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Showing content with the highest reputation on 2015-03-24 in all areas
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6 points
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Introduction Currently we have three types of damage Pierce: done mainly by archers, spearmen, skirmishers, … Hack: done mainly by swordsmen Crush: done mainly by siege units, such as catapults, battering rams, … That leads to some problems when designing the counter-unit-relation. For example we want (generally spoken) swordsmen to effective against skirmishers, skirmishers to be effective against bowman and bowman to be effective against swordsmen. Because skirmishers and bowmen do the same damage (pierce) giving swordsmen a good armour against skirmishers will also improve them equally against bowmen which we don't want. Proposal 1 Introducing another type of damage for skirmishers/bowmen could of course solve the problem. But what should that be? Both deal ranged pierce damage. I think an idea of resolving this could be found in the real world. The difference between a thrown spear and an arrow is the kinetic energy. You can read in several articles (e.g. in https://en.wikipedia.org/wiki/Bow_and_arrow) that bows had the advantage that shot arrows have/had a higher kinetic energy than a spear thrown by an arm. An arrow with high kinetic energy was able to destroy an armour, as demonstrated for example here: https://www.youtube.com/watch?v=KCE40J93m5c. A thrown spear didn't have sufficient energy to do that damage. In the game 0ad that can be used like this. Let every unit have a kinetic-energy-value for an attack, and an armour a value determining the absorption of kinetic energy. Swordsmen the can have an armour which can deal well with the less kinetic energy of the thrown spears of skirmishers. They can reach them and – because skirmishers have a very low armour on everything – kill them easily. On the other side the swordsman's armour wouldn't perform well against the high-kinetic-energy pierce damage of bowmen and would be weakened to much before a swordsman can reach the bowman. Skirmishers on the other side don't need to reach the bowmen because they have range themselves (and move quicker than swordsmen with heavy armour). The just throw their spears and the bowmen should be vulnerable to high-kinetic-energy pierce damage as well as low-kinetic-energy pierce damage performed by the skirmishers (which themselves could have a better armour against high-kinetic-energy pierce damage). So the situation described above is resolved. Of course the concept with kinetic energy is also of use in other situations. For example the crush damage of a battering ram comes with less kinetic energy than the one of a catapult. And a two-handed sword also performs damage with more kinetic energy than a longsword. Proposal 2 Another idea would be to introduce – instead of the kinetic energy – a probability to avoid a hit, as done for example by a game like http://wesnoth.org. They describe it here: http://www.wesnoth.org/manual/stable/manual.en_GB.html#_fighting; We can use it, to give skirmishers a high probability to avoid arrows (because they are more agile than swordsmen with their heavy armour). What do you think? Any other ideas? Any objections and proposals to improve that?2 points
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How will you fight invisible units? F.e. if we add a unit, that also adds graphics, and it might make a civ stronger, thus we may need to reduce the stats of other units. AFAICS, only full checkouts are possible, and that's already possible when you convince a few players to play on the SVN version, which can be updated every day.2 points
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Nobody plays random maps on sc2 ranked because they cannot. Besides, sc2 is much much much easier to balance when they DO make random maps than games like 0ad and AOE. starcraft resource management is literally made for babies. (2 resources, almost always next to each other. only dropsite makes your workers. done.) Not that it's bad. just very simplistic. (thus easy to balance) Also, they can make beautiful maps without them being chopped down and butchered. mappers in sc2 don't need to worry about trees being harvested. (except for certain arcade games) mappers in 0ad and similar games do. I do agree though, maybe we should set up a ranked/tournament standard? only Skirmish maps are ranked? Even unbalanced maps that are pre-made have better balance than random maps (as a general rule)2 points
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Sorry for double post, I played yesterday with Hapoo on skirmisher map (Alps Valley). I think for ingame "testing" of the gameplay and balance, these map are much better. It is more balanced (especially no extra fruit on only 1 player for example that would make his skirm cav rush much stronger than his opponent) Look at sc2, nobody plays on random maps and I think the reason is that the balance of "premade" maps is much better. btw I don't know who made this map (Alps Valley) but it's really beautiful.2 points
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Lowpoly with normal map: (a few details to work out, can't finish it tonight)2 points
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Looking great! Still can't believe how good the water looks and I made it...2 points
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I really love this game and I would like to set a 0 A.D. wallpaper as my default wallpaper. But there's one problem: The highest resolution I can find at the play0ad.com-webpage is 1600 x 1200 px. Why? That's neither a 16:9 ratio nor today a common display resolution. I would suggest publishing wallpaper at least in FullHD resolution, if not even in 4K, if possible. The game looks great, but I don't want to see such blurred wallpaper on my screen... (Sorry if this is a duplicate, couldn't find anything else like it.) Thx, Alex1 point
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Game simply needs gamesetup toggle for entity with treasure class. This should be trivial, no? I don't see problem with treasure per se. It all about placement. Use start cav to go get treasure or hunt or scout? Just one more option. All about placement. Alekusu, since you have access Delenda Est, try out Neareastern Badlands (2) in Delenda Est. I made is smaller and better for 1v1 ranked. I also edit Punjab to get rid of couple of ponds for some more land area near base. I think Greek Acropolis (2), Acropolis Bay (with some changes, see Delenda), Libyan Oasis (2), and Median Oasis (2) are good maps for 1v1 rank too. The random maps are too simplistic always putting 1 stone mine and 1 metal mine right next to start CC. This is Starcraft way, not good for 0 A.D. In Starcraft you do not have Storehouse and Farmstead. In 0 A.D. placement of Storehouse and Farmstead is crucial, so making mines farther away from start CC is better game design.1 point
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imho, alpha stage is no time for balancing and I think current balancing effort is waste of time to appease community member with no patience. Focus should be on fixing bug and adding features. I am fool who knows nothing.1 point
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sanderd17: Though this wouldn't allow units passing over each other on different heights (It would be cool but I wouldn't givi it high priority) That sounds like the best way to to it by now.1 point
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yeah first we should try these maps and make a list of the potential good maps for multiplayer (I'm really bored of mainland ^^)1 point
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AFAIK it's a 2D pathfinder so I don't think it support that, don't quote me on this though.1 point
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During the Punic Wars, the Numidian Kingdom (350-25 BCE) of North Africa led by Masinissa (202-148 BCE) played a key strategic role as allies of Carthage, and then switching sides to side with the Romans at Zama. Masinissa united the western and eastern Numidian kingdoms to establish a powerful independent regional power. Subsequently, it was the Numidian conflict with Carthage that precipitated the Third Punic War. Numidia's position as an independent power was later illustrated during the regin of Masinissa's grandson, Jugurtha (117 - 105BCE)when they went to war against Rome, Jugurthine War (112–106 BC). Although the Romans won a number of battles, they were never able to completely defeat the combined forces of Numidia in alliance with Mauretania. Although known primarily for their cavalry, Numidia was fully capable of fielding an army that could stand up against the might of Rome. Not much is known about why Rome which had defeated Carthage as such a difficulty with Numidia. Sources in antiquity blamed corruption among Roman officials as the primary cause for her failure but it may also be due to the fact that the core of the Numidian forces was made up of a full-time warrior class of men able to to be in the field for years at a time. Rome in contrast had to train and conscript her citizen armies in response to individual crises as they arose. That the famous Marian reforms (107 BCE) that overhauled the organisation of the Roman army and created a permanent professional army came about as a direct result of Rome's inability to defeat Numidia tends to to support this point of view.1 point
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Two quotations from Marcel Duchamp, an artist who single-handedly redefined art in the modern world and then promptly retired to become a chess player. “While all artists are not chess players, all chess players are artists.” and “All in all, the creative act is not performed by the artist alone.. the spectator brings the work in contact with the external world by deciphering and interpreting its inner qualifications and thus adds his contribution to the creative act.”1 point
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The same could be said for a film, just a fast correlation of images that makes you think they're in movement, after you clicked play. Art from my personal point of view is anything, created with the purpose to make the viewer feel different emotions. For me, the more stronger/deeper/impactful emotions, the better the art is. It could be awe, sadness, joy, compassion, surprise.... the more complex the feeling, the better the art is. That said, I'll also consider better pieces of art those that are able to transmit those feelings in the shorten time possible/with the minimal amount of the "medium to transmit the feeling". To explain myself, I consider a better piece of art a single image that made me feel a deep & complex feeling than a movie who took more than 1h to make me feel that way. From my definition, you can conclude that in my opinion the best art is the controversial, social critic, aggresive/blatant type of art, because in my experience it usually is the one who can trigger in me the most complex and sudden feelings. Also you can derive from my definition that art is very subjective because each individual reacts different to the artist stimulus, and that's why there are so many pieces of art that are considered good, when there are people who doesn't like them at all. EDIT: Tailoring the answer with videogames.... Haven't you played a game that made you cry, or almost did? have you ever played a game that made you feel in an universe which made you feel in awe or surprised? have you ever played a game that made you feel compassion for that character who died through the game? If yes, then some games that you played would be considered for me as art.1 point
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IIRC, for the hotkeys to be listed, standard wxWidgets IDs have to be used in Atlas UI instead of custom ones. There should be a ticket to fix that.1 point
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A screenshot with beautiful water. It is taken from an upcoming Millennium A.D. showcasing skirmish map (made by Skhorn and edited by me).1 point
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Hi, I'm not sure where bug reports should be sent for the website copy, so I'll post it here in the hope that someone who knows what to do will see it. The game manual at http://play0ad.com/category/game-manual/ contains a typo in section 4 "Training Units". The sentence "Rally points can can be set on resources" contains a duplicated "can". If this is the wrong place to report this, please let me know where I should report it. Thanks, Some britons.1 point
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I like the idea of having a configurable "cooldown" period for sounds, a delay before the sound can be played again, that should cover this bug. It's better handled in the engine because it knows how long the sound will play, but exposing an API for that in scripts would be needlessly messy IMO - or a hack to workaround current behavior. Battle sounds would be more involved, either a limit on how many instances can play simultaneously and/or switching to a different sound set for heated battle (to some extent, playing individual sounds over and over doesn't give the same dramatic impression as well-crafted battle sounds).1 point
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Rebuilt on an island after the sack by Nebuchadnezzar's army, Tyre flourished as the prime Phoenician city-state, ruling the waves, and setting up colonies as far as North Africa. Alexander's armies laid siege in 332 BCE by connecting the island to the mainland via an earthen causeway so that his army and siege towers could reach the rich treasuries within the palaces and temple complexes throughout the city.1 point
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