Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2017-08-08 in all areas

  1. Well, this has been discussed for some time, quite simply I'll put my idea of a counter system. I prefer a hard system where the bonus is high, and you have to use your units wisely, making it almost impossible to win a game with only one type of unit (which happens for some time). Spearman: 3x - All Cavalry; Pikeman: 4x - All Cavalry; Swordman: 2.5x - All Infantry; Archers: 1.5x - All Infantry; Cavalry Swordman: 1.50x - All Ranged (including ranged cavalry); Cavalry Archer: 1.25x - All cavalry, All Infantry; Cavalry Spearman: 2.0x - All Cavalry; Cavalry Skirmisher: 2.0x vs Ranged Infantry; Skirmishers: 2.5x - Ranged Infantry; Slingers: 2.0x - Ranged Infantry; The system includes champions. It is clear that the values may be smaller, but all in equal proportions. Of course, the system requires some changes in the overall balance.
    1 point
  2. Personally I prefer the AoM counter system; it's effective, easy to understand, and balanced. Default unit types do not do any bonus damage. Basically it's rock-paper-scissors: Human soldiers: Archers are effective vs infantry, infantry vs cavalry, cavalry vs archers Warships: Arrow ships are effective vs ramming ships, ramming ships vs siege ships, siege ships vs arrow ships Furthermore, there are some counter-classes which have slightly higher speed, somewhat reduced hit points, and a lower base attack than their ordinary counterparts, but do have a specific damage multiplier against them: Counter-archers (e.g. peltast, slinger): bonus damage vs archers Counter-infantry (e.g. Egyptian axeman, Greek swordsman): bonus damage vs infantry Counter-cavalry (e.g. lancers, camelry): bonus damage vs cavalry It's beautifully uncomplicated
    1 point
  3. Oh heck, that takes me back... I even worked on that with @FeXoR for a short period, until he assured me he could continue on his own. I seem to recall it was before the time when the team started preferring let instead of var when declaring variables... I think the patch even pre-dates elexis and leper falling out with one another... the first time... *trails off, lost in memories* *ahem* It'll need updating, but it's mildly annoying how it hasn't been finished and committed in all this time.
    1 point
  4. 1.Great, I'm looking forward to it! 2. Construction exclusion circles are only to be displayed when relevant, obviously; e.g. 60m circles around towers only when you've selected to construct a tower and are looking for a suitable location, 80m circles around fortresses only when you've selected to construct a fortress, etc. Many thanks for all your quick replies!
    1 point
  5. WARNING: Function getWallAlignment: Unknown style: egyptian (falling back to "athen") (Reproducible by playing as the Egyptians on the "Fortress" random map.) This is a failure of the random map scripts that cause them to be mod unfriendly. Currently, the only solution is to include a modified copy of the entirety of the "rmgen/wall_builder.js" file, (just to add one line) which I'd rather not do. ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/skeletal/arrow_spec.png" There's no reference to this image in any of our files (or in the files of 0AD vanilla or Delenda Est or Millennium AD or Rise of the East/Terra Magna), so... I can't find it either. ERROR: Mismatch between model's skeleton and animation's skeleton (35 model bones != 29 animation keys) Assuming this is the Ramesside Swordsman actor... should now be fixed.
    1 point
  6. If we are thinking about @Wijitmaker's plan, then standard bearers could be easy for formations. Just choose an officer-y looking mesh for each faction, and have it carry the faction's rally point banner. ----------------- Personally, I do agree that there needs to be some semblance of balance and counters, but with these formation reliant units like hoplites and pikes, it gets kinda difficult, especially if we are looking at it from solely an AoE standpoint. Perhaps we should be created a hybrid counter tree between AoE counters, and RTWII counters, so we can take into consideration formations as well.
    1 point
  7. Can be reworded like this: female worker unit it.s slow, unarmoured and have low hitpoints...
    1 point
  8. 1 point
  9. Is it possible to only display the range in certain situations? (E.g. when a tower is selected or when you are placing a foundation.) If so I doubt it would add many circles at the same time, but I could be wrong =)
    1 point
  10. I think it's possible, because it's just a window which could modify simulation states. Look at the diplomacy window, what's the different? They're near enough. The JS simulation part is flexible already. So you could do many things in mods, but yes, you need to write a code.
    1 point
  11. lol I should look at some of this stuff in person. Haven't been to the MFA in a while.
    1 point
  12. The Kingdom of Kush: A Kingdom of exquisite pottery, fine beads and blue glazed faience Boston Museum of Fine Arts collection The third in a series of selected Kushite artefacts from the Museum of Fine Arts, Boston. See here for A Kingdom of Gold , and here for A Kingdom of Bronze. Here I present a selection of beautiful fine ceramics, beads and blue glazed faience amulets from the Meroitic period. These things are found quite abundantly in Kushite archaeological sites, and once again attest to the level of craftsmanship reached by the people of ancient Kush:
    1 point
  13. The tutorial is new in A22. (We had some old bugged tutorial map before)
    1 point
  14. Hint: Encouraging people to make war and to kill opponents (all - if you want the conquest victory) is not something which should be encouraged at the start of 21st century, isn't it?
    1 point
  15. (while at helmets: https://trac.wildfiregames.com/ticket/2524#comment:49)
    1 point
  16. We should probably reword that in a more positive way. Something more like they only cost food not wood so they are a great way to get your economy going early on in the game. (The lack of wood cost frees up that resource for constructing buildings.) Would also mention that they excel at food gathering.
    1 point
  17. I have spartans, kushites, ptolemies, construction sites to deal with first. I ought not distract myself any further
    1 point
  18. I want to stress the point that gimp doesn't have a liquefy tool
    1 point
  19. Down with the merger! For mod independence! FOR FREEDOM!
    1 point
  20. Why should they be offended? While we wait for your response, I had a similar thought to yours: "Women are willing recruit themselves in a war for 50 slabs of meat?! And on top of that, you make them work to get you the same food you recruited them with... and more?!" If that happened to me in real life, I would definitely be offended.
    1 point
  21. Several features aren't complete yet, but in History(Learn to play) Ptolemies and Mauryans can tame or capture elephants today somelse in Facebook ask me about how use corral and capture elephants.
    1 point
  22. I'm very happy that 0AD is progressing so nicely. One comment, take it for what you will: I played through the tutorial last night, and I can't remember the exact wording, but it was along these lines: "Females are weak and slow." Is that really how you want to start a game in the 21st Century? I realize the game doesn't take place in the 21st Century, but come on. You're pretty much insulting half of your potential audience in the first five minutes of the tutorial.
    1 point
  23. All of this sounds a lot like what Collada was about a few years ago. If someone does all the work and thus allows us to drop that bundled FCollada (which we are "maintaining" in the sense that we try to not make it fall apart) that would most likely be appreciated, however the current state of support for that format seems a bit light right now.
    1 point
  24. Okay so I have to be that guy but I to put things in perspective. Most if not all of our art assets use collada and XML format. Replacing all those would be a tremendous amount of work. I'm pretty sure that's 1000+ files If it was possible at all. We can't even import our assets exported from blender with blender. I imported the Gaul ram to make a Zapotec variant and I had to tweak every single bone and rotate them to get it in the same state. We currently have dae using z_up and y_up and respectively meters centimeters and inches as units. Some of the files can't be imported in blender without editing their content as they contain max materials. So in order to have a smooth and smart transition to the Godot format we'd need to write a pretty strong parser. Then comes the fun part. We have pmd and PSA files which are binary and therefore more optimised than any text format. We'd need to convert those too as the reading and converting code for those would have to be removed if we go the sane way. Then all our texture maps are diffuse normal/parallax/spec/ao. We don't support PBR. The opengl version is quite low so I can bet we don't have the optimizations needed to make it work properly. We also have a custom working engine we'd need to switch. This was the bad part. Not here is the practical one. Who will do this ? And who will support the good guy who will do this ? Is the license compatible, is the code compilable on every Linux distro we support as well as macOs ? So @Flamadeck Unless you can provide us a patch been it a WIP that proves it can be done for our engine I don't think that kind of migration is possible. I'm not closing this discussion and I'd like to be proven wrong but I think that reduces everything to something like this close to 0% of happening now
    1 point
  25. Thanks, @Jeru. Gonna continue with that series, but for now, a little bit of a short replay commentary.
    1 point
  26. (I forget: we have currently some amount of code about formation and it seems a waste if we don't reuse it. So we have to be tricky to complete formations feature with reusing that part of code.) When talking to pathfinding for formations you point out what is imo the more decisive thing, as what we call formation has different meaning. One of my favorite design was perhaps the first one nicely summed up by @Wijitmaker
    1 point
  27. 1 point
  28. s0600204 is working on the browser that shows information of selected units. That includes the history strings. Some of them contain the information you have described above and it is proposed to separate the gameplay advice from the historical information. So in case we go with that, we might want to come back to your proposal.
    1 point
  29. If ever you need the patch for deleting them (r19943). history_delete.diff And a rough backup (ack output) history_dump.txt
    1 point
  30. You want me to do the helmet ?
    1 point
  31. Hey Dninde, Another small tip againt AI: AI's first 3-4 attacks will always come at the same location so after the first attack, put a few defense tower in this location, it will help you defend the next attacks ! Have fun and good luck !
    1 point
×
×
  • Create New...