nice highlands on each tip. How can we make our main base lively? It’s only work and battle? When playing SP I try not to gather even the chicken and animals and not chopping wood nearby to preserve more beauty around it. The only stance possible to make some movements around the base is patrol. No more recreation. Units are always in combat or gather mode. Also I think 0ad needs more buildings even if MP players don’t desire or use. Maybe a tavern, brothels, small arena etc etc. Again I think towers or any projectile firing structures like CC or forts should not fire if not garrisoned by a range unit, same as wall turrets. This mechanics contribute to more easy unit and messy spamming. Soldiers just gather or battle and no more extra duty when there is lull in aggression. It’s also frustrating imo and not a good mechanics for it to be built at the very edge of the border for use as offensive weapon. What do we call this as defense towers for if it can be used as offensive weapon? If u garrisoned it kills wild animals too which is a bit annoying when you try to preserve them. At least 0 abc mod CC don’t fire arrow if ungarrisoned but Nescios mod seems still unplayable and probably not improving it.
    2 points
  6. I like the pathing in AOM. I think it's pretty decent.
    2 points
  7. This isn't an academic paper. A game designer has to make concrete choices and these involve compromises to make the concept work. Essentially, yeah, that could work. I was just thinking that it could be the "official" game though since most of the mods are made either by WFG members themselves or by active forummers. Either way could work. That could be cool too. In the past I have pushed for more meta to be added to the civ.jsons so that the host can create interesting gameplay situations for their match, similar to what you suggest here.
    2 points
  8. Got some new tuts to practise on Grass-01-Full.7z Grass-01-Half.7z
    2 points
  9. Don't forget hair, 19th century West-African military culture, paganism, the phenotypes of South Africa and AOM. If there's anything you feel like sharing about yourself, or some other cool thing you have in mind, I'd say go for it! (as long as we only go off-topic in one dead thread at a time, I think it should be ok ). Check out this tiny Alaskan Tyrannosaurid, called the Nanuqsaurus (A) (for comparison, B is Tyrannosaurus Rex): Isn't it cute? Kind of like a morbidly obese Deinonychus without the the murderous claw. The Flintstones' equivalent of an overweight Rottweiler. "Who's a good boy? Who's a good boooy? Who's a good b-... AAARGH, IT JUST ATE MY ARM! DAMMIT"
    2 points
  10. Looking at all of these cool mods. Aristeia: Bronze Age, Millennium A.D.: Middle Ages, Terra Magna: Classical Age civs from across the world, and of course my Delenda Est. I am struck with a grand vision for 0 A.D. which could be spectacular. 0 A.D. Epochs Imagine, if you will, a 0 A.D. which spans the breadth of the entire pre-modern age. It's already happening with some very high quality mods, but what if eventually it could be made official? What would happen is that during game setup, the host (or single player) with a check mark system could select the different eras or "epochs" from which civilizations can be chosen. The host could choose only Classical epoch for an historical match, and then players could only choose the civs (like Athenians vs. Achaemenid Persians) with the Classical designation (in the civ.json file for modders and devs), or the host could choose multiple different epochs, allowing for some interesting ahistorical matchups which span across time (New Kingdom Egypt vs. Ptolemaic Egypt for example). Some civs would span multiple epochs (Rome, Egypt, India, Nubia, China all easily spring to mind), with epoch-specificities (the "Late Antiquity" Romans would be different from the "Classical" Romans who would be different from the "Medieval", ie "Byzantine", Romans course). While other civs, like the Thracians, would be relegated to only 1 epoch. In this way each epoch will have its own unique civs, while you can see a pattern of historical change with the long-running civs like the Romans across epochs. 0 A.D. Epochs could be truly epic in this way. How to implement it. Each Epoch can be added separately, in different subsequent releases when the civs of that epoch or mod become acceptably complete. Let's say the current "Empires Ascendant" roster becomes the core group of civs for the "Classical" epoch. Once Terra Magna is close to complete, its civs can be divvied up according to historical relevance. The Han could be added to the "Classical" epoch, while the Zapotecs can be added to the new "Late Antiquity" epoch. Likewise, Delenda Est's Principate Romans can be added to the "Late Antiquity" epoch along with any new "Part 2" civs, like the Sassanid Persians, Huns, Visigoths, et al. Just debut a new epoch with at least 3 new complete civs for some variety. New civs can be added later, perhaps one or two per alpha/beta release. What would be needed from the dev team is the UI code to allow this and then choosing when a mod civ is complete enough to add to the official Epochs roster. The Potential Epochs and Civs (for dreaming) Bronze Age Babylonians Egyptians (New Kingdom) Hallstatt Culture Hittites Minoans Mycenaeans Nubians (Kerma) Phoenicians Sea Peoples Hebrews Trojans Others Classical Age The current Empires Ascendant roster. Chinese (Han) Parthians Nabataeans Scythians Thracians Xiongnu Others Late Antiquity Romans (Principate; Trajan, Hadrian, et al.) Chinese (Jin Empire) Germanics Visigoths Marcomanni Vandals etc. Persians (Sassanids) Garamantes Huns Indians (Guptas) Japanese (Yamato) Zapotecs Others Medieval Anglo-Saxons Arabs Byzantine Romans Bulgarians Franks (Carolingians) Chinese (Tang Dynasty) Indians (Cholas) Mayans Mongols Norse ("Vikings") Ottoman Turks Poles Crusader Kingdoms Others Could maybe expand into the Renaissance, with the Aztecs, English, Incas, Spanish, French, Mughal Indians, Ming Chinese, wealthy African kingdoms, etc. Gunpowder wasn't overpowered yet. Still had lots of melee and heavy cavalry. Any actual roster doesn't have to be nearly this extensive at first. It can start small and get added to as modders add the civs they would most enjoy working on. It's completely doable, as modders will want to keep adding civs to the game for many years. The dev team can curate and make sure the civs don't get too crazy and unbalanced, but the large part of the work is done by modders.
    1 point
  11. That's the point You don't understand units in Age Of Mythology If you don't know ancient Greek and Latin you won't understand what units in the game are saying. It's an historical game so we try to get the closest to reality Farsi will be fine for the time being But the end goal is their original language.
    1 point
  12. Known bug, should be fixed for the rerelease. Try playing smaller maps or with less players until then.
    1 point
  13. Smiley is right. I agree that defending ram spam can be hard though. Melee units are generally good against them but they also get killed first in a fight because they are in the front line. You would ideally want to have swordsmen ready in advance near important buildings and then keep resupplying during the fight. You can then use the ram trolling trick where you garrison up to 20 swordsmen in a CC or fortress, set the rally point to the incoming ram and then ungarrison all at once to destroy a ram fast. Keeping soldiers garrisoned in a CC or fortress for longer makes it more expensive for the enemy to protect their rams because their support loses health fast. When the attack is too big and it's clear you aren't able to save the building, it might be better to just focus on weakening the support and only getting to rams later when they aren't well protected. Sending women to kill rams when there are skirmishers near is usually a waste. Instead I'd suggest to keep them at the opposite side of the building repairing the building as soon as possible (use the J + Right Click shortcut to request repairing even when the workers carry resources). The same holds for ranged units if there is no support nearby to kill (otherwise you probably want to focus on killing the support units first). Smiley had a good point when he said that losing a CC doesn't equal the end. You probably want to prevent all your buildings from converting to Gaia, which can be achieved not only by having another CC; a military colony, Iberian monument or a Persian palace are cheaper buildings that save you from getting Gaiaed. Keep in mind that rams are premium in price, so if the enemy loses four rams to destroy a CC, it might no longer be worth for him. Don't let losing a CC stop your military plans. Usually a good counter-attack is possible if the enemy sends all soldiers to your base. On a final note, I think we haven't mentioned heroes in the list of ram counter options. Hero cavalry swordsmen are one of the best units to use against rams. I'd even suggest trying to seek and destroy unprotected rams before the enemy sends them into an attack. While you don't let the enemy have too many rams at once, he won't be able to make a decisive push.
    1 point
  14. Been playing with the Tia Chi forms for about forty years and yes that slow motion thing you see the old guys doing in the park is a martial artwhose basic principle is to defect any attack on a tangent it includes throws and holds as well very efficient art no need to do the muscle buildup of the so called hard styles. Enjoy the Choice
    1 point
  15. Even if you can find someone who can speak that language (not exist) , then no one can understand it
    1 point
  16. I want to do the same for Kung-Fu. Now that my life is settling a bit I'd like to start again. I just love the art and the mindset not much the violence. On a side note I really loved the Settlers 7 ways of winning. There was military of course, but also trade, and upgrading your city. Each of them brought you stars and when you'd reach 5 you'd win. I believe you can mix victory conditions now in 0 A.D.
    1 point
  17. I can't stand MMOS/RTS with leaderboards,and arrogance,and this is why players are always rushing,and not enjoying the game. Isn't a game supposed to be fun over egos, stress and players getting angry over winning or losing ? Even on OW pvp games you have your griefers,your ego maniacs that want to be on top,and your whiners that feel they should quit after a week of being treated bad,and not being able to quest or kill dragons. I quit those kind of games after 3 years of rolling my eyes over how absurd people act. I played gw2 since I was a teen,and it started out fun than they got into the "espourts" which made people stressed,and people couldn't handle someone was better which resulted in bitter shouting matches. Lesser players wouldn't attend matches because the players that played the most would win,and gloat. I did get on the leaderboard for being a solo engineer,learning my class {I will be honest a lot of classes did have advantage on gw2 lol},and got so much hate from players that used BOTS to be on top {yes they used 5 BOTS to win,sadly} Seriously ? Yes players that play more have no patience with new players,they right away gloat or make fun of skills which what do you expect from a player that started a week ago ? There is no magic wand that you just wave,and instantly you are good. So why not have patience,and help new players get good than just gloat ? I am a black belt in MMA,and I never entered one tournament,and I been asked why by a lot of people. I learned martial arts to protect myself,and self defense when I need it,and did it for me not to show off,and win a trophy. I always been humble I love fun,and not to prove something.
    1 point
  18. Hey @blackpilled I'm really sorry you're experiencing this (mostly because it's my fault) So while you wait for the next release if you install this mod you can fix your issue and play online Sorry for the inconvenience.
    1 point
  19. 1 point
  20. If we have slaves that cannot guard the buildings or fight, but with an economic bonus, it should be a good system.
    1 point
  21. here you can find replays of good players also you can watch replay of ur games with that guy who built ram in less than 14 min to learn how he/she did it https://wildfiregames.com/forum/index.php?/forum/468-alpha-23/ https://wildfiregames.com/forum/index.php?/topic/24650-0-ad-champions-cup/
    1 point
  22. Practice your speed. Rams at 14th minute is quite tight on average players. I myself don’t care about whether I have rams or the enemy has. At 14th minute maybe he P3 at before 12th with few pop. Why worry with siege weapons? Just practice and keep your speed/pace by being efficient and try to get ahead of your opponent in terms of economy and army. Meaning you have better economy and more army. You can win by submission if you are fast, some tactics and management. You can watch the team replays of good players’ team games and watch the pocket players. There are many possibilities to be ahead. Sometimes a good location is favorable with extra berries and good hunts and good woodlines. The main thing is keep making units to work on what you plan to do to win or help win. I don’t play much 1v1 coz I think I’m slower from most high level players aside from the fact that it’s boring and just bravado. Team games are more fun.
    1 point
  23. @temple @wraitii also please look at https://code.wildfiregames.com/differential/query/ewUhFD.wz59N/#R
    1 point
  24. althrough im new, i noticed typical game looks like players make a lot of archers for the back and a lot of melee for the front and they also include siege machines. my fav civs dont have battering rams so i send 5 elephants. my enemy sends 5 battering rams. battering rams take dmg from all archers and some melees and are alive. they crush building by building till they get CC. my elephants maybe crush one building then die from archers either ungarisoned or garrisoned in fortress (elephants are very vulnerable for arrows) (actually thats why i gave up on crushing fortress with elephants, its never worth it, all your elephant die just from 20 garisoned units, while one battering ram would be enough in this case to take down fortress). one battering ram can take as much damage as siege tower can or even more? and he has 5 of them, and they crush bases at insane speed. i also had 5 catapults in base just to counter rams but they deal much less damage than rams that i barely killed one ram with 5 catapults (and they were firing constantly). enemy dont even need to invest in infantry, they can use rams to block most of damage and no matter what you do you are in losing position even if you win the battle with him you wont kill 5 rams in time. (even if you win battle (i mean kill most of his human units) he will get your CC , next time he will get CC and barracks, progressing in each attack even if you had advantage in eco and army (and thats because you usually dont have enough firepower to kill even half of his rams, well I have the units but they dont do dmg)) maybe im missing something but my barracks have 0 swordsmen and pikes+spearmen+archers do very low damage to rams.
    1 point
  25. I think coding ladders is pretty hard. You have to touch at least AI, Unit AI, Pathfinder. Then you have to make animations for it.
    1 point
  26. I think ladders could work if all wall models were readjusted to be a standard height.
    1 point
  27. I played Age of Mythology for a few days,and the verdict is I do think it is a great game,and very fun, but it isn't as good as O.A.D. I do like O.A.D. way better.
    1 point
  28. Texturing has, and is still my weak spot, so I'm always trying to improve there, because I intend to give the flora some love. Today I experimented translating a tutorial from http://www.oggyart.com/tutorials.htm a CD Projekt Red environnement artist to blender. I found the link on Khaganat so I thought I'd try it out. In the end I didn't manage to get much of the workflow in blender, but if someone can make it more straighforward please let me know. For now, I just take a vertical picture of grass planes just like he does. Reusing game grass textures I managed to get some new terrain textures. (Files are at the bottom for people that want to try it in the game) I can upload the blendfile on request. grass_texture_1.zip
    1 point
  29. If they were stuffed with bigger heads maybe they would be cute Yes we can start a thread about topics not related to O.A.D.,as long as everyone is done with the topic that is impourtant
    1 point
  30. I am going to try the Hyrule tomorrow due to the fact no work tomorrow so I can play the mod heh It looks very cute,and a lot of elves. Yes we did go a lot off topic lol I think we should stick to O.A.D. which is such a grand game that it deserves the attention of topics. Yes we leave it at OAD,and a bit other games, but not haircare,Counties/nations or South African farms lol It's was a pleasure darling,ty for chatting also
    1 point
  31. eae em borg-(3) vs (0) valihrant borg- vs valihrant.rar
    1 point
  32. https://trac.wildfiregames.com/browser/ps/trunk/source/tools/templatesanalyzer
    1 point
  33. This mod reminds me Majesty: The Fantasy Kingdom Sim. Would be interesting to see indirect control at 0 A. D.
    1 point
  34. Only when choosing to mix epochs... Looove it!
    1 point
  35. Tried these. Some observations: The biggest thing you'll notice is that these tile badly. They don't tile correctly at the edges and they have a dark spot in the corners. Fix that and these are on their way. The blade size is too big in scale. Grass blades should be much smaller in scale (for standard grass), especially when compared to units. A few variants with bigger blades are okay though, maybe for tropical grassy fields or for punches of detail. But on the whole, "grass" blades should be smaller scale. Would be nice to have variations where there are plant shapes thrown in and variants where there are different grass colors mixed in (not just all one color) to blend between the different shades of grass.
    1 point
  36. Another attempt. This time with mixed grass. untitled1.png.zip
    1 point
  37. Can nice have more variety of shapes. and normal textures.
    1 point
  38. Yes, there were great similarities, often indistinguishable, but that's hardly surprising. Central Eurasia formed a single continuum, there were no real borders; the region was perfectly suited for (semi-)nomadic lifestyle; culture, ethnicity, and language were rather fluid, constantly merged, and were therefore surprisingly homogenous for such an enormous area; steppe peoples rapidly emerged suddenly, replaced each other, and disappeared for centuries. Hunting was a very important part of their lifestyle and deer were one of the largest and most widespread game. The longer and more complex the antlers, the older the animal, and the more prestigious the kill. Divine stags and hinds also appear in many mythologies. It remained an important symbol up until modern times. Here's a beautiful example from 18th C AD Qing China, combining the Persian taste for lapis lazuli with a Central Eurasian golden deer (the Chinese touch is the flower in its mouth): Another very significant and frequently recurring symbol is the griffin, typical amongst Iranian peoples. Now we've seen lots of pure gold, let's finish with an example of Scythian (gilded) wood carving (5th C BC):
    1 point
  39. I know it is an old thread but you can look also how early on was done metagame or balancing.
    0 points
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