Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 2024-03-21 in all areas

  1. There should be rigorous debate. If you look back in trac at some of the least popular changes, those were the changes that typically had the least discussion or where dissenting opinions where just outright ignored. Disagree on each version of the community mod being disliked. To be honest, all the versions before 26.6 were pretty widely liked at initial release and those changes are still widely approved of. There are mechanisms to reverse changes. Indeed, we appear to be in the midst of changes with buildingAI and melee rebalance.
    4 points
  2. Chapter 2: Revenge You have had to flee Tyre, along with your most loyal supporters and adventurers seeking glory in battle. Stricken by grief due to the murder of your husband, you decide to pay a visit to an Assyrian fort on the way to Cyprus - and not just any fort, one that currently hosts the general Abibaal as an ambassador, who is (secretly) your brother's lover. You will have your revenge! Your objectives are to establish a settlement and raise an army to kill or capture Abibaal. Abibaal is bound to be located in one of the civil centres in the Assyrian fortress. You must search for him and have your revenge! Screenshots from game play and a view of enemy fortress: There are multiple ways to win, some smarter than others
    4 points
  3. @SneakEP @JC (naval supremacist)
    3 points
  4. Added a small update to the wiki page.
    3 points
  5. Caesar accounts about the Celtic chariots: Caesar, DBG, 4.24 The natives, however, perceived the design of the Romans. So they sent forward their cavalry and charioteers — an arm which it is their regular custom to employ in fights — and, following up with the rest of their forces, they sought to prevent our troops from disembarking. Disembarkation was a matter of extreme difficulty, for the following reasons. The ships, on account of their size, could not be run ashore, except in deep water; the troops — though they did not know the ground, had not their hands free, and were loaded with the great and grievous weight of their arms — had nevertheless at one and the same time to leap down from the vessels, to stand firm in the waves, and to fight the enemy. The enemy, on the other hand, had all their limbs free, and knew the ground exceeding well; and either standing on dry land or advancing a little way into the water, they boldly hurled their missiles, or spurred on their horses, which were trained to it. Frightened by all this, and wholly inexperienced in this sort of fighting, our troops did not press on with the same fire and force as they were accustomed to show in land engagements. Caesar, DBG, 4.32 Meanwhile one legion, called the Seventh, had been sent as usual to collect corn; nor as yet had any suspicion of hostilities intervened, since part of the people remained in the fields, and part were actually frequent visitors to the camp. Then the outposts on duty before the gates of the camp reported to Caesar that a greater dust than usual was to be seen in that quarter to which the legion had marched. Caesar suspected the truth — that some fresh design had been started by the natives — and ordered the cohorts which were on outpost to proceed with him to the quarter in question, two of the others to relieve them on outpost, and the rest to arm and follow him immediately. When he had advanced some little way from the camp, he found that his troops were being hard pressed by the enemy and were holding their ground with difficulty: the legion was crowded together, while missiles were being hurled from all sides. The fact was that when the corn had been cut from the rest of the neighbourhood one part remained, and the enemy, supposing that our troops would come hither, had hidden by night in the woods; then, when the men were scattered and, having grounded arms, were engaged in cutting corn, they had suddenly attacked them. They had killed a few, throwing the rest into confusion before they could form up, and at the same time surrounding them with horsemen and chariots. Caesar, DBG, 4.33 Their manner of fighting from chariots is as follows. First of all they drive in all directions and hurl missiles, and so by the mere terror that the teams inspire and by the noise of the wheels they generally throw ranks into confusion. When they have worked their way in between the troops of cavalry, they leap down from the chariots and fight on foot. Meanwhile the charioteers retire gradually from the combat, and dispose the chariots in such fashion that, if the warriors are hard pressed by the host of the enemy, they may have a ready means of retirement to their own side. Thus they show in action the mobile of cavalry and the stability of infantry; and by daily use and practice they become so accomplished that they are ready to gallop their teams down the steepest of slopes without loss of control, to check and turn them in a moment, to run along the pole, stand on the yoke, and then, quick as lightning, to dart back into the chariot. Caesar, DBG, 5.15 The horsemen and charioteers of the enemy engaged in fierce conflict with our cavalry on the march, with the result, however, that our troops proved their superiority in all respects, and drove them into the woods and highlands; but, pursuing too eagerly after slaying several of the enemy, they lost some of their own number. After an interval, however, when our troops were off their guard and engaged in entrenching the camp, the enemy suddenly dashed out from the woods, and charging the detachments on outpost duty in advance of the camp, they fought fiercely. And though Caesar sent up two cohorts in support — and those the first cohorts of two legions — and two detachments had taken post with a very slight interval between them, the enemy most gallantly broke through in the middle (as our troops were disconcerted by the novel kind of fighting), and retired safely from the field. On that day a tribune, Quintus Laberius Durus, was killed. The enemy were driven back when more cohorts had been sent up. Caesar, DBG, 5.16 The action took place in front of the camp and under the eyes of all; and it was clear that in all such fighting our infantry, by reason of their heavy armament, since they could neither pursue a retiring enemy nor venture far from the standards, were but poorly fitted for an enemy of this kind. It was clear, again, that our cavalry fought with great risk, because the enemy often retired of deliberate purpose, and, when they had separated our horse a little from the legions, leapt down from their chariots and fought on foot to our disadvantage. Their cavalry tactics, however, threatened us with exactly the same danger in retirement or pursuit. Add to this that the enemy never fought in close array, but in small parties with wide intervals; and had detachments posted at regular stations, so that one party covered another in turn, and fresh, unspent warriors took the place of the battle-weary. Caesar, DBG, 5.17 Next day the enemy took post on the hills, at a distance from the camp, and began to show themselves in small parties and to assail our horsemen, though more feebly than on the day before. But at noon, when Caesar had sent three legions and all the cavalry with Gaius Trebonius, the lieutenant-general, to get forage, the enemy swooped suddenly from all directions upon the foraging parties, with such vigour that they did not stop short of the legions drawn up for battle. Our troops charged them fiercely and drove them back, and did not bring the pursuit to an end until the cavalry, relying on the support of the legions they saw behind them, drove the enemy headlong and slew a great number of them, giving them no chance to rally or stand fast, nor to leap down from their chariots. After this rout the succours which had assembled from all quarters took their departure; and never afterwards did the enemy engage us at their full strength. Caesar, DBG, 5.19 When Cassivellaunus, as above set forth, had relinquished all hope of a struggle, and disbanded the greater part of his force, with the remainder — about four thousand charioteers — he kept our marches under observation, and, withdrawing a little from the route, concealed himself in entangled positions among the woods. In whatever districts he had learnt that we intended to march he drove all cattle and human beings from the fields into the woods; then, whenever our cavalry dashed out over the fields to plunder and devastate more freely, he sent out charioteers from the woods by every road and path, engaging our cavalry to their great danger, and preventing them by the fear thus caused from ranging farther afield. The only course left to Caesar was to allow no party to remove very far from the main column of the legions, and to do as much harm to the enemy in laying waste the fields and in conflagrations as the marching powers of the legionaries could accomplish.
    2 points
  6. If it helps, I like the non-random arrows. Sure, they need tweaked, but I build a guard tower to kill people, and it's kind of hard to kill people if it skims the top 50% off of the invading Spartans and then moves on to shoot something else.
    2 points
  7. I said random arrows were balanced, and I agree with that. But it was silly, boring, and resulted in a lot of unfavorable gameplay. Surely you realize we are not giving non-random arrows a fair shake here since they are not yet balanced ideally. Diving under buildings without consequence, buildings acting like a timer for the soldiers to leave, Healer auras invalidate arrows, lack of control over arrows. So the reason that non-random arrows is bad is personal preference?
    2 points
  8. The fact that athens relies on what was the best hero in the game to be competitive is a problem. Anyway: https://code.wildfiregames.com/rP27779
    2 points
  9. Its been discussed, also there was a patch for this at some point. Also, there are changes to chariot stats in a27: https://code.wildfiregames.com/D5119 Basically more hp, a little faster but slower to accelerate, more expensive.
    2 points
  10. make in-game change list and we gonna get fine..
    2 points
  11. Hello guys, I really enjoy play this game and I want to contribute in any way I can, my background is web dev, I sent my first PR to the terra magna mod repo. I play with some friends each Saturday night, we really enjoyed the game!
    2 points
  12. I am happy to present the start of a new single player campaign called "Carthage: New Beginnings". The campaign will cover Dido's departure from Tyre up to the founding of Carthage. This campaign will be fairly short, about 6 or so scenarios. They are mostly done and I will be porting each one to the current version of 0ad and provide an update every few days. Chapter 1: In the beginning You are Elissa -- the sister of the tyrant of Tyre, King Pumayyaton. All your life, you have dreamed of glory but lately, your brother has been increasingly pushing you out of power and out of influence. You sense that is the time to make a move. And what better way to show your abilities to the citizens of Tyre than to raid a band of Celts who have recently moved in and established a small fishing town on the mainland. But first, you must figure out how to get your elephants across the sea as to take down the settlement's fortifications. Your husband, Acerbas, the High Priest of Melqart, has an idea. A band of pirates holding out on an island to the north-west, has stolen an ancient relic. Should you be able to return it, he will secure enough money to purchase you a ship that will be able to carry the elephants across the water. But you must be careful - our current ships are weak and can only be used to ferry our soldiers but not for battle. AI Settings: Player 5 should be on Petra with a difficulty of your choice (the hardest for best experience). All others should be set to Sandbox. Note: you may need to know a tiny bit about the geography of Tyre to know which was is North Where to get the scenarios: https://github.com/SciGuy42/Carthage_BeginningsGloryAndDemise/archive/refs/heads/main.zip You should extract the files in your /mods/user/ folder. On Linux, that is typically located in /home/.local/share/0ad/mods/user/. Note that the repository contains additional scenarios but I haven't tested them yet and they most certainly need fixes and a play test. But coming soon! I play tested on the following build: Mar 22, 2022 (25860-release), which is the default version on Liniux when installing from the "universe". There are probably issues with newer versions if the javascript API is not backwards compatible or if template names changed. A few screen shots from the game play: Some questions for developers: 1. Can some point me to the function I need to call to display text in the same place where we see notifications, like when a players enters a new phase? Since the objectives change throughout the game based on events, I would like to periodically print the current objectives to remind the player. 2. Similarly, is there an example of a dialog box but no so much a dialogue with 2 options but just 1 option? I found the example with two buttons and am currently using that but I don't actually need two buttons and which button is pressed is irrelevant. Observed issues: 1. One of the docks that the AI build rotated the wrong way by 90 degrees, instead of the dock facing the sea, it was oriented parallel to the shore. 2. The first time I used catapults, I gave them the command to attack a fortress while the catapults were packed. The moved closer to the fortress, unpacked but were still outside of range. I had to pack them, move them closer, then unpack and then they worked fine. Want to help? While I am quite proud of my Tyre, it can use a round of, let's say, "beautification". If you like that sort of thing, let me know, I can give you permissions in the repository. The only constraint is that I'd rather not move the docks and also the passages to the harbors should probably not get smaller. Eventually I may need an "early" Carthage but probably not for the first few missions. If you want to help there, I am already thinking of one possible scenario that would take place in Carthage, let's say, 10-15 years after it was founded. I also need a mod file but I don't know how to do that. The other way to help, of course, is to play it and write back with how it went. Enjoy!
    2 points
  13. Chapter 3: Blessings You have finally arrived in Kition, a Tyrian colony in Cyprus where your husband's brother is the head priest of Astarte. You grieve your husband's death together. But work is to be done. The priest is ready to provide Astarte's blessing for your journey but there is trouble that needs to be dealt with first. News of your assault on the Assyrian fortress has reached these lands and the general in the Assyrian colony to the West of us has vowed revenge. To the north east, a band of Greeks live in the hills and have decided that now is the time to plunder. You must help Kition defend itself. Defeat the Assyrians and the Greeks! Your scouts report that there are friendly traders in the area -- we should search by boat and within land. We do not have the resources to establish a settlement and will need to rely on trade to support our forces. Directly to the north, our scouts report the presence of barbarians -- they may have useful loot and perhaps even weapons that will be helpful to us. AI Settings: Greek Traders should be set to Sandbox. Everyone else, Petra with a difficulty of your choice. Note: any buildings you capture will not decay due to lack of culture influence.
    2 points
  14. JC is very foul-mouthed.
    2 points
  15. yeah, mostly trying to optimize the rebalance and arrows situation. That and bringing in some of the more simple a27 stuff like the changes to immortals: https://code.wildfiregames.com/D5202
    2 points
  16. I like both. With (2) already committed to a27, I see no reason not to include it. Speaking of a27 commits, I think the Iphicrates patch would also be nice to get into the community mod too. What is your plan for the next community mod, mostly cleanup with arrows/melee balance? I think that is a good plan. If you want to add new ideas, I think the wonder is ripe for reform. Ton of things we could do there. But right now it does basically nothing.
    2 points
  17. this whole proto-indo-european mythology thing is pretty interesting. I wander how do they know that before the many myths similar to each other, there was a "common ancestor", instead of just maybe assume a myth spread from people to people in more recent times.
    2 points
  18. I think the fact we used famous names was to give an incentive for people to learn about them Just like Pyhric victory in Medieval 2 Total War made me wonder about Pyhrus
    2 points
  19. Just another thought: do we need actually famous names only? I think the answer might be obvious : "no, as long as the name is typical for the respective civ."
    2 points
  20. I've been wanting campaigns in this game, so I'm glad to see this. If you need any help writing or need someone to look over your in game writing, let me know. Actually, while I've been working on the encyclopedia, I've had style ideas for the narrative and writing in campaigns. My ideas don't have to be followed exactly, but some standardization could possibly be nice.
    2 points
  21. They are undocumented at https://trac.wildfiregames.com/wiki/ParticleFormat. I just tried to do so but after trying to pass the the captcha about 20 times without success I give up
    2 points
  22. Hey @Allan You need to add the following tag to your particle effect: <use_relative_velocity/> So in your case: <?xml version="1.0" encoding="utf-8"?> <particles> <texture>art/textures/particles/flame.png</texture> <blend mode="add"/> <start_full/> <use_relative_velocity/> <constant name="emissionrate" value="20.0"/> <uniform name="lifetime" min="1.0" max="1.5"/> <uniform name="velocity.x" min="-2" max="-2.5"/> <uniform name="velocity.y" min="-0.3" max="0.3"/> <uniform name="velocity.z" min="2" max="2.5"/> <uniform name="velocity.angle" min="-3.14" max="3.14"/> <uniform name="size" min="1.0" max="2.0"/> <uniform name="color.r" min="0.8" max="1.0"/> <copy name="color.g" from="color.r"/> <copy name="color.b" from="color.r"/> </particles> I removed the following line in my screenshot for it to be straight. <uniform name="velocity.x" min="-2" max="-2.5"/>
    2 points
  23. Don't get me started about that. I know a lot of people like Discord, but when open source communities use it exclusively, it's ridiculous. I ended up not working on Endless Sky because they only talk there. I personally prefer the slower form of communication than real-time. It gives people more time to think.
    2 points
  24. The current one is capable but his advisors wouldn't let him.
    1 point
  25. I think chariots are just a weird weapons system to model in the simulation systems of 0AD, because unlike almost everything else in the game they are both extremely multi-role and (or arguably because) by the era the game takes place in their entire advantage seems to have been 100% psychological rather than kinetic. (With the possible exception of Britons vs Britons.) Do you need a heavy cavalry weapon that will smash through enemy formations with pure momentum? Chariots will do that. But horse riders will do it better, while also being more survivable and costing less. Do you need a mobile archery platform that will rain arrows on your enemies while keeping you out of reach of foes? Chariots will do that. But horse archers will do it better, while also being more survivable and costing less. What does a chariot do better than cavalry? Only that is shows you were both rich and crazy enough to show up to war in a chariot. That means you are probably an emperor or his immediate family: with an entire army, plus a lot of elite body guards personally tasked with backing him up. So whoever he decides to charge at and then makes the colossal mistake of standing their ground automatically earns the wrath of that entire apparatus. It's like the president of the USA taking Air Force One into a dog fight. The 747 is not a good choice if he intends to achieve a kinetic victory, but if the other guy is smart he will immediately surrender regardless. Am I wrong?
    1 point
  26. I like this (I think I actually suggested it myself at some time in the past) but I think it requires new code to do. Chariots has been something that everyone agrees needs to get changed but there isn't a lot of agreement on what that change should look like or the desired change (trampling) has to get new code to be possible. As a result, we have what we have for now.
    1 point
  27. iphricates was very problematic, its good that there was a nerf. Now I do agree athens could use some other good heroes, and perhaps some justification for their champs coming out of a super expensive building. Also citizen spearmen counter cavalry perfectly well still so I wouldn't worry about that as of the new comm mod.
    1 point
  28. I agree, I think I overshot for towers and forts. Maybe even for CCs too. Forts really have no reason not to be formidable when fully garrisoned, so I would probably increase their firing period from 4 to 3s. I think with a couple adjustments and some techs for fort and tower arrow damage (or maybe phase dependent damage) it might work out pretty well. I didn't change the sentry tower build time, and I'm still evaluating the cost increase.
    1 point
  29. I don't understand this. To what change does it refers to? Also the poll should include all the building changes.
    1 point
  30. There is one. https://linktr.ee/wildfire_games
    1 point
  31. Members of Balancing team are a fight between each other about what w and what not to change . No wonder every new 0ad version and evey comunity mod is instantly dissliked by both newbs and pros
    1 point
  32. Not that hard, but a little still. For all templates with the garrison component, for all actors of those templates if there is no garrisoned variant then you have a missing flag. Then for all the dae files referenced in that actor you need to ensure they have a prop-garrisonedYYY else the model needs to be adjusted. Something like that <node id="prop-box_02" name="prop-box_02" type="NODE"> <matrix sid="transform">-1.62921e-7 -1 0 -0.8 1 -1.62921e-7 0 -0.08623493 0 0 1 3.79285e-4 0 0 0 1</matrix> </node> https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/meshes/props/box_pile_01.dae#L71 Else you can convince someone to rewrite the system so that the prop point(s) is/are set in the templates instead and convince that person to extract all the data from those nodes and put them in the templates instead. This way adding a flag will be easier for you (Also you can change the civ depending on the owner )
    1 point
  33. Hi, I was wondering whether it would be possible to implement a shortcut selecting all idle buildings. For example I + double klick building: all idle buildings of that type are selected.
    1 point
  34. yes, and its now in the game! Go to settings-> community-mod, and you will see the patch notes in order of release. The 26.7 changes are shown, but I had to make a 26.8 version because of an issue
    1 point
  35. HI! Also, if you don't want to do something related to web development, there are plenty of things you could do. The Game Engine is written in C++ but the AI and game files are written in .xml and JavaScript, and being a web developer, you might be familiar with that. You can find open tickets here: https://trac.wildfiregames.com/report/1 to see if you can implement a feature or squash some bugs! Or if you want something less technical you could contribute to the Encylopedia project:
    1 point
  36. What do you mean? Wouldn't it just be a total revert? The targeting queue is inside buildingAI and the function that fires arrows handles both default behavior arrows and targeted arrows.
    1 point
  37. https://mod.io/g/0ad/m/badosu-balanced-maps New version: fixed missing chickens in "fixed" mainland incompatibility checks turned off mod name fixed. It will be ready in the mod downloader after it gets signed.
    1 point
  38. A new Pr for the farming articles for the Secludes and Ptolemies. https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/130
    1 point
  39. Two things? 1. Could we set it up that you lose if Phillip/Alexander dies? If I remember I had him die and I could still play 2. Do you think some sort of dialog could be added in game? When I tried a play through, I found it somewhat difficult (I kept forgetting what to do) furthermore it was somewhat bland on the story side of things, which is what I think is necessary for a campaign. I am more than willing to add the dialog, myself, if it's possible. I'd also like to take a swing at the in between level descriptions to try to get them in a more narrative tone. If you'd like, I can show you what I mean.
    1 point
  40. Seems very easy to come up with more names greater than 8.
    1 point
  41. Hello @DGMurdockIII, ICYMI: There is a powerful search engine integrated in this forums software where you can research easily for terms. Using the normal forums design it can be found on the upright. Using this function—and after finding results answering to existing threads—may be healthy to this ecosystem. My little bit frustrated reaction to your OP: I filed a search request to the engine for you and after few seconds found several threads (13 pages search results!) concerning the need for officially accepted Discourse servers and explanations. Due to time reasons, I only lead you to two of them: Best wishes!
    1 point
  42. I don't think it goes with the FOSS philosophy to make something official with a private company.
    1 point
  43. I don't really understand the trapezoid in the minimap. As you can see the marked rabbits are in the top half of my screen while their dots are in the lower half of the trapezoid. (Especially the wabbits can be hard to spot.)
    1 point
  44. Their punches and especially their kicks can be pretty mean. Of course then we also need a war emu! Should there actually someone who doesn't know: the Australians once fought a war against the emus - and lost. https://en.wikipedia.org/wiki/Emu_War
    1 point
  45. @_chocolateI've just made video tutorial - check it if you have free time ( https://www.youtube.com/watch?v=3Y4e4L_yEH0 )
    1 point
  46. Mardonius is a notable general who is not included in the Persian list. Cyrus the Younger is also not represented. Tissaphernes, a prominent satrap could also be a leader. At the moment Persia basically just uses monarchs as leaders. Satraps, princes, and generals would also be reasonable candidates. I have little to say for the Seleucid and Maurya Empires unfortunately.
    1 point
×
×
  • Create New...