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  1. Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 24: “Xšayāršā” (pronounced: Khsha-ya-ṛsha), the twenty-fourth alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after Xerxes the Great, ruler of the Achaemenid Empire from 485 to 465 BC. Youtube: PeerTube:  Easy download and install Download and installation instructions are available for Windows, Linux and macOS. 0 A.D. is free software. This means you are free to download, redistribute, modify and contribute to the application under the same licences: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. Top new features Balancing adjustments Building snapping Renderer improvements Hotkey editor Formation improvements Status effects (and modifiers) World population setting Lobby improvements In-game user interface (GUI) improvements Unit behaviour improvements Reinforcement-learning interface Art: new models New Skirmish maps Under the hood Balancing adjustments With the help of several of the top-ranked players in the A23 lobby, hundreds of balance tweaks have been made in the past year and almost all units and structures have been adjusted. The end result is a sleeker, more balanced gameplay experience in A24: Civilisations have been rebalanced, giving players more viable choices. Late-game has been reworked substantially, with less snowballing and more viable champions, which means more variety. Heroes can only be trained once per game, so you’ll have to know when to use them. All civilisations now have a stable, for training cavalry and chariots, and an arsenal, for constructing siege engines. Fortresses can no longer train soldiers but have a territory root, making them more defensive structures and better at protecting your base. Female Citizens and Citizen Soldiers can now place the foundations of all structures. Many, many other small tweaks and corrections. Building snapping City-building fans will enjoy this new option: you can now easily place buildings next to each other with snapping! This functionality can be toggled with Ctrl, and you can choose whether you want it on or off by default, so it is, as always, up to you. Renderer improvements This release introduces anti-aliasing in the renderer: you can choose between no anti-aliasing, FXAA and various levels of MSAA, if you have the GPU power for it. A Contrast Adaptive Sharpening filter has also been added to the engine. For using these options we recommend your system supports OpenGL 3.3 or later versions. The ocean shader also received some tweaks, most importantly near the edges of the map, which now looks better Hotkey editor This new in-game editor will make it much more accessible to change your hotkeys. Further, the hotkeys have been reworked to use scancodes, so the default hotkeys will be compatible with any keyboard layout! Formation improvements Alpha 24 gives you new tools to work with formations: you can now pick a default formation to put your units in when given “Walk” and “Patrol” orders, and you can also choose to automatically disband formations when your units are ordered to Attack or Gather, etc. Status effects (and modifiers) Modders will like this one: you can now give status effects to your units, changing their stats in various ways. Stat modifiers can also be applied directly by triggers and in other ways, without having to hack around auras or technologies. 0 A.D. does not yet use them much, but this really gives you more power to make new custom maps and custom game-modes without having to create a lot of new templates, e.g., tower defence mods. World population setting Despite our best efforts, the game can still lag when there are a lot of units on the map. World Pop (Population) gives you one way to still have epic fights but good performance: choose a maximum total pop which. When one player is defeated, their share is distributed among the remaining players. Start a 4v4 with 150 pop-limit each, and the last 2 players can have 600 pop between them! Will you keep that poor enemy alive to hinder your opponent or can you use the extra population capacity? Lobby improvements This was requested a lot: you can now host password-protected games in the lobby! This makes it easy to play with your friends without having to find your external IP or setting up your router. Further, we’ve also improved your security by hiding the host IP until players have successfully joined your game, which drastically reduces the risk of DDOS by hostile players. In-game user interface (GUI) improvements We strive to make the game more accessible and easier to use, and this release is no different: You can easily see your number of active gatherers under the resource count. An overlay with ceasefire time has been added so you don’t get caught out. Tooltips in general have been significantly improved, in particular the resource gathering rates. Map browser For those looking for an alternate way of picking a map to play, Alpha 24 introduces the "Map Browser". Accessible from a button in the Match Setup interface, users can navigate through maps a little more intuitively than using a dropdown menu. Catafalque overview Those who play the “Relic Capture” gamemode will no doubt be aware that the "relics" in question are Catafalques - reliquaries of dead heroes encapsulated within wheeled carts - and each of these has a small selection of beneficial auras. Alpha 24 introduces a "Catafalque Overview" screen, accessible from the "Learn to Play" submenu of the Main Menu, which makes it easy to learn their different characteristics. Civilization overview The long-existing “Civilization Overview” screen has had some background improvements. Because most of the information is now pulled from the game files, it is now considerably more accurate than in previous Alphas. Game set-up There have been a few added capabilities to the game setup, such as choosing the landscape of random maps when several are available, and a more obvious indicator that the game will be Rated for Online Play. Unit behaviour improvements This alpha improves on many small things: Ship pickup has been improved and should require less micromanagement. Units no longer ‘slide’ at the end of their movement, and movement in general has been improved, with far fewer cases of units being stuck. Cheering has been reworked: instead of cheering when receiving a promotion, units now cheer when all enemy units in sight have been defeated. If you’ve played MP, you might have seen an annoying strategy called ‘Dancing’ where enemy units would easily avoid arrow fire and force you to micromanage your archers. This is no longer possible, making the game more fun for all players. Packing/Unpacking behaviour has been improved. Reinforcement-learning interface Reinforcement learning is a Machine Learning technique that can be used to train AI to play games, and now 0 A.D. has one. We’re excited about this new possibility, because the extensive and easy moddability of the game means you could set up many kinds of complex environments and RL agents without having to recode everything from scratch. We invite any AI developers, researchers or anybody else to help with our AI. More could be found in here. Art: new models The new art developments are too numerous to list individually, and include reworked meshes, animations (including new idle, attack, defence and gather animations), textures and materials for a large number of units, as well as new models, including new horse models, textures and animations, new shield models and designs, new helmet models and variants, especially for the Romans, Gauls, Britons and Greek civs. Many new and improved unit textures, weapons and props for a number of civs including, among others, the Persians, Iberians and Carthaginians. The Ptolemies now have a few more historically accurate Hellenized building models and the Britons have a new blacksmith, while the Gauls have a new, more historically accurate wonder and an assembly building that can train trumpeters to intimidate the enemy. New scaffolding, dirt and decal textures for buildings have been added. Many of the ships in-game have been entirely remodeled from the ground up. Siege artillery has been completely remodeled as well, including considerably improved animations. There is also a lot of new and improved flora, including trees, bushes and grasses. We have new cliffs, new particle actors for snow and clouds and a few new terrain textures, as well as new sounds, and voices. There is a brand new welcome screen, and there are also many improved icons, and unit portraits for the GUI. This is in addition to a myriad of smaller fixes, corrections and optimizations. For more screenshots and details on the new art in this release, see our last two development reports here and here. New maps 0 A.D. Alpha 24 has been enriched with 7 new skirmish maps. Atlas Valleys, Farmland, Obedska Bog (day/night), Oceanside, Sahyadri Buttes, Temperate Roadway, Vesuvius Under the hood New Requirements: Windows XP, Windows Vista, and anything below macOS 10.12 are no longer supported. The game also now requires SSE2. Furthermore, while ARM macs are supported, unfortunately the code running on them isn’t native yet, so users on this platform should expect a performance loss. Several modules of the game have been partly rewritten or extensively modified for Alpha 24, which will make them work better and make it easier to extend them in the future. Notable examples include the GUI GameSetup pages, the UnitMotion component, and the renderer has seen plenty of changes with the removal of the OpenGL 1.0, 90’s style “Fixed-Point” pipeline. Which in turn raised the lowest supported version to OpenGL 2.0. In addition, we started to fully use the ARB shader pipeline.(Modders, all of this means you will also find there are plenty of new cool things you can do!) Alpha 24 sees the adoption of Visual Studio 2017 as the main Windows compiler (Alpha 23B had Visual Studio 2013) , and we have upgraded our version of C++ standard from C++11 to C++17, allowing us to write faster and cleaner code. This release also saw major upgrades to many core libraries we use. Alpha 23 was released with Spidermonkey 38, released alongside Firefox 38 in May 2015. This time, we’ve upgraded to the last “ESR” version, Spidermonkey 78, released in June 2020! This means we can use newer Javascript syntax, and the engine bindings have been upgraded. Other libraries have been updated on macOS and Windows, which let us support more platforms but also required us to drop some. The name Xšayāršā Xšayāršā (pronounced Khsha-ya-ṛsha; IPA: /xʃajaːr̩ʃaː/) is a transcription of the Old Persian name (x-š-y-a-r-š-a), better known by its Greek spelling: Xerxēs. Xerxes I the Great was the ruler of the Achaemenid Empire from 485 to 465 BC. We decided to name Alpha 24 after this inspiring ancient ruler to celebrate the ancient Persian civilisation, and to reflect upcoming changes in the internal governance structure of 0 A.D. The Persian Empire was considerably larger than any preceding state anywhere in the world, and its administration system would have a long-lasting impact. It consisted of about two dozen satrapies (provinces), which were former kingdoms or conquered peoples. Each satrapy was headed by a satrap (governor or viceroy) and supplied the Persian King of Kings (emperor) with a yearly tribute and troops, but were internally largely autonomous. This organisation outlived the Achaemenids and was continued under the Macedonians, Seleucids, and Arsacids (Parthians). Xerxes inherited the empire from his father Darius I the Great. He continued his father’s reforms and expanded the imperial building programmes. Early in his reign, he led an ultimately unsuccessful invasion of Greece, with victories at Thermopylae, Artemisium, and Athens in 480 BC, but defeats at Salamis, Plataea, and Mycale in 479 BC. The rest of his reign was largely peaceful. The Persian Empire arguably reached its zenith under Xerxes. What’s next? This release cycle is the longest we’ve ever had as you no doubt noticed, and it was a bumpy ride. Despite this, we’re hoping to get back to a more regular schedule now. As usual, for the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter Y. Keep it original and related to the time frame portrayed in 0 A.D. (c. 500 BC – 1 BC). Post your proposal here ! For press/media inquiries, please DM @play0ad on Twitter.
    28 points
  2. Wildfire Games proudly announces the release of 0AD Alpha 25: “Yaunã,” the twenty-fifth alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. Yaunã is an old Persian word for Ionians (Greeks). Trailers YouTube: New Features in Alpha 25 Pathfinding And Netcode Improvements – Improved Pathfinding, Performance And Reduced Game Lag Order Restructuring – Players Can Now Push New Orders To The Front Of Their Production Queues Improved Unit AI New Biomes Incorporating New 2k Textures And Normal/Specular Maps Initial Implementation Of Single Player Campaigns GUI Improvements Extended Graphics Options Improved Mod Support And Game Filtering In The Multiplayer Lobby Ongoing Civilization Balancing Various Other Game Stability Bug Fixes And Speedups Easy download and install Download and installation instructions are available for Windows, Linux and macOS. 0 A.D. is free software. This means you are free to download, redistribute, modify and contribute to the application under the same licences: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. See https://play0ad.com/new-release-0-a-d-alpha-25-yauna/ for full details and downloads
    28 points
  3. Hey everyone, I am writing this post to let you know I will become mostly unavailable in the coming weeks. As some of you know, I pushed my limits a lot farther than I ever did for this release, and this combined with some of the threads here + AFK life has had a big impact on me. Probably because I always want to see and take the best out of people. Anyway, to be able to give my best again, I need some rest. And unfortunately, it seems that requires a complete break, else I get dragged in too many things at once, and will never stop until I break again. We have art assets to improve, maps to ditch and make beautiful again, and maybe even a new civ to add. Social Media might be a bit silent too for a while. If you see people having issues, don't hesitate to help / direct them to the forums. "All we have to do is decide what to do with the time that is given to us." I count on everyone of you to help make A25 a success and to be nice when I'm gone, and I hope to see you all soon. See you soon everyone, PS: If you really need to reach me you can send me an e-mail.
    21 points
  4. Version: 1.6.4 (23/Sep/21) boongui_1.6.4.pyromod Compatible version 1.1 (6/Sep/21) for Delenda Est boongui_delenda_1.1.pyromod Description for boonGUI This mod is basically a derivative of @ffm2's mod 'ffm_visibility' but with additional changes that I thought would be fitting. Main-Menu: Added cheat codes to the game manual (see also wiki/Manual_Cheats). New background made by @maroder. Camera Added a hotkey to access the view of a unit. Thanks to @Freagarach for pointing out this feature exists (see D3046). In-Game: All fruits are more vivid and easier to see due to the increased saturation and brightness, some have also had their hue changed. Chicken are 50% larger; Fish are red. All player colors are more vivid and easier to see on the minimap. Larger buttons on the right side of the selection panel (see @Nescio D2806 in Phab). The max. number of icons in the selection panel is 32 (8x4) compared to 40 (10x4) without this mod. Larger and redesigned round minimap. The "Idle" button displays the total number of idle workers. Stats overlay with information about the players, made possible by @nani . Added explanation for the stats overlay columns to the pause overlay. Notification with a timestamp for players moving up a phase or completing one. This option can be turned on/off in the settings - see "Game Session --> Chat notification phase". Increased the size of weapon projectiles and the garrison flag on buildings. Added a 3rd option for the "QuitConfirmationDialog". In combination with the new hotkey "Shift+Escape", you are able skip the summary screen (see D3958 @Schweini). Summary: Increased the size, recommend to use a 1920x1080 display Lobby: Buttons below the chat input to access replays, options, etc. Rating dependent icon & title for the profile The layout was a bit changed, see image below. Compatibility & Installation Older Versions Thank you note: Thanks to @mysticjim for feedback and constantly testing. Many thanks to @ffffffff and @badosu for creating the fGod and prodmod. Being good lads, @Imarok, @wraitii, @Freagarach, @vladislavbelov, @Angen and @Stan` pointed me in the right direction on IRC when I got stuck.
    20 points
  5. Hello ! I have seen plenty of feedback and complain about A24. So I will share with you my personal feedback, I hope it will be constructive and maybe help some people to understand the new Alpha. Some point can be redundant with other feedbacks; I just want to be exhaustive (As much as I can), I don’t want to insist on any point. Civilizations strength and weakness : Athenians: A23 : Used to be a strong civilization due to Strong slingers, very good hero Iphicrates (+3 overall resistances) and black cloak for siege sniping and raiding. A24 : Seems a bit weaker due to weaker slingers, hero permanent death and no more black cloaks. Strength: Stronger building +10% metal gather rate per phase Iphicrates Slingers for low wood map Archer champions Weakness: All ranged infantry are based on minerals (stone/metal). Sword infantry trainable only in docks. -> Athenians weaker in A24 than in A23 (It’s OK, they were too strong) Britons : A23: Top 3 civilization, strong economic bonuses (population space on every building/building faster to build/rotary mill), decent hero, strong early slingers rushes. A24: Better balance, small economic bonus with building faster to build, Dog phase 1 strong for rushes (can easily deny all food income of your enemy), decent hero. Strength: Faster building Dogs Rushes (Good micro mandatory) Weakness: Weaker building Only rams as siege weapon -> Britons weaker in A24 than in A23 but still decent, harder to play, not a beginner civilization anymore. Carthaginians: A23 : Decent civilization, strong cavalry, very strong hero, variety of siege weapon make them adaptable to situations. A24 : Strong civilization, very strong hero, Strong archer, variety of siege weapon make them adaptable to situations. Very good team play: Hannibal Barca + international trade bonuses. Strength: Cheaper docks Strong hero International trade bonuses Massive Stone Walls (good option now due to floating stone) Apartment Weakness: Swordsman only as mercenaries -> Carthaginians stronger in A24 than in A23. Well balanced now. Gauls: A23: Top 3 civilizations, strong economic bonuses (population space on every building/building faster to build/rotary mill), strong heros and fanatic strong for raids. A24: Decent civilization, economic bonuses (building faster to build/extra food upgrade).Very strong power spike at phase 2 due to extra damage on sword cavalry en cheaper fanatic. New champions, Heroes easier to reach. (Cheaper stable and barracks.) Strength: Building faster to build Extra food upgrade phase 2, helps for the sword cavalry spam. Strong Heroes Strong melee cavalry (+15% damage) Strong team bonus Weakness: Only rams has siege weapon Weaker buildings -> Gauls weaker in A24 than in A23 but still decent. Harder to play, not a beginner civilization anymore. Iberians: A23: decent civilization mostly played for its team bonus, decent hero. Very defensive civilization. A24: decent civilization weaker team bonus, decent hero, Strong cavalry champions. Strength: Good hero Very strong champion cavalry (fire damage) Extra sword upgrade Revered Monument Massive towers Starting walls Very strong fire ship Weakness: No economic bonuses Only rams as siege weapon (Ok there is champion cavalry) No counter to melee cavalry phase 1 -> Iberians are stronger in A24 than in A23, They are more independent and don’t need to rely only on their allies. Kushites: A23: Worst civilization, even with decent heroes, economic bonuses (pyramids). Team bonus not useful due to weak elephants. Weak unique mercenaries, costly rank 3 healers. A24: Strong civilization, Decent heroes Economic bonuses (pyramid). Strong team bonus, Strong unique mercenaries, free rank 3 upgrade healer. Strong unique Axeman champions. Strength: Small Pyramid (+15% gather speed) Large Pyramid (+10% damge +1 resistance) Rank 3 healers Stronger rams Mercenaries maceman Champion Axeman Decent Heroes Archery tradition (+10 attack range for archers) Weakness: None -> Kushites are way stronger in A24 than in A23, many gameplay possibilities. Macedonians: A23: One of the worst civilizations no swords, no spears, useless heroes, no economic bonuses. A24: A bit better thanks to champion swordsman, New champion crossbowman (a bit weak can’t be spammed due to massive overkill) Strength: Phase 1 spear cavalry Variety of siege weapons Hellenistic Metropolis (Civic center +100% Health points) Stronger buildings Weakness: No economic bonuses No spear infantry (except champions) -> Macedonians Slightly stronger in A24 than in A23 but remain as a bad civilization Mauryas : A23 : Decent civilization (Very strong in nomad games), Heroes a bit weak, economic bonuses (Elephant worker), +10% population limit, only elephant as siege weapon (except expensive champions maceman and tricky rams) A24 : Very strong civilization, Heroes still weak, economic bonuses (Elephant worker), +10% population limit, Strong unique champion maceman, Strong Archer chapions, Strong elephant archer, Indian siege elephant, access to rams.(cheaper barracks/stable) Strength: Elephant Workers +10% population limit Elephant faster to recruit Indian Siege Elephant Extra Sword upgrade Archery tradition Unique Champion Maceman Strong archer champions (poison damage) Strong archer elephants Cheap Walls Weakness: None -> Mauryas are stronger in A24 than in A23 Persians: A23: Good civilization, slow start and very strong late game. Extra population limit, over powered cavalry, no economic bonuses, Average heroes, strong rams. Apadana (resources trickle) A24: Strong civilization, balanced cavalry, extra population limit, double conscription, strong rams, Indian elephants. Apadana (resources trickle), average hero, huge trading bonus. Strength: +10% population limit Archery Tradition Double conscription Indian Elephants Strong Rams Apadana (Resources trickle 1food + 1wood +0.75stone +0.75metal/seconds) +25% trade gain Weakness: No early economic bonus -> Persians have a stronger start and weaker late game in A24 than in A23. Civilization way better balanced than in A23. Ptolemies: A23: Top 3 civilization, economic bonus (free buildings), good team bonus, Strong heroes, strong army compositions, large variety of siege weapons. Very strong navy: Lighthouse, Juggernaut. Camel Archer Phase 1. A24: Very strong civilization, economic bonus (cheaper buildings), good team bonus Strong Heroes, strong army compositions, large variety of siege weapons. Camel Archer Phase 1. Standard navy. Strength: Cheaper buildings (-40% cost for house, corral, storehouse and farmstead) Strong heroes (and in Civic Center) Variety of siege weapons Stronger Bolt Shooter (faster less overkill) Library Hellenistic Metropolis Military Colony Camel archer at phase 1. Weakness: Swordsman only as mercenaries All ranged infantry are based on minerals (stone/metal). Spear unit only as mercenaries -> Ptolemies are slightly weaker in A24 than in A23. A bit better balanced but still very strong. Romans: A23: Strong civilization, good heroes, good team bonus, strong siege, very strong military camps, spear cavalry phase 1. No palisade and no economic bonuses. A24: Decent civilization, good heroes, good team bonus, strong siege, weaker military camps, spear cavalry phase 1. Now they have palisade Phase 1. No economic bonuses. Strength: Castra (Army camp) Strong heroes Strong siege Good team bonus Spear cavalry phase 1 Weakness: No economic bonus -> Romans are weaker in A24 than in A23. (It would have been great to have other kind of unit in castra than only melee) Seleucids: A23: Decent civilization, medium heroes, variety of siege units, good army compositions. No economic bonuses. A24: Decent civilization, medium heroes, variety of siege units, good army compositions. No economic bonuses.(no change overall) Strength: Free champion infantry upgrade Military Colony Hellenistic Metropolis Variety of siege units Good army compositions Weakness: No economic bonus -> Seleucids remain a decent civilization in A24. Better balance overall now. Spartans: A23: Good civilization, good heroes, strong women, skiritai and black cloaks phase 2 (huge power spike phase 2),the Agoge (+25% health to spear units). No economic bonus and population limit penalty (-10%) A24: Medium civilization, good heroes, strong women, no more population limit penalty. No more black cloaks and skiritai 25% more expensive. No economic bonus. Strength: Good Heroes Strong women (stronger than javelineer with loom) Stronger buildings Weakness: No economic bonus Only rams has siege weapon -> Spartans weaker in A24 than in A23. The change on the skiritai is a bit too much in my opinion. Overall balance: Lack of Metal: The current overall metal cost is fine for 1v1 when you have access to several metal mine. Contrariwise for team games 90% of the time you only have access to your starting mine (so 5000 metal). Economic upgrades: 1600 Metal Wood = 600 Metal Food = 600 Metal Stone ~ 200 Metal (1 or 2 upgrade, more is useless cause not enough mines) Metal ~ 200 Metal (1 or 2 upgrade, more is useless cause not enough mines) Forge upgrades : 4000 Metal Melee = 1000 Metal Range = 1000 Metal Hack = 1000 Metal Pierce = 1000 Metal Other upgrades : 5350 Metal Cartography = 100 Metal Cavalry = 350 Metal Will to fight = 1500 Metal Towers = 1000 Metal Siege = 1100 Metal Temple = 750(+600)Metal Trade = 550 Metal Buildings: 700 Metal Civic Center / Military Colony = 500 / 200 Metal Hero Building = 200 Metal Units: Hero = 400/350/300/200/150 Metal Champions = 100/80 Metal Mercenaries = 60/80 Metal Siege = 150/180/250/220 Metal Trader = 80 Metal -> Just for economic and basic forge upgrade you don’t have enough metal on your starting mines. New forge upgrades: They are way better than it used to be. Having same upgrade for infantry and cavalry allow a faster adaptation to your opponent composition. For example, your enemy is going full archer then just go melee cavalry to clean is army. A bit too expensive. Due to the lack of metal. Mercenaries: Very expensive due to the lack of metal. (only 80 resources but all resources don’t have the same cost) Similar strength as standard units but doesn’t gather resources. Costly Rank 2 upgrade. (they should be rank 2 by default and upgrade for rank 3) Faster to train -> Expensive unit for panic situations. Never used technologies and building: Theatron: currently way too expensive a barrack on the border is the same and at least it produces units. Outpost: useless in A24 Naval Shipyard: Units repairing ships are better and less expensive. Edict Pillar of Ashoka: hard to reach, expensive, not very useful because buildable only on own territory. Monumental Architecture: too expensive for a bonus/penalty upgrade. Persian Architecture: way better than Monumental Architecture but still an bonus/penalty upgrade. Spying technologies: 500 food + 500 metal + 600 metal is way too much expensive. A standard cavalry do better it cost only 150 resources and it can fight. Ranged Infantry Balance: Without any micro archers are stronger than javelineers and slingers Bigger range makes units easier to micro Weaker units (less Health Points) makes ranged unit even stronger. -> Archer units are too strong. Maybe give back the A23 statistics to the slingers and give 2 or 3 standard pierce resistance to the javelineers making them stronger against ranged units and still weak against melee.(like this all 3 ranged infantry are unique) Catapults: Catapult are way weaker than they used to be in A23, they are useless against units (which is great) they are easily destroyed by archers, they deal very few damage. However they are a bit too expensive : they are more expensive than rams and elephants. I suggest to reduce their resources price and also the population cost, 3 is too much currently 2 might be better. “Turtling”: The consequence of many change made turtling (staying on your base waiting your opponent to suicide on your defence) too strong. Building are way more deadlier than they used to be. Demography: Hard to keep a high population: Units have less Health points. (impact the overall balance) Units are longer to train. -> HP bonus per phase was nice. Miscellaneous: Slingers now use their ranged weapon to attack wolves! Ambriorix now is worth it ! No more penalty it’s great ! Hero permanent death, it will be fixed on A25 apparently. (Am I right?) Units turning : It avoid dancing abuse, which is good, but maybe the better ranged accuracy was enough. Slow down the game. Retreat is now similar to suicide. Trading ships : They are clumsy, they can’t be spamed. The trader garrison bonus is not enough. A trader + a merchantman should carry the same amout of resources between two docks as a merchantman with a trader garrisoned. Wonders: Doing the population limit bonus as a percentage is really great. Celtic population bonus in every building was too strong but it was a great to have. Instead of removing it completely reducing it would have been nice. Bugs : DDOS: Finishing a game is really rare. (balance issue is nothing compared to this) Lags: currently the game lags way too much making it not very enjoyable to play. (I wonder if a smart person can make a “cubic” mod to replace all 3D design/texture/animation by cubic shaped volumes without animation with mono coloured texture. To reduce lags) Graphical issues example: destroying animation of mauryan barracks is broken, half of the walls disappear. Pathfinding issues : Units are clumsy Units disobey Units have their own will Units auto focus : Units are automatically focusing palisade, field and walls. This is game breaker your entire army can be killed because they hate fields. Example : Units don’t protect siege units when opponent ungarrison building because they are attacking field or palisade or walls. Also for ship, a shore fight between 2 ships, can be unbalanced by the presence of palisade on the shore. -> Unit should attack (capture aswell) buildings only if they are tasked to. Philip V doesn’t have full description on the learn to play panel. Rank 2 units in castra are not specified in the description. Rank 3 Healer in PR’IMN are not specified in the description. Wrong hero description for Caratacos in French. Personal feeling about the future: I have seen some proposition on the forum about gameplay “innovation” and I feel like it tend to copy similar RTS games such as Age of Empire 2. For exemple the food decay, the scout phase 1, cavalry not able to hunt anymore, stable, siege workshop... I am a bit sad about that, this game is wonderful and unique. It can be improved with real gameplay innovation such as regenerative fishes, trees and berries. There is no need to copy other archaic games. In the other hand lately Age of Empire tend to do the same and copy 0AD innovations: Soldier able to build Dock used as resources deposit Units can be garrisoned in houses -> I hope it is just a feeling. To conclude, in my opinion it is great that many issues has been discovered on this Alpha, it can’t be perfect the 1st time but it can always be improved. It is mostly the negative part pointed out but the work done is really great! Overall it is nice to play on this Alpha! Thank you everyone who contributed to this project! Post Scriptum : I have seen lots of complain about this Alpha but note that everybody has access to the next Alpha on SVN, you can test it and give your feedback before its release.
    20 points
  6. Hello everyone, I think it's time I reveal a "secret project" I've been working on occasionally: a “Grand Strategy” campaign mod for A25. Because our UI is flexible, and because campaign data is just JSON, we can do quite a lot in terms of modding. My intention here is to do something somewhat similar to Rise of Nations' Conquer the World campaign, though with some twists. The code is over at the github repo: https://github.com/wraitii/0ad_grand_strat . If you want to help out, the easiest is to make PRs or issues over there. The end-game is to merge something back for A26 or later, depending on advancement. As you can see, the mod is currently unfinished: it's technically playable, and some of the core mechanics are there, but it needs a ton of polish and quite a few features (& well, testing) before it's properly done. Though at the moment new core code in 0 A.D. itself isn't necessary, some things might be easier to do there. Screenshots: You can download a .pyromod from GitHub. Changelog:
    19 points
  7. Sneak Peek of 0 A.D. Alpha 25 A provisional date of June 2021 has been proposed for the ‘Feature Freeze’ – the point at which new features for the upcoming Alpha version of 0 A.D. stop being added and the development team focus solidly on bugfixes. This is not the release date. The feature freeze is one of the precursors to release, with the specific launch date to follow. You can find more information here. First Impressions of Alpha 25 Be sure to tune into the Tom0AD live stream on YouTube on Friday 7th May 2021 at 9pm CET to see a preview of the latest development version of Alpha 25 in action. The broadcast will feature Tom and fellow YouTubers, Alistair Findlay, and Jim Cogan (0AD Newbie Rush) putting the dev version through its paces live on air. And there will also be a live Q&A session with 0 A.D. Developer, Stan`. New Features Following closely on the heels of Alpha 24, this latest iteration of 0 A.D. will look to further build on functionality and further expand the existing feature set while also fixing existing bugs. With a shorter planned gap between alpha releases this time around, most of the proposed additions are subtle and geared toward small improvements in the current and future player experience rather than headline features. But there are a few notable things to look out for. Single Player Campaign Support: The ability for 0 A.D modders to create their own single player campaigns will be added. Alpha 25 will only include the base functionality for this with full campaigns scheduled to be added in later iterations. Improved Multiplayer Responsiveness A technical improvement that players may ‘feel’ rather than see, this is another progressive improvement step to smoothing out multiplayer gameplay and enhancing unit pathfinding. Before commands in multiplayer were processed twice per second, now five times like in single player. Ongoing Balancing Changes Numerous changes to balance of the game by way of micro adjustments to various civilisations, buildings, and units. For a full list of all proposed features/changes visit the Alpha 25 Wiki page. Get Involved! Your Chance to Name the New Alpha Every new iteration of 0 A.D. gets a name, and this is your chance to contribute your suggestions. The Alpha 25 Name Suggestions thread on the 0 A.D. Community Forum has been open since January 2021, but there is still time to vote for your favourite and put forward your own suggestions. 0 A.D. release names start with the letter of the alphabet that corresponds to the release version. Alpha 22 was Venustas, Alpha 23 was Ken Wood, Alpha 24 was Xšayāršā, and Alpha 25 will start with a ‘Y’. Check out the thread here.
    15 points
  8. The wait is almost over! 0 A.D. Alpha 25 “Yaunã," will officially be released tomorrow, Sunday 8th August 2021. The release of various versions and distributions will be staggered throughout the course of the day and the official release announcement will appear on the main 0 A.D. website and then echoed out through the 0AD forum and social media channels shortly afterwards. play0ad.com/ *Be aware, some distributions may not be available immediately, full release may occur over the subsequent days.*
    14 points
  9. Zapotecs version 0.1 Based heavily upon the great work being done by the Terra Magna mod team The Zapotec lived in the Valley of Oaxaca, the largest expanse of relatively flat land in southern Mexico. Around 500 B.C.E. they built Monte Albán on the flattened top of a mountain in the center of the valley, the first urban center in Mesoamerica. Monte Albán covered an area of 2.5 square miles and its population grew from 5,000 to 25,000. It boasted the first centralized political system and population divided into social classes. Lasting for about a 1,000 years it became the dominant power in southern Mexico, ruled by nobles and strong military. Lacking in a strong agricultural base, their economy was based on the collection of tribute from surrounding groups. By the 7th century C.E. its power began to wane through competition and unsustainable population growth. Other characteristic features of Zapotec civilization can be found in the periods following Monte Albán's founding, including a characteristic two-chambered temple architecture, a market system, a rubber-ball game, and the human-like funerary vessels called Zapotec urns. Between 200 - 900 C.E. Monte Albán acquired a Classic style representative of Mesoamerican groups, most likely through conquest. Population growth, writing, architecture and art flourished, centering around the noble class and the hierarchy of Zapotec gods. Units Civic Center Zapotec Citizen Male and Female variations. Some textures and meshes by @Lopess Jaguar King (Hero) Nearby Soldiers are stronger and move faster. Nearby Citizens and Slaves gather much faster. Battle Priest (Hero) Reduces the effectiveness of nearby enemy units, due to his terrifying visage (Battle Priests wear the skin of their enemies) Has a healing aura for nearby Zapotec units as well as a strong self-healing ability. Barracks Zapotec Runner Lightly armed Scout unit Can Hunt Can build Outposts Zapotec Spearman Macuahuitl Infantry Archery Range Zapotec Slinger Zapotec Skirmisher Zapotec Archer Archery Tradition tech gives them greater accuracy and -50% xp required for promotion Fortress Zapotec Noble Warrior Champion Macuahuitl Warrior Mercenaries Mixtec Jaguar Warrior Mercenary Champion Spearman Very much like the Gaesetae Naked Fanatic for the Gauls Otomi Maceman Mercenary Maceman A small Crush attack Teotihuacan Warrior Mercenary Multi-purpose Warrior An extra fast ranged unit, similar to a Cavalry Archer or Cavalry Skirmisher in ability Can swap between atlatl-thrown javelins and a (melee) heavy spear Others War Captive Slave class unit, trained from Storehouses and Farmsteads Zapotec Priest Battering Ram War Canoe Fires arrows and can fish for food. Trade Canoe Zapotec Structures Zapotecs have average-strength structures with an average number of structure technologies and upgrades. They have no access to cavalry, so do not have a Cavalry Stable. Their "Cult Statue" glory trickle building is the Ball Court. Only 1 is buildable, but it gives a trickle of glory 4x greater than a regular Cult Statue from a different civ. The Wonder gives a trickle of glory as well and can be praised by units for more glory. They have a greater reliance on stone for technologies, and a less reliance on metal compared to other civs. Lastly, they start each skirmish match with a free extra stone mine nearby. Atlatl can be a special technology. Adds range and accuracy for Javelin infantry. Eventual the Maya will get this special tech too. More References
    14 points
  10. As there has been plenty of criticism concerning the new alpha, i am feeling the desire to make a list featuring changes that i consider huge improvements and points of criticism that i dont necessarily agree with. Of course this is just my subjective opinion, but my points are often related to general principles. 1. Game has more depth, as champions are now viable option, adding another dimension to lategame. Each faction basically got several new units. 2. Counter system working better. Spamming sling or for new alpha archers isnt really a viable option. As soon as melee units enter ur supposedly op group of 100 Archers and those melee units are even equipped with upgraded armour, ur gonna be in a pretty bad situation. You can react to game situation, countering what the enemy brings on you. 3. No dance. Dancing is Bug abuse and very nub thing to do. Point. !. 4. Civs are more balanced. I am not afraid any more when choosing to go with random civ, bc at least in lategame all civs have decent units ( champs) and offer decent winning chances,turteling until you get so far is more easy now with forts and towers. Gaul Brit and Ptol are no totally op eco civs any more 5. No GG (siege) deathwalls, even large amount of siege can be killed quite quickly when attacked with swords. This keeps the game more exciting, even if one player seems to have built up op army. Even horse archer spams die to good micro, towers and the right unit composition. Same for all cav strategies. 6. Game looks more nice. 7. Most of the criticism is just not true. Game is to slow, u cant rush etc is just not true. Yes, cav rush is more hard, u need to think twice if you can enter certain areas with cav, if ure enemy spams women though, like it is the case in many tg, its still gonna be worth it. Last alpha you could expect to get attacked by cav almost every game, this version its much more unclear whats going to happen. Also, if you want to fight early u can rush with units, archer rush since min 5,6 can be a succesfull strategy, i managed to beat better players then me using that strat, and also have been beaten by skirm rushs ( without total nubness happening). Also you can just decide to take brit and use dogs. I know each of this points can be discussed endlessly. I know most of this has been discussed in the thread " why is a24 not nice ? ", but i do not only want to give an opposing opinion but also change the tone of the debate, as the outcome of the other debate can more or less only bee: criticism is not true. What i really want to express though is that a24 is quite good and a step in the right direction.
    14 points
  11. A Quick Introduction Hello Everyone! Since this is my first post on the 0AD forums, i would like to start with a quick introduction. I've come to know about 0AD quite recently and been playing it since May 2021 (single-player). I have played quite a few RTSs already (namely Age of Empires II, Age of Mythology, Warcraft 3 and StarCraft), but this was the first game that i ever saw a Batch Training mechanic and i love it! Fun aside though, i also started doing some tests to try and use this mechanic to it's fullest potential. In this regard, 0AD sets itself apart from those other games i mentioned because it is an Open Source Project so I could go through the code more easily to unearth the formulas, modifiers, etc in order to make my analyses. So without further ado, let's do some math! The Mechanic Unveiled First things first: How is Batch Training implemented? As far as resource costs and population growth is concerned, there are no changes, but training time (for each individual unit) is greatly reduced using the following formula: BatchTime = BaseTime * (#Units ^ Mod) Where: BaseTime = The time it takes to train a single unit #Units = The size of the group Mod = Modifier, a value that is intrinsic to the Building Type and determines the reduction in Training Time. List of Modifiers: Houses: 1.0 (meaning, Batch training in houses does not reduce training times) Corral, Market, Siege Workshop, Elephant Stable, Special Buildings: 0.7 Barrack, Stable, Fortress, Civic Centre, Carthage Embassies: 0.8 Let's illustrate this with an example: Unit: Spartan Hoplite – From Civic Center (Mod: 0.8) BaseTime = 10 secs #Units 1 by 1 - Time (s) Batched Time (s) 2 20 17.41 3 30 24.08 4 40 30.31 5 50 36.24 So, as seen in the exemple above, Batch Training reduces the training time of units considerably and, on the surface, it appears to be always better to Batch train instead of training 1by1. However there is a tradeoff. You'll only have said units at the end of the entire Training period (which is longer than the time to train a single unit). What this means is that 1by1 will give you readily available units sooner, but in smaller quantities, while Batching will give you readily available units later, but in larger quantities. This is a point to consider, specially in the early game, where we want to gather resources as fast as possible to build up our economy and our army. If we call the amount of time a unit is out on the map ActiveTime (as in it can perform actions such as move, gather, fight, etc), we can say that the method that gives us more ActiveTime overall will be better. Analysis Let's use our Spartan Hoplite to understand this problem. Spartan Hoplite – From Civic Center (Mod: 0.8) BaseTime = 10 secs Let's say we train 2 units using both methods: From our table we gather that 1by1 will produce a unit after 10 secs and another after 10 more seconds, while batching will produce 2 units after 17.41 secs. This means that both methods don't generate any ActiveTime in the first 10 seconds (since no units are out yet) and will start generating the same amount after 20 secs (when the second unit of 1by1 gets done). So what we can compare is the amount of ActiveTime generated after 10 secs but before 20, for both methods. Do note that each unit out on the map generates 1 sec of ActiveTime for each in-game second. This means that 2 units will generate 2 secs for each in-game second and so on. With that in mind we can do the calculations and reach the following table: #Units = 2 Time Elapsed (s) 1 by 1 Batching #Units Produced ActiveTime(s) #Units Produced ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 17.41 1 7.41 2 0 20 2 10 2 5.18 #Units = 3 Time Elapsed (s) 1 by 1 Batching #Units Produced ActiveTime(s) #Units Produced ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 20 2 10 0 0 24.08 2 18.16 3 0 30 3 30 3 17.76 #Units = 4 Time Elapsed (s) 1 by 1 Batching #Units Produced Total ActiveTime (s) #Units Produced Total ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 20 2 10 0 0 30 3 30 0 0 30.31 3 30.93 4 0 40 4 60 4 38.76 As we can see, although batching reached the total amount of units faster than 1by1, that amount of Active time generated in the same period heavily favors 1by1. Now let's see if this trend continues and calculate the percentages to see by how much 1 by 1 is beating Batching. # Units 1 by 1 Batching Percentage (%) Total ActiveTime (s) Total ActiveTime(s) 2 10 5.18 51.8 3 30 17.75 59.17 4 60 38.74 64.57 5 100 68.81 68.81 6 150 108.42 72.28 7 210 157.97 75.22 8 280 217.76 77.77 9 360 288.04 80.01 10 450 369.04 82.01 27 3510 3519.02 100.26 Interesting! As we increase the amount of units trained, Batching slowly catches up to 1 by1 and by the time we reach 27 units, Batching will match 1by1 in Total ActiveTime generated. We can also see that any number of units above 27, Batching will start becoming more and more efficient. Naturally, 27 units costs an unfeasible amount of resources and time (specially in the early game) so we can conclude that by our metric of ActiveTime 1by1 is by far more productive than any amount of batching we can get in the early game. Conscription In the City Phase (last phase) we get access to the Conscription technology (in the barracks and the Stable). This technology lowers the Batch Training modifiers by 10% (Mod = 0.8 to Mod: 0.7) and that is a huge change. Lets do the same calculation, but now with Mod = 0.7. # Units 1 by 1 Batching Percentage (%) Total ActiveTime (s) Total ActiveTime(s) 2 10 7.51 75.10 3 30 25.27 84.23 4 60 54.44 90.73 5 100 95.74 95.74 6 150 149.69 99.79 7 210 216.68 103.18 This means that in the late game (after researching Conscription), given enough resources, any Batch amount > 6 will be more efficient than training 1by1. That is also valid for all the buildings that naturally have Mod = 0.7. Discussion So, the main question that arises from this analysis is: Is the Batch mechanic useless in the early game? My answer is NO and here is my reasoning. THE GOOD: - Batching is great for early game rushes and timing attacks: since we'll be able to pump units much faster that by building 1by1 and we can't afford to build multiple barracks or stables in the early game. - Batching is great for dumping excess resources: Stockpiling resources isn't advisable, since resources don't produce anything while sitting in the bank. Unfortunately it happens sometimes, so if we find yourselves with excess Food, we can just build a Stable and Batch train some horses to explore the map and harass our opponent. - Batching gives options instead on limiting them: If Batching was universally better than 1by1 then there would be no point in having having a choice. By having it's drawbacks, Batching gives more variety to the game by enabling certain strategies. THE BAD: - Batching is less flexible than 1by1: By Batching, we sink a lot of resources and have to wait a considerable amount of time for them to bear fruits. This means that if we need to cancel some of our productions in other to gather resources to build an upgrade or advance phases, the amount of time lost training that group can be great. - Batching eats a lot of population: Population is also a resource. So if we want to Batch train a large group we need to have space available. Also, we'll need to quickly build houses to open more space to not get capped and keep producing out of our other buildings. THE UGLY: - Batching is eclipsed by 1by1 for economy: Since much of our goals in the early game is to boost our economy as fast as possible (and we do that by maximizing ActiveTime), batching does the exact opposite of what it's expected of it. And now in A25, the introduction of the Autoqueue mechanic basically kills batching even more for early game economy. Closing Remarks Well, that's basically all i had to say about the subject. I hope this post wasn't too boring and you were able to enjoy it. I would also like to read your opinions and comments on the matter. If you agreed or disagree with this analysis and why? Any concerns or constructive criticisms are always welcome. See you on the forums and have fun! ===================================//================================== TL;DR (just in case) Which is more efficient in the early game: training in batches or training units 1by1? Well, 1by1 will give you readily available units sooner, but in smaller quantities, while Batching will give you readily available units later, but in larger quantities. By comparing the Total ActiveTime (the amount of time a unit is on the map, ready to move, gather, fight, etc) in both approaches, we get: - From the Barracks, Stable or Civic Center: 1by1 is more efficient if the batch size is smaller than 27. Since batches of 27 are basically impossible in the early game, for economy purposes, 1by1 if far better than any amount of batching. -Batching is better than 1by1 in strategies involving rushes or timing attacks. ==================================================================== EDIT 1: So, considering what @Jofursloft and @Freagarach have said in the their posts, i redid the calculations for batching and 1by1 considering more productions cycles and the ProgressTimeout delay that autoqueue gives. To avoid making this post bigger than it already is, i placed the the calculations and the result tables in the attached pdf. In general, smaller batches (2 to 3 units) break even with 1by1 by the 3rd production cycle, while bigger batches (5 and upwards) break even by the second production cycle. Things are a bit less efficient if you use autoqueue, but not by much. So, as long as you can batch units constantly, batching will always be better than 1by1. Also, the bigger the batch size, the better. Batching Revisited.pdf
    13 points
  12. Why ? While 0 A.D has overall nice art, it looks a bit like a game from a few years ago (which makes sense as development started ~ 2000). This is reflected in the UI, which has many ornamental elements and especially in the main menu, where for my liking, the text is too small and it looks too crowded. Also I'm more a fan of minimal designs. Therefore I have been working on an alternative UI and may now introduce the shiny UI mod. ____________________ shiny.pyromod Installation note: When you use multiple mods it's probably best to enable this one last (after) everything else. See this comment: https://wildfiregames.com/forum/topic/54074-shiny-an-alternative-main-menu-ui/?do=findComment&comment=451016 ____________________ For the moment it's WIP, but everything should be fully functional. The main features are the easier access to the important options through the top panel and the much larger main panel in the middle. One problem with this design is that it works not with the backgrounds that are already in the game (white text on light background), which is why I include a new custom dark background. Credits to: @Langbart who gave me the idea and with whom I discussed much about the design/ who generally helped. The design works on big screens: and small screens: and everything is present that is in vanilla: Also: an updated loading screen So feel free to try it out and give some feedback/ to report any problems. possible discussion topics: button positioning, button highlights & visibility, text size, is the topbar useful ect...
    13 points
  13. Snapping: Territory decay: Triremes: Roman army camp: Autoqueue: Carthage Sacred Band: Catapult: Embassies & Mercenary Camps Experience trickle: Fishing: Forge: Gathering: Kush Pyramids: Outposts: Palisades: Quinquereme: Resource counter: Map flare: war elephants whales Forge Formations Biomes Iberian Fireship Tresures Barracks Cavalry stables Elephant stable
    13 points
  14. I know it was given to all members, but it is a badge, it implies responsibility to wear it. Thank you and I join you in this act of giving thanks, I never thought I would have such an honor, however I do not think I deserve it, but I will not despise your recognition. Thank you all for this beautiful hobby and non-profit work. It is an honor to be with you, even with those who do not hold me in esteem, thanks to my colleagues Sundiata, Genava55 and Alexander, for giving me words of encouragement. Thanks to Stanislas, Enrique, Feneur, Lordgood a very practical leader and to Michael D Hafer who inspires us with his extroverted ideas to keep dreaming together in this project. Thanks to the art team and collaborators. Thank you 0 A.D. community, it's been almost 10 years of belonging to this project, in September I will be 10 years since I joined. if my attitude made you uncomfortable, it was not a bad intention. We have moved forward and improved, I will always give my unconditional friendship to all of you. And to those who have not, I will pray that everything goes well for you and that you improve in whatever you propose to do. @Sundiata @Genava55 @borg- @Nescio @Ykkrosh Thanks to Philip Taylor who was the person who pointed out to me that there was a forum, where I could participate and give my opinion, as well as contribute.
    13 points
  15. Hi, this topic is not used to explain a problem, but a big congratulations to Wildfire Team for the Amazing new Alpha 24! Keep it going! Don't give up!
    13 points
  16. Overview This mod adds morale system to 0 A.D. Please read an overview of morale in Wikipedia page here. This mod tries to represent military morale and to some extent also employee morale (for workers). Morale system here is inspired from a mix between Total War and Stronghold style morale. So basically the higher the morale, the better your units at gathering, building, and fighting, and vice versa. Morale is influenced by unit's health, being attacked, being near other units, etc. On a very low morale, units will flee the battlefield. I originally develop this mod for Happiness system in my City Building Mod, however it became more complicated so I decided to release it separately as Morale system. Therefore, this mod is designed to be as bare-boned and customizable as possible, so it will be compatible to many mods, although the mod should be quite playable as it is. Features Every unit has morale icon to represent its current state. Some aspects that can influence unit morale: Presence of other units on viewing distance. Allies increase morale and enemies decrease morale. Being attacked. Arrow shots would decrease morale, even if it missed. Health increase/decrease. Morale would increase/decrease accordingly. Unit death would cause significant morale decrease to nearby allies and vice versa. Low morale can cause a unit to have decreased gathering rate, building rate, and attack rate. Extremely low morale cause unit to flee from enemy and became passive. Units reaching max morale would cheer and start becoming violent. Structures can also have morale. Structures with low morale can have reduced attacks speed and also slower training and research time. Garrison units with high morale inside for increased morale. Some variables that can be customized for further modding (mostly need to edit component variable but later planned to be customizable via template): Significance (the higher unit significance the higher influence it has on nearby units) Range (by default it uses unit vision but can be altered) RegenRate (default morale regenerate rate) etc (please look at Init function of Morale.js) Installation Clone or download the mod from GitHub page to My Games/0ad/mods folder. (I will add mod.io link later) Contribute This mod is very much a work in progress. Everyone is certainly welcome to contribute by testing the mod and tell me what you think! If you found issue or have some ideas you'd like to implement, feel free to discuss here or even create Pull Request to the GitHub repo. I also currently have no access to a better quality computer to create high quality screenshot/video preview, so you can share your screenshots here as well! Credits Thank you very much to: @Freagarach, @wraitii for helping out on problems I encountered with some components (see the discussion behind the scene here) @Grapjasfor letting me adapt his Wounded feature from Grapejuice mod (another interesting mod you should check) @wowgetoffyourcellphone for arrow morale damage suggestion and fear units (implementable by Significance, but not yet).
    12 points
  17. A big change in 0 A.D. Alpha 25 is the reworking of biomes. This is something that’s slightly slipped under the radar in the run up to the launch of the new Alpha, so here is a brief look at some of the changes you can expect to see. Biomes are integral to 0 A.D. They are the visual and physical environment that each game is played within. We all have our favourites – or bogey biomes we dread getting in a random match. They’ve remained largely the same over that last few iterations of 0 A.D. – but Alpha 25 will see them undergo something of a shake-up. What Technically Is A ‘Biome’ In The Context Of 0 A.D? Biomes bring textures and natural objects, such as trees and animal species, together to simulate an environment you would find in the world. Why Are Biomes Different In Alpha 25? 0 A.D. Forum member, modder and contributor, @wowgetoffyourcellphone, has been adding new texture assets to diversify and modify existing biomes in his 0 A.D. expansion mod, Delenda Est, for some time. He has been the driving force in getting these enhancements into the core game, along with assistance from fellow contributor, @maroder. The result of this work will be seen for the first time within Alpha 25. What Will Be The Most Noticeable Differences? New terrains and their biomes will be more coherently put together, as opposed to the more ad-hoc nature that they were added previously. And the new terrains with be of a consistent 2k resolution, incorporating normal and specular maps. Previously, terrains were of varying resolutions and only a few had normal or spec maps. Wow, These Biomes Look Awesome! They sure do! And it’s worth highlighting that all of the new terrains come from sources licensed as Creative Commons CC0 – ‘No Rights Reserved,’ – to show how far CC0 assets have come and that you don’t have to purchase assets in order to make your game look good. What About The New Names? Are These Whole New Environments Or Just The Old Ones Renamed? Some (like temperate) are extensive redresses of old biomes, while others (like India and Nubia) are completely new. More new biomes should be in the works for the following alpha as well. Eventually all the old assets will be superseded by all-new ones.
    12 points
  18. ** Current mod version is for A24 ** Hi all, Video covering some things Untitled.mp4 Feature overview: Player position randomnization on skirmish maps Keeps teams together, no matter how you define teams at gamesetup. Works flawlessly with the current PetraAI * Added most official WildFireGames skirmish maps to the mod, to be played with player position randomnization (and everything else in this mod). Obstruction templates. They will make sure you can't ungarrison over ridges you are not supposed to. (only on "X" and "A Path Beyond II") 2 maps: "X" and "A Path Beyond II". More than likely more will come in the future . My own custom set of iber defenses for the Iberian civ: The outposts give some extra vision range for the player to see incoming danger (right side is with upgrade). Arrows, slinger & ballista stones, and bolts now have a (slight) trail. Redone flaming arrow/javs and siege particles (it was a fire trail, now it's more fireball with a smoke trail). New building: Field Camps. Available for all civs. They can only be build inside neutral and enemy territory (max 3). Max 10 (12 for some civs) can be garrisoned. Units will slowly heal while garrisoned and the heal can be boosted by garrisoning priests/doctors/surgeons and even more with the new added tech "Quick Thinking". The camp/tent can be destroyed easily even be a decent army of regular units, but cannot be captured. Reworked priests. They can now build (and also help build, with reduced effectiveness) the new Field Camps and can now attack, with weak power. They can no longer heal units on the battlefield, they instead now boost healing done in field camps. Limit = 6. Units now enter a wounded state when their health drops below a treshold. They will receive a movement and attack speed penalty while in this state. Units in this state will receive a bandage icon on them. (Originally @wraitii' s idea ) Some general changes to units: All units move a little faster. Slingers, Javelineers became slightly more accurate, archers slightly less accurate. Slingers received slightly more attack speed and damage. Ranged champions and heros now have the same attack speed and accuracy. Archers including hero's and champions: Attack damage is increased but they now shoot much slower, are less accurate, and take longer to aim. (Logic: Some bows require considerable amount of power to draw, especially longbows) Ranged archer cavalry (incl hero & champ) now have less range, accuracy and attack power compared to ranged infantry archers but higher attack speed. (Logic: Cavalry archers actually used lighter bows than infantry) Champion and hero archers aim/attack faster and have more damage (like usual but tweaked the numbers). Hero archers have the same aim/attack speed as champions but much more health (unmodded) and damage (tweaked). * A few skirmish maps are not included for randomnization for this mod for various reasons with them mainly being: The map is more a scenario type of map (extra units/structures). There is not much point in randomnization if the starting positions are or nearly are identical (or symmetrical), and would otherwise need slight modifications for the mod. Look for the maps with my mod logo on them, they are the ones that work with randomnization. Massive thanks to @Stan` @badosu @nani @wraitii for explaining/giving directions. grapejuice.pyromod | grapejuice.zip | Mod.io | Github Most people think my name has something to do with grapejuice... might aswell embrace it
    12 points
  19. Based on numerous requests, I went ahead and made a mod to add 2 genders to "Citizens" in the game. It is based heavily on my work on Delenda Est. The Two-Genders mod does not change any stats, only converts the "Female Citizen" unit to a unit that uses Female and Male actors. The only civ that keeps Female Citizens is Sparta in this mod. It is compatible with Alpha 24 and can be tested by anyone with that release. If successful, this may be folded into the main game's repo at WFG's leisure and discretion. DOWNLOAD THE MOD HERE, FROM GITHUB.COM: https://github.com/JustusAvramenko/0-A.D.-Alpha-24---Two-Gendered-Citizens I will maintain/curate the mod and commit fixes for any problems you guys may find. Also, if you are familiar with GitHub, feel free to submit Pull Requests to the link above.
    12 points
  20. In my opinion Graphic Artists of 0AD have achieved a tremendus success in defining the modern graphic style for modern RTS games. All units, Biome and scaling is better than all other RTS game of this time. In case of music,sounds 0AD can also be regarded as a masterpiece. Gameplay has also improved significantly after the latest release. Although I would recommend beetter AI for FFA single player. Therefore I would deliberately recommend/suggest/support a massive marketing campaign for 0AD in this situation when people are eager to choose a new RTS leader for the upcoming time. Thanks All Artists, Musicians, Programmers for creating an awesome game like 0AD.
    11 points
  21. Github Repo: https://github.com/Mare-Nostrum-0AD/mare_nostrum Hey everyone! I haven't been active on this forum before, but you might know me from the mod I've been maintaining, Random Civ Selection Groups. I've been working on this mod for a while now; I originally built it for A23 last year during quarantine, and I've spent the last month updating it for A25. It's the culmination of a lot of ideas I originally thought of developing as individual mods, but eventually I realized I had enough new concepts to package together as a total overhaul for 0AD. I loved this game when I discovered it last year, but I was a little disappointed that the city building usually involved turtling around your starting civil center instead of spreading out across multiple cities. I got into RTSs through Rise of Nations, so that's the style of gameplay I was expecting. This mod, Mare Nostrum, is at its core a mod that aims to reimagine 0AD as a game where you build your nation from a small, defenseless village to a vast empire spanning multiple cities. The biggest concept introduced in Mare Nostrum is that each civil center gets a "population" representing the number of citizens who theoretically live in it (this is separate from the "Unit Population" that we're used to, which represents the soldiers and laborers you've recruited from your civil centers). Each civil center starts off as a village with only 100 citizens. Unlike civil centers in Empires Ascendant, villages in Mare Nostrum have low health and capture points, and cannot fire arrows. This makes it much more feasible to launch a successful rush in the early game. To grow your civil center's population, you have to build civic buildings like houses and temples and, especially in the mid-to-late game, promote trade between civil centers. As your civil center's population grows, it automatically upgrades to a higher level; first, to a town at population 500, then to a city at population 5,000, then finally to a metropolis at population 25,000. Each subsequent civil center upgrade has more health, capture points, and arrows than the last and, most importantly, unlocks the next phase in the game (i.e. your first town unlocks the Town phase, your first city unlocks the City phase, etc.). As your civil centers grow, it becomes increasingly more difficult to grow their populations with buildings alone, so building new civil centers and promoting trade between them becomes critical for phasing up (a civil center's population grows by about 2-3 citizens per unit of goods that arrive at the nearby market). This makes raiding your enemies' trade routes and capturing their nascent colonies (as well as defending your own) a more pivotal and engaging aspect of gameplay. There's a lot more great features I've added to the mod along the way (Siege Towers can capture buildings, every faction gets to build a temple to a "Patron Deity" that provides certain bonuses), which you can learn about in the README at the github repo: https://github.com/Mare-Nostrum-0AD/mare_nostrum. I'm going to make a tutorial soon, but for now I recommend getting a feel for gameplay by either playing a sandbox game or watching the AI play against itself for a match or two (the new AI, Delphi bot, is actually decent at the city-building part of the game now). Note that, because of the greater emphasis on building multiple civil centers, you should choose maps that are at least Normal sized, if not larger; each player should have enough space to build at least 3 civil centers at a decent distance from each other. To install, just clone the github repo I linked to above. It's currently compatible with the development (SVN) version of 0AD. I'm hoping to release an official A25 version on mod.io within a week of Empires Ascendant. Also, I'd really love for some of you to join in and contribute. I'm very much not an artist, so having some help on that front in particular would be great. Here are some screenshots of how the new civil centers look: An Athenian Village An Athenian City All four Carthaginian civil centers: Village, Town, City, and Metropolis I hope you all enjoy playing this as much as I enjoyed making it!
    11 points
  22. The date of 6th June 2021 at 23.59 CET has been confirmed for the 0 A.D. Alpha 25 Feature Freeze, a major precursor to the actual release of the new alpha version of the game. What is the Feature Freeze? The Feature Freeze is the point at which new features cease to be added to the new alpha version and the development team focus solidly on final preparations and bug fixes to facilitate the release. What Happens After 6th June? From June 7th to June 13th there will a period of intense testing and bug fixing. June 13th at 23.59 CET – Commit and String Freeze. This is the point where all further changes are suspended, and release candidate versions of Alpha 25 are created and distributed for testing in a controlled environment. This is the final opportunity to discover and resolve any release blocking bugs or issues. Want To Be Involved in Pre-Release Testing? If you’d like to be a part of the critical testing versions of Alpha 25 then please check the thread here; https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/ When Will Alpha 25 Officially be Released? A provisional date range has been decided upon with June 20th being slated as the earliest possible release date and June 30th. Please be aware this is still provisional at this stage and is entirely reliant on a smooth transition through phases described above, with no major release blocking issues being present in the final tested release candidate. Final confirmation of the release date will be announced in advance of launch – ideally 3 days to a week prior, as will any postponement and revised timescales in the event of a major issue being discovered. What Will Alpha 25 Be Named? A final decision on the naming of the new alpha will be made during the Feature Freeze period, but you still have time to get involved. Every new iteration of 0 A.D. gets a name and this is your chance to contribute your suggestions. The Alpha 25 Name Suggestions thread on the 0 A.D. Community Forum has been open since January 2021, but there is still time to vote for your favourite and put forward your own suggestions. 0 A.D. release names start with the letter of the alphabet that corresponds to the release version. Alpha 22 was Venustas, Alpha 23 was Ken Wood, Alpha 24 was Xšayaṛša, and Alpha 25 will start with a ‘Y’. Check out the thread here; https://wildfiregames.com/forum/topic/35736-alpha-25-name-suggestions/
    11 points
  23. Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best!
    11 points
  24. Hello, I want to inaugurate this new A24 replay section by dumping a few of my multiplayer replays, showcasing the new unit balance and the increased diversity of units that can be reliably trained. I have a feeling sometimes players don't make use of all tools available to them. Champions, trade and siege (3v3).zip This teamgame showcases a lot of different unit types, but notably champions swordsmen, some champion archers, some trading, catapult+ballistas attack, and camel archer lategame composition on the other side. Roman sword cavalry champions (3v3).zip Features roman sword cavalry champions, quite a powerful unit. Cavalry and champions (3v3).zip Features sword infantry champions from Seleucids, cavalry compositions from mauryan and ibers (with a few firecav champions) Archer cavalry and roman champion cav (3v3).zip A teamgame that shows those 2 units in action. Valihrant (Koushites) vs Feldfeld (Mauryas).zip Small rush early game. Features town phase CC expansion, archers and elephant archers from Maurya, against archers and nuba skirmisher cavalry from Koushites Valihrant (Mauryas) vs Feldfeld (Macedonians).zip Features town phase CC expansion from macedonians. Skirmishers and champion infantry spearmen from mace against chariot archer champions from maur. Valihrant (Macedonians) vs Feldfeld (Athenians).zip Features a moderate early game rush. CC expansion from macedonians in the town to city phase transition. Gastraphetes from mace against slingers + ballistas from athenians. Feldfeld (Ptolemies) vs cl2488 (Ptolemies).zip Features mercenary swordsmen and mostly slingers against pikemen and slingers. StarAtt (Iberians) vs Feldfeld (Carthaginans).zip Features mercenary cavalry from Carthage. ElDragon (Kushites) vs Feldfeld (Carthaginans).zip Features village phase expansion from Carthage, with a composition of Sacred Band infantry supported by archers later. Archers and pikemen/spearmen from Kushites. You can download all replays bundled here: Feldfeld's replay dump.zip Hopefully that can address a few of the complaints I have read about the new version. For example, the diversity between civilizations has been reduced, yes, however keep in mind to compensate that the new balance between units should make some civilization specific strategies (eg. a unique champion, mercenaries) viable whereas it was not the case in A23 (which was notably a lot of slinger spam). About archers being OP: yes it is true that they have a very good accuracy, possibly making them OP, but they are less efficient than other ranged units against melee units (which have been improved in this version). Remeber there are other options than making citizen soldiers ranged units. Of course this doesn't mean we won't find OP units in the future. Champion melee cavalry look quite strong, champion archer cavalry maybe too.
    11 points
  25. Greetings everyone, The new and hopefully final release candidate (RC) is here! Revision: rP24928 Windows: https://releases.wildfiregames.com/rc/0ad-0.0.24rc2-24928-alpha-win32.exe MacOS: https://releases.wildfiregames.com/rc/0ad-0.0.24rc2-24928-alpha-osx64.dmg All RCs are available here: https://releases.wildfiregames.com/rc. The one you want is 0ad-0.0.24rc2-24928-alpha-** PLEASE READ THIS BEFORE POSTING & TESTING The RC installer will overwrite the current installed version. The RC will use your current config including mods, so make sure to disable EVERYTHING (fgod, autociv, and badosu's mods are not supported) You might get warnings about hotkeys, we redesigned completely the system, so you might have to fix some of them (you may want to backup your config file if your intend to play A23B again It goes without saying but even though we are really close to a release, this is an experimental version. macOS 10.11 and below are no longer supported. windows XP and Vista are no longer supported. If you want to help more you can also perform those steps Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Try mods through modio only. (A23B MODS WILL NOT WORK) Enable feedback and see if it works (Main menu) Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave If you need any help ping me And of course you can play games with the RC.
    11 points
  26. Make sure you don't miss Tom0ad's next livestream about 0 A.D. Like the previous one (https://www.youtube.com/watch?v=5NjTHd26l40), you'll be able to discover the new Alpha 25 release, and hear from Stan about how the process of creating the new Alpha went. https://www.youtube.com/watch?v=jhIOUv0vVw0 Hope to see you all there!
    10 points
  27. Ptolemaic Cretan Archer (left) vs. Seleucid Neocretan Archer (right) Possible updated look for Seleucid spear cav?
    10 points
  28. Let's Fight 0 A.D. is an open-source RTS game (https://play0ad.com/) Let's Fight is a 0 A.D. gameplay balance mod for Alpha 24 (Xšayāršā) Motivation Currently the meta of Alpha 24 is skewed towards turtling via walls, towers, and forts. This problem is exacerbated by the advantage that archers, units that already have high range, have over other ranged units. This mod aims to provide gameplay that is more rewarding for aggressive players and roughly equalize the strength of civilizations to allow for a greater variety of strategies. In particular, there is an emphasis on encouraging players to utilize different strategies depending on the civilization and situation of the game. Several balance changes in this mod were based on discussions in the "Gameplay Discussion" and "Balancing Discussions" sub-forums. Installation Drag and drop the pyromod file over the 0ad start icon or open the pyromod file with pyrogenesis.exe The mod will be downloaded and you will be taken to the "Mod Selection" page (if not, then click "Settings" -> "Mod Selection") Click on the "letsfight" mod in the "Available Mods" and click "Enable" in the bottom left Click "Save Configuration" in the bottom right Click "Start Mods" in the bottom right If you have an older version, go to your local mods folder (https://trac.wildfiregames.com/wiki/GameDataPaths) and delete all other versions of the mod before downloading a different version If you're still having trouble, see https://trac.wildfiregames.com/wiki/Modding_Guide#Howtoinstallmods Updates Thanks to the 0ad community for their feedback. Some people have had questions about the changes or wondered about the justifications. The reasoning behind each change is placed in brackets behind each bullet point. v0.2.3 Gave auras to Chandragupta Maurya and Agis III Buffs to auras of Pericles, Arakamani, and Alexander III Increase damage of melee infantry and cavalry [Thanks @borg] Decrease armor of pikeman [Thanks @borg] Increase crush damage of catapults [Thanks @maroder] Fixed fortress, civic centre, and military colony minimum distance [Thanks @Nescio] Limit of 1 fortress and 10 towers for each civic centre [Thanks @Nescio] Group armor of buildings based on economic, civic and military, and defensive classes [Thanks @Nescio] New stable technology for Britons to increase vision range of war dogs Buff to team bonus of Britons All Changes Thoughts, Comments, Suggestions? Discuss! I've tested this mod against the AI, but the best results are from real players. Try some games with other players and then let me know what changes you liked and disliked. Feel free to make other suggestions that you would like to see in this mod after testing it out. letsfight_v0.2.2.pyromod letsfight_v0.2.1.pyromod letsfight_v0.2.pyromod letsfight_v0.1.pyromod letsfight_v0.2.3.pyromod
    10 points
  29. Since this morning (https://trac.wildfiregames.com/changeset/25233) it is possible to have melee attacks deal also area damage. It might be nice to use that for elephants, making them more specialised group killers than structure destroyers. The syntax is very easy, just copy-pasta from e.g. the bolt shooter. But I wish to gather some opinions first. Do we want area (a.k.a. splash) damage for (champion) elephants? We'd obviously need to reduce its normal damage then.
    10 points
  30. Terrain Overhaul has begun for A25 (terrains successfully ported over from Delenda Est to A25 dev version, locally): The current idea is to release the new terrains with A25, and have all the old terrains exist alongside the new terrains for 1 development cycle (A25 released-A26 release), so that map makers and modders (and WFG) can have a whole dev cycle to retrofit their existing maps. Then the old terrains would be eliminated at the A26 release. A26 would include a script to help anyone port over any other maps they may have to the new set of terrains (the switching will be rough approximations).
    10 points
  31. Auto-Queue is an ability of a building to loop through production queue indefinitely as long as resources and population limits permit it. So instead of training units repeatedly, you can simply set the queue once and set the building to auto-queue. If you played Age of Mythology you probably have used this features. In Rise of Nations it's called Infinite Queue. I have searched through the forum in case this topic has been discussed before, but I can't find any. So I decided to make a small mod to demonstrate this feature, inspired mostly from RoN's infinite queue. I attached the mod below (also accessible from GitHub). Here is the screenshot of 0 A.D (Alpha 24b release) using Auto-Queue mod. The button is accessible in middle panel at the bottom (command section, beside delete and rally point button). When the button is toggled on, units in queue will be indefinitely looped. It doesn't work with technologies as they are one time only. I know that auto-queue is generally considered as a rather controversial feature in RTS, as it is reducing micro but also can be dangerous if left unattended. I personally think that 0 A.D. vision is to reduce repetitive actions, so this feature is a must. What do you think about adding auto-queuing in 0 A.D? 0AD-Auto-Queue.zip
    10 points
  32. Testing the new Macedonian wonder that I made, the Palace of Philip II
    10 points
  33. version 1.0.2 Added Options tab for autociv Smart chat autocomplete (from fgod) Stats overlay (from fgod) Small visual changes Map Skirmish: Volcanic Island (8) All chat commands now work except player reminder Special cyclic building placer for the same hotkey, see first page to know how to add them Removed Map flare Changed : you will need to remove old settings again :/ Hotkeys: they are now changed to reflect better the new meta, with elephant stable and arsenal building having more prominent positions in the keyboard Building hotkeys Building selection Mods compatibility Made it easier to have add special dynamic mod filters and be compatible with multiple mods @badosu @go2die look at file for more info. gui\gamesetup\NetMessages\GameRegisterStanza~autociv.js
    10 points
  34. Going in to Hero Mode could be unlocked a couple ways, either with a Delenda Est-style resource like Glory that can be used to buy Hero Mode time, or maybe allow the Hero to rank-up with kills like other units, ranking up far enough to allow Hero Mode. While in this mode the hero has double resistance and double attack. The mode has a time limit, and takes time to recharge. Upper left button: Hero button replaced by the "Back to Strategic View" button; hotkey: Spacebar; take player out of hero mode. The health bar here indicates how much health all of the player's units have (if you see it dropping precipitously, you might have an indication that there's an attack elsewhere killing your people and might want to go back to Strategic View to deal with it) Lower right: A panel combines the Unit Viewer information and the health bar of the hero. W: Move Forward A: Strafe Left S: Backup D: Strafe Right Q: Turn Left E: Turn Right Z: Toggle Weapons - Whichever weapons are available to this hero X: Army Command - Follow; affects nearby soldiers, causes them to follow and guard the player's hero C: Army Command - Charge; affects nearby soldiers; causes them to charge ahead of the hero by 50 meters in an Attack-Move
    10 points
  35. Had some fun the phase icons using my new letters. phase_sources.7z
    10 points
  36. What is AutoCiv This mod is an aggregation of features meant to enhance the 0 A.D. game experience. I usually implement these extra features as they come up with no general plan in mind. Download (how to install section below) autociv.pyromod autociv.zip Feature list General Readme: press Shift + F4 to open Player mute Player reminder (show a written note when a certain player joins) *** Link opener (opens URL links from the chat) Help command: type /help to see all available commands Console with autocomplete (Ctrl + C + L) Lobby Resize bars Host name mark Remember playerlist state Better performance when reloading lobby Shortcuts to create host, navigate gamelist Game setup Auto-assign civilization with chat (only works if host has the mod) Custom population limit Custom starting resources Custom map size Countdown to start the game Maps Skirmish Volcano island (8) In Game Hotkeys for (see hotkeys with hotkey viewer) Buildings placement Multiple buildings per hotkey (optional, user.cfg) How to use: Copy the hotkey you want and remove the "hotkey." prefix, next replace the hotkey key for the buildings you want to cycle and separate them by a space. Buildings selection Units selection Formations (selected units) Stances (selected units) Auto-train (selected buildings) Minimap expand Custom selection filters by: health rank class group Pause game overlay now shows only in the top area Stats overlay Settings Max corpses visible Download options Download and install from one of the two files from the start of this same page. Download and install manually the github repository (instalation file on the releases section) https://github.com/nanihadesuka/autociv Use 0 A.D. mod downloader (not always newest version) https://0ad.mod.io/autociv Instructions to install Mod compatibility(s) The mod is compatible with: 0 A.D 0.0.25 Probable they will work in the future for 0 A.D 0.0.25 ffm_visibility mod balanced maps mod spec mod (monitor) mod custom_rating mod Should work with all mods that don't have extensive code changes. More stuff & goodies For more info just read the whole thread where I post new features. Questions & feedback You don't understand how it works? Feeling confused? Just wanna comment? Ask and post. Source code public repository https://github.com/nanihadesuka/autociv
    9 points
  37. Obvious improvement.
    9 points
  38. 9 points
  39. Grab a woman and have her attack a rabbit. Auto-explore.
    9 points
  40. Hi guys, please don't lough about the result, but i would show you my first try making a model from scatch. After downloading hundereds of models, inspect them, try to learn things about meshes, unwrapping, texturing, baking and so on i've decided to build my "own" village for 0ad, which i can share without having trouble with licensing. So, here it is:
    9 points
  41. Update on the fortress.
    9 points
  42. Archers Overpowered? 10 archers vs. 10 skirmishers Units start 60 meters apart (archer max range) Theory: Skirmishers under fire as they have to approach by 30 meters Results: 6 archers left (all fully healthy) Observations: The archer range was decisive here 10 archers vs. 10 skirmishers Units start 30 meters apart (skirmisher range) Theory: Skirmishers can attack immediately, archer range nullified, strong javelin attack strength should even the odds Results: 1 archer left (full health) Observations: Remove archers' range advantage and things even out considerably; archers still slightly better, probably their attack interval advantage 10 archers vs. 10 slingers Units start 60 meters apart (archer max range) Theory: Slingers under fire briefly as they close to within 45 meters Results: 6 archers left (avg 75% health) Observations: As the slingers cost less abundant resources, this isn't a very good outcome for slingers 10 archers vs. 10 slingers Units start 45 meters apart (slinger range) Theory: Slingers can attack immediately, archer range nullified Results: 1 archer left (10% health); 3 archers left (avg 20% health), 3 slingers left (avg 40% health), 1 slinger left (50% health) Observations: Remove archers' range advantage and things even out considerably; After the first test was so close I moved some units around slightly by about 1 meter. The fact that results came down to a 1 meter placement tells me they are pretty much balanced in combat against each other. Is this desired? 10 archers vs. 8 cavalry swordsmen Units start 60 meters apart (archer max range) Theory: Cavalry under fire for 60 meters; melee cavalry should be archers' natural counter Results: 7 cavalry swordsmen left (avg 80% health) Observations: Unsurprisingly, the archers were massacred. This is a good balance IMHO. 10 archers vs. 8 cavalry spearmen Units start 60 meters apart (archer max range) Theory: Cavalry under fire for 60 meters; melee cavalry should be archers' natural counter Results: 7 cavalry swordsmen left (avg 80% health); identical results to cav swordsmen Observations: Unsurprisingly, the archers were massacred. I thought the cav spearmen would perform a little worse than cav swords due to their slower attack interval, but it didn't work out that way. This is a good balance. 10 archers vs 10 infantry spearmen Units start 60 meters apart (archer max range) Theory: Infantry spearmen in theory should fall prey to archers; we'll see Results: 6 spearmen left (avg 85% health) Observations: Surprised by this outcome. Archers were massacred by spearmen, probably because of the spearmen's double health. No spearman died until the last 10 meters of their charge. 10 archers vs 10 infantry spearmen Units start 30 meters apart Theory: Infantry spearmen in theory should fall prey to archers Results: 9 spearmen left (avg 75% health) Observations: Unsurprised by this outcome given the 60 meter tests, but this still doesn't feel right. Very unbalanced toward the spearmen. 10 archers vs 10 infantry swordsmen Units start 60 meters apart (archer max range) Theory: Infantry swordsmen in theory should fall prey to archers, especially since Results: 8 swordsmen left (avg 80% health) Observations: Archers were massacred by swordsmen, when it should have been the other way around since the swordsmen were under fire for the entire 60 meters. Conclusion I don't think archers are overpowered per se. At least not on a unit by unit basis. Their range does seem extreme though, and they only cost food and wood, so in a meat shield situation or raiding situation the results could turn heavily in their favor.
    9 points
  43. Yoda - Jedi Master Yoghurt - a food produced from the bacterial fermentation of milk Yogi - an anthropomorphic cartoon bear. Who liked picnic baskets. Yellow Bile - a humor believed in medieval physiology to be secreted by the liver and to cause irascibility Yellow Fever - an acute viral haemorrhagic disease transmitted by infected mosquitoes. Yellow Weather Warning - Lowest level of warning for extreme weather conditions, below amber and red. Usually means there will be flooding in parts of Wales. Yowsers - a slang amalgamation of 'yikes' and 'wowsers!' Popularised by the cartoon series, Scooby Doo. Yowsers, I just made a mess of my trousers - someone exclaiming in reaction to a recent unexpected/scary event that they may have soiled themselves as a result*
    9 points
  44. Some more eyecandy ... also all handmade
    9 points
  45. @Wijitmaker @everyone else:
    9 points
  46. Following @Itms lack of time recently, I have taken up the mantle of the spidermonkey migration. For SM52, most of what he had done is directly usable and I plan to commit the upgrade in the upcoming days. I will be uploading patches to Phabricator, but for those using git, you can access the whole thing here: https://github.com/wraitii/0ad/tree/sm52-clean My plan is to try and move rather quickly up the ladder, since we need SM78 for Python3 support (which we need to not be dropped by linux distros), and that will take 3 more rounds of upgrading.
    9 points
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