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  1. I found this tutorial - it might be helpful for understanding the concepts: https://gamedevelopment.tutsplus.com/tutorials/building-a-peer-to-peer-multiplayer-networked-game--gamedev-10074 The way this is usually done is that each computer calculates the game separately, and the information sent to each other are the player actions (player commands) only - each computer then calculates the results of these actions on its own. Computers also will send each other hashes of the game state to ensure their calculations are in sync and all players are experiencing the same game. This is the gameplay part - you obviously will need a networking layer too.
    3 points
  2. Slingers shouldn't cost stone. Stone in 0 A.D. is a building material obtained from a quarry. There were different kinds of sling projectiles: fist-size rocks picked up at the battlefield smooth pebbles obtained from riverbeds terracotta (baked clay) balls lead bullets In any case, they were not crafted from stone obtained in a quarry, which would be quite cumbersome. Although it's possible to hurl rocks of c. 500 g, which would have high impact, in practice sling projectiles were much lighter, under c. 50 g, sometimes as little as c. 5 g. The lighter the projectile, the higher the speed and range, and the greater its penetrative power; tiny bullets would go deep into the enemy's flesh and were very difficult to extract; besides, their small size made them difficult to see and dodge. (I assume the 111 is a typo for iii, because the relevant paragraph is indeed in book III, section 3.) Xenophon (Anabasis 3.3.16-17) insists Rhodian slingers (who used lead bullets) could shoot twice as far as the Persian slingers (who used stones). In terms of effective range, something like: Rhodian slingers > Iranian archers > Cretan archers > non-Greek slingers > javelineers would be realtistic; I'm not entirely sure implementing that would actually be a good idea. Here are two pages from The Cambridge History of Greek and Roman Warfare, an accessable introduction: One other thing, I have some doubts about that several slingers in 0 A.D. have shields.
    3 points
  3. By the way http://tollundmanden.one/?lang=en
    2 points
  4. Not something I genrerally agree with, but some games designers would say that it can harm enjoyment if things are too random, in that players become unsure if plans will work. That's why I said it would average out in larger group attacks. I think it would be a good thing to devalue single/low unit number harrasment with micro. Regarding Arrows also having Damage randomness. It would similarly make things a more unpredictable and gives more constant jeopardy (like combat). So even if an archer might only get 4 shots off at a cavalry charging them, if they get lucky and kill the rider, so be it. The other benefit that is much more realistic, is you don't have the cumulative hits of regular small wounds. I don't think that's how it works... you either are pretty healthy, but losing stamina, or you get a serious incapacitation. Encouraging constant monitoring of health stats is not very realistic or strategic. If done alot, it changes the gameplay and strategic thinking/feel of the game so I could understand Devs/exisitng player push back... it favours macro and statistical/odds based thinking and attacks plans, and makes micro with smaller groups less effective, which is my preference in RTS.
    2 points
  5. THE MACEDONIANS Above: Hero selections for the Macedonian player Above: Philip II of Macedon (left), Alexander III the Great (right) Above: General Craterus (left), Demetrius the Besieger (right) Above: Macedonian Citizens (left), Slaves (right) Above: Priest/Healer Units Civic Center Macedonian Citizen (I) Storehouse/Farmstead Slave (II) As with all slaves, unlocked by building a Market in Town Phase (II). Barracks In the City Phase (III), individual Barracks can be upgraded to the Royal Barracks, which allows the training of Elite Pikemen, Hypaspist Champions, and champion Thorakites (phase IV). Pezhetairos Pikeman (I) Elite Pezhetairos Pikeman (III) Hypaspist Champion Hoplite (III) Can upgrade to Silver Shield champion after researching "Silver Shields" tech. Macedonian Thorakites (IV) Archery Range Agrianian Peltast (I) Runs faster than other javelin infantry. Promotion techs -> Advanced (III) -> Elite (IV) Rhodian Slinger (II) Mercenary (costs only Coin) Cavalry Stable In the City Phase (III), individual Stables can be upgraded to the Royal Stables, which allow the training of Elite Thessalian Cavalry and champion Companion Cavalry. Scout Cavalry (I) Thessalian Cavalry (II) Companion Champion Cavalry (III) Can upgrade to Royal Bodyguard cavalry after researching "Royal Bodyguards" tech. Fortress The Macedonian Fortress allows the training of Hypaspist champions, Companion Cavalry champions, and 4 different heroes. The Macedonians have a unique hero system which I hope to roll out to all other heroes in the game. This will be discussed later in this document. Hypaspist Champion Hoplite (III) Can upgrade to Silver Shield champion after researching "Silver Shields" tech. Companion Champion Cavalry (III) Can upgrade to Royal Bodyguard cavalry after researching "Royal Bodyguards" tech. Philip of Macedon "Great Reformer" aura: Champion Units -50% train time and -25% cost while he lives. Can upgrade to mounted version, with extra health, speed, and trample effects. Alexander the Great "Imperialist" aura: Macedonian Civic Centers +20% territory bonus during his lifetime. Can upgrade to mounted version, with extra health, speed, and trample effects. General Craterus "Taxiarchès" aura: Pike Infantry +20% attack and +20% capture within 30 meters of him. Can upgrade to mounted version, with extra health, speed, and trample effects. Demetrius the Besieger "Poliorkḗtēs The Besieger" aura: Siege Engines +15% range and +10 crush attack during his lifetime. Can upgrade to mounted version, with extra health, speed, and trample effects. Siege Workshop As with all other civs, building a Siege Workshop unlocks the Catapult, which can be built by citizen soldiers anywhere on the map. Unlike other civs, the Macedonians do not have to research "Ballistics" before researching catapult technologies. Lithobolos Catapult Unlocked by building a Siege Workshop. Buildable by units in the field. Oxybeles Boltshooter Trained from the Workshop Covered Battering Ram Trained from Workshop Helepolis Siege Tower Trained from the Workshop Dock As with other seafaring civs, the Dock has been split into a Dock, which trains fishing boats and merchant ships, and a Shipyard, which trains warships. Fishing Boat (I) Merchant Ship (II) Naval Shipyard As with other seafaring civs, the Dock has been split into a Dock, which trains fishing boats and merchant ships, and a Shipyard, which trains warships. Dieres (II) Light Warship Trieres (III) Medium Warship Hexeres (IV) Trainable after researching "Naval Arms Race." Factional Mercenary Camp The game has 2 different types of Mercenary Camps, which are capturable Gaia structures dotting the map. Native Mercenary Camps have mercenaries available based on geographic location and ethnicity of the map. Factional Mercenary Camps are those with mercenaries available for hire based upon the owning player's civ. Mercenaries cost no population room and between 100 and 150 Coin resource to hire. They have a training limit of 30, increasing +10 for each subsequent Mercenary Camp captured. Mercenary Greek Hoplite (II) Advanced Rank Thracian Black Cloak (III) Elite Rank; costs extra coin Cretan Heavy Archer (II) Elite Rank; costs extra coin Odrysian Skirmish Cavalry (II) Special Buildings Library "Scholarship" aura: Reduce the cost and research time of remaining technologies by 10% with every Library owned. Research some special technologies. Special Technologies Silver Shields (IV) Allow Hypaspist Champion Infantry to upgrade to Silver Shields for a small cost, for greater attack, health, and armor. Royal Bodyguards (IV) Allow Companion Cavalry champions to upgrade to Royal Bodyguards for a small cost, for greater attack, health, and armor. Metropolis (IV) Civic Centers +100% health and double default arrows. Antikythera Mechanism (IV) All units +5% speed and +10% vision range. Naval Arms Race (IV) Unlock the Hexērēs heavy warship for the Macedonians. Hegemon (IV) Unlocked when a Macedonian or Epirote player captures a non-Macedonian or non-Epirote Civic Center. Heroes +25% health. Making use of the Upgrade feature The Macedonians make extensive use of the 'Upgrade' feature in the game. By upgrading a Barracks to a Royal Barracks, it unlocks new units and techs. Same thing for the Stable: upgrading it to a Royal Stable unlocks new units and techs. The champion units (Hypaspists and Companions) can upgrade to more powerful versions after researching unlocking techs at the Royal Barracks and Royal Stable. The Heroes have a new unlocking feature that I want to role out to all the heroes in the game. They start life as "foot" versions and then can subsequently be upgraded to a mount, which gives extra health, speed, trample, and other things.
    1 point
  6. @Alexandermb recently put together a blend file that allows to customize shields. Using the video he provided you can just import stencils and apply them on shields Aspis Bake.mp4 He thought you might want to try specific patterns @wowgetoffyourcellphone and @Nescio The provided video should show you how to do it easily. 0.A.D. Aspis - Clean.blend.7z Here are some examples.
    1 point
  7. 1 point
  8. Following another topic about the abstraction of resources. Basically: - food: something to produce human units, some related technologies, some related structures. - wood: a basic resource to produce basic weapons/tools, basic structure, basic technologies. - stone: a resource to produce advanced structures, advanced technologies. - metal: a resource to produce advanced weapons/tools, advanced technologies. I am not sure that all military units should cost metal in fact. That seems less evident than some other points. For structures costing food, I could imagine some specific cases, but indeed some seems removable. I wrote that before looking at some design docs. Let's paste an old public version from the wiki:
    1 point
  9. He considered a Pergamene faction in another thread.
    1 point
  10. Should be close to the same, but instead of ipconfig you should use $ ifconfig If you are on a distribution where it's not present because it has been deprecated, you can use $ ip a
    1 point
  11. I was playing a rated game and Campeador left the game without resigning. @user1 commands.txt
    1 point
  12. What I have from a23 version and i think still applies to last update : - Fields too weak, they can be destroyed almost immediately on a raid (much more efficient than targetting workers) - Elephants too strong I think. I would suggest train time nerf. I don't know how it develops with the new coin ressource but i think it doesn't change much. - About women and house fertility tech : I think the house tech to train women is too strong, either to grow eco or even to possibly use women to fight. Women are cheap and have decent stats. Spartan women might also have a bonus for them i don't remember - From years ago memories but I think still applies : Catapults too strong against human (even in vanilla where human units have high crush armor, catapults are still effective). I have memories of catapults melting melee cav - From last version but I think is fixed now : ranking up gave too much range increase, but after i checked Imperial romans skirmisher stats it looked fixed. I still leave this comment just in case. I don't have anything for things like balance between civs since it hasn't really been tested (yet)
    1 point
  13. Will Scythians heroes upgrade to a mounted version ? Or will all their heroes start out mounted as a civ feature ?
    1 point
  14. Etruscans (With possibly Tarquin as a hero) might be a better choice for a future civ, Monarchy romans would be pretty much Etruscans with some semi-legendary kings. What is the timeline for republican civ ? Does the war with Pyrrhus or Brennus sack of rome falll whitin it ?
    1 point
  15. Don't forget to upvote, comment, and subscribe to every 0 A.D. video!
    1 point
  16. Republicans should keep Scipio like in vanilla, possibly add some from the first punic war if you want (Marcus Atilius Regulus as a navy focused hero ?) I saw on a old thread that you planed on triumvirate romans to have three heroes at time, does that still hold up ? Republican buildings will need to be reworked, some of them are quite imperial/triumvriate looking (See CC). Triumvirate could have Evocati Champion, i like the way they are portrayed in EB2 (Avoding the overly standardized look, often seen i depictions of legionnaires)
    1 point
  17. I find the practice of bog burials interesting, they very likely knew of it's preserving properties since they also stored butter in bogs and it takes a specific kind of bog for the process to happen. Wonder why he was wearing just a hat; maybe some costume for sacrifice or execution (The first one seems more likely, considering how they closed his eyes and put him in sleeping position) possibly indicating a spiritual significance of the cap.
    1 point
  18. Indeed. A Triumvirate civ is certainly in the cards. I want to represent the Romans at their major turning points: Republican, Triumvirate, Principate, Dominate. Any suggestions for Republican and Triumvirate heroes? Republican (Polybian army) Marcellus Maximus Scipio ? Triumvirate (Marian Reforms+ army): Probably the civ with the most heroes. Marius Sulla Caesar Pompey Marc Antony
    1 point
  19. German ram could be covered in shields as i said. Scythians did not use much shields, so their ram could have a wood frame covered in leather (Like they use for their tents and covered wagons). Been thinking about civilian units. For merchants i suggest a horse or maybe ox cart (Not much use of donkeys by germans). Priest could either be a priestess, or a bearded man with a horned headress. The phrygian-esque hat of the tollund man could be used, either for merchants (Since a lot of the ingame merchants use some kind of hat) or even priest (Odin's pointy hat ?)
    1 point
  20. I may still give them a "Covered Ram" upgrade in the Imperial Phase for balance. If the Covered Ram looks suitably primitive, it can still be justified from a visual standpoint.
    1 point
  21. Carthaginian balearic slinger is a exception, i think they used lead projectiles too. For DE the helot slinger could have less range than other greek slingers; idea is that they are poorer and the Spartans focused less on ranged warfare, plus the civ has a archaic feel and it would make them closer to early Psiloi (Who fired just stones and sometimes even threw them with their bare hands).
    1 point
  22. Hi @user1 Reporting remi_hndz for quitting a 1v1 game without resigning. commands.txt
    1 point
  23. Yes, Britons and Gauls use the same language and pronunciation in 0 A.D. I believe “u” represents /u/, like in zoo, but ask @Genava55, he's the expert on things Celtic. There is https://trac.wildfiregames.com/wiki/SpecificNames, but that's more about orthography than pronunciation.
    1 point
  24. Damage randomization adds realism, which is why I added it in my 0abc mod about a year ago; I simply inserted a `* randFloat(0.5, 1.5)` (@Freagarach pointed out which file and line I needed.)
    1 point
  25. I think it's better to say that devs have talked about it, but IRC there's been no much work on it.
    1 point
  26. hi @user1 In a game against AtendedorBoludos after destroying his CC, greatly reducing his army, I made a second attack, as soon as he saw the number of my army he left the game, thanks in advance for the help. commands.txt
    1 point
  27. Range and melee resistance could also factor into it. Slingers have biggest range but lowest armor (They outrange other ranged units, but melee units resist their attacks and crush them in melee), archers have somewhat less range than slingers but more armor, Javelin have shortest range but are the best equipped for a melee. This just an abstraction based on how they were usually equipped, depending on civ may have different stats.
    1 point
  28. Do any units give randomised damage? It could be useful to represend some weapon types. It would make combat more unpredictable in outcomes in skirmishes, but be predictable in larger battles as it would average out. You swing a powerful unweildy weapon, mostly it's D damage, but 1:10 it's Dx20, representing a fatal hit. Unweildy weapon units could be more open to projectiles to balance. This would have a load of variance and emergent tactics. EG: These units would be best coupled with armour upgrades, as the longer they live in a melee the more times they get their big hits in.
    1 point
  29. I've not played for a while but Rams were the biggest gameplay annoyance for me. They broke emersion for me by being illogically hard to kill by infanty/troops that got along side. I presumed they would be being pushed around by men inside. So if undefended and enemy infantry get alongside, the Ram crew would be very vunlnerable and slaughtered. It seemed wrong when a lot of soldiers couldn't stop a single undefended Ram quickly. It's not a sealed tank. I'd suggest it should be quite weak against infantry, more so than cavalry, as the weakness relates to the idea that people on foot could quickly get inside, or stab inside, and wipe out the crew. This weakness could be relative to if the Ram is Moving/Ramming. So if it's stopped, the crew can be 'defending themselves' and increase its defence much higher but if it's Moving/Ramming then they are very vulnerable to infantry (unless extra infantry inside). This would need infantry to be able to keep up with the ram.
    1 point
  30. Been thinking about how regional mercenaries could be implemented. My idea is that you would train them from great hall UB; first you choose a non-suebian region to ally with, each region provides two mercenaries: Scandinavia: Suiones archer and Cimbrian mailed Swordsman Rhine: Chatti veteran and horse stabber North Sea: Cherusci pikeman and Batavian horseman (Mounted slingers are interesting never heard of that before, what is the source ? ) Pomerania: Luggiones swordsman and night ambusher Baltic coast: Ruggi warrior with round shield, Aesti axe warrior (Later could be either all female boosting nearby units, or a normal axe unit with both males and females) I am suggesting a possible roster with tribal names and my ideas on shields will post in a while. Edit: Here is my suggestion (Tribe name translations are speculative and not very good), Citizen Infantry: Citizen Cavalry Champions
    1 point
  31. Hi @user1 Reporting Konak for quitting a 1v1 game he hosted. commands.txt
    1 point
  32. Hello. Enemy said he missclicked. It can be. but here is the game. commands.txt metadata.json
    1 point
  33. I totally agree. My personal taste is the second approach (in fact now it's to not use any of those stats) but I finally bent for something close to the first one (I could explain why but off topic). There are a lot of other stats, features to use (even without bonus). It's something recent. It was just the merge of the experimental gameplay branch of that time https://trac.wildfiregames.com/changeset/15713#file143. There are forks and mods where it is easy to commit! We can't disagree! Thanks for the input. Properly done (something like in 0abc), it makes sense: if spearmen and pikemen are differents, axemen should be too. Yes! In my opinion what we call a spearman or an hoplite in game is just an abstraction (I It sounds also a bad idea for a clear classic RTS gameplay to introduce or to generalize mulitple weapons for a unit (as in getting a brown soup with all ingredients mixed). Proper history tooltips or docs would help. OK, I just saw https://code.wildfiregames.com/D1354 about that.
    1 point
  34. The fundamental problem of 0 A.D. is that it's a mismatch of different approaches. One approach would be that melee units inflict melee damage and ranged units inflict ranged damage. I believe that's the approach taken by Age of Kings, and also Delenda Est. To differentiate unit types one then needs bonus attacks. (In principle you don't even need any different damage types at all.) Another apporach would be to have several damage types (e.g. blunt, hack, thrust, projectile), which allows differentiating units by giving them different armour levels (e.g. if you want to make swordsmen strong vs spearmen but weak vs macemen, raise their thrust armour and lower their crush armour), removing the need for bonus attacks. This is the approach taken by Empire Earth, and also in my 0abc mod. And no, you don't need to introduce a damage type for every weapon (e.g. “axe damage”); units can combine different damage types (e.g. axemen inflict hack and crush damage). 0 A.D. takes aspects of both approaches (e.g. spearmen inflict both hack and pierce damage, but also have a bonus attack vs cavalry; humans have very high crush armour levels, thus necessating artillery to inflict pierce damage in addition to crush damage) and is inferior to either. But that's how it is, changing it would be a fundamental overhaul, unlikely to be committed (the consensus is to favour the status quo). Yes, as anti-structure units, they're inefficient compared to rams and war elephants, and as anti-soldier units, they're ineffective because humans have high crush armour. Maces were not as uncommon as 0 A.D. might suggest, not just in India and the Near-East, but also in the Americas and other parts of the world. Having a separate parent template makes sense, I for one would be in favour of introducing a citizen maceman template too, as well as separate templates for axemen. (But I'm biased, of course.) 0 A.D. also differentiates between spearmen and pikemen. Historically, different weapons had different purposes: thrusting weapons (e.g. spears, daggers) were to inflict deep wounds, severly damaging vital organs; cutting weapons (e.g. machetes) to make broad, painful wounds; blunt weapons (e.g. maces) to break bones. That said, regardless of the weapon or wound, wounded are unable to fight properly, and wounds could get infected, so they might die afterwards. Moreover, soldiers tended to have multiple weapons (e.g. spear, javelin, and sword for Greek hoplites, or bow-and-arrows, axe, and dagger for Scythians), but that's something not possible to reflect in game. PS The Kushite “Nuba clubman” is really a maceman: all variations of its weapon consist of a stick with a clearly visible macehead.
    1 point
  35. It has been like that for a years now. Why is it still not changed?
    1 point
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