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Showing content with the highest reputation on 2017-08-19 in all areas
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Let's start with saying that i was reluctant to open another balance discussion because that topic is basically discussed daily by lobby players and forum readers (and mostly because my english isn't that great), but who cares, it is always fun to talk with / complain at people about the game content. Personally speaking, despite the game is still in alpha state, having a clear idea of how effective are the units and what are the strengths and weaknesses of a civ is crucial for further features implementation and strategies available, thus simply comparing units each other and introducing a counter system with multipliers in order to be more effective against other units is quite odd. A player shouldn't be forced to counter a strategy with 1 and only 1 strategy (basically imitating enemy strategy). Summary: I'll explain the key points of units (mostly imbalanced op peculiarities). Those wants only to be suggestions in order to improve the game experience with the low effort from the development point of view. N.B: my considerations are based on starting LOW resources game and Mainland map, anyway the starting resources shouldn't influence the available strategies. Phase I: It is a matter of fact that training skirmisher cavalry at start is the best strategy in terms of cost / effectiveness in order to get advantage in the game. Melee Cavalry: both swords and spear cavalry lose on a direct fight with skirmish cavalry. Spear Cavalry has hard times while hunting elephants which are the best food source in the game. Spear Cavalry move too fast considering that a spear is more cumbersome than a sword. Spear Cavalry haven't a specific role if not killing women. Blocking them with palisades or houses wall is really hard Issue: Spear cavalry is harmless against skirmish cavalry Sword cavalry works better in ANY situation Solution: decrease melee cavalry hp from 160 to 150 spear cavalry gains 1.25x bonus against cavalry units decrease spear cavalry walk speed from 22 to 20 increase sword cavalry walk speed from 20 to 21 increase cavalry train time from 12 to 15 Ranged Cavalry: is a better version of the infantry skirmishers, other type of cavalry, spearmen and sentry towers should be the way to defend own economy from raids (since skirmishers are meant to be effective against spearmen, it is reasonable that spearmen represent a mediocre defense against Skirmish cavalry as far as the latter are skirmshers). They mainly cost food which is really easy to obtain with women gathering berries bushes (especially with the tech) and from chickens considering the 5x food gathering bonus cavalry has. Their hunting performance is outstanding. 20 units can make a mess on the wood gather spot because they are able to kill more than 10 citizen soldiers + 10 or more women while under the fire of 2 fully garrisoned sentry towers upgraded with the Sentinel tech which is ridiculously overpriced (usually it is even hard to have 2 sentry towers hitting the same group of enemies at same time since trees prevent a proper towers placement) and barely have loses (we talk about 1 or 2 dead cavalry). Issue: Cavalry has way too many healthpoints. A ranged cavalry has 120 hp for 100 food + 40 wood vs ranged infantry 50 hp for 50 food + 50 wood (more than double hp for less than double cost). Solution: decrease ranged cavalry hp from 120 to 100 Sentry Tower: They require wood which is essential at starting phase of the game, matter of fact having more than 8 women gathering berries bushes is pointless since the max gatherers limit per bush is 8 and surplus units risk to be idle thus it is immediate that all the remaining trained units have to go gather different resources (wood in particular in order to increase own population). They require soldiers garrisoned in order to deal more damage which means economy lose and uncovered women. Garrisoning soldiers whenever the enemy comes to raid would be the best strategy, sadly skirmish cavalry can kill soldiers while they move to such sentry tower (the damage dealt by the tower isn't be worth the effort anyway). They can be destroyed with ease by 20 ranged units (especially cavalry) and that shouldn't be allowed. Personal opinion: since defense tower has a minimum attack range, i find interesting that sentry towers would follow the same logic thus being weak to melee attacks. Issue: the economy sacrifice by garrisoning soldiers + investing wood isn't worth the effort since they are easy to destroy and don't deal much damage. Solution: +5 pierce armor. Considering the cavalry hp reduction, there isn't any damage increase needed. Palisades: building palisades means sacrifice wood for houses and soldiers they are hard to place around the civic center because the metal and stone mines are too close to the civic center (at least on most of the random maps) they aren't worth to be built in late game. Houses are supposed to be built around grainfields as replacement of palisades in order to protect women and this reduces the usage of palisades. Issue: palisades can't be built without sacrificing economy. They are even less valuable in late game. Solution: reduce build time from 7 seconds to 5 seconds reduce wood cost from 5 wood to 3 wood Experience gain compromises match ups: (this may need more testing) if swordsmen beat spearmen, the battle compposed by 40 spearmen + 40 skirmishers vs 40 swordsmen + 40 skirmishers is won by spearmen team because their skirmishers gain promtion faster. Phase II: Building the market as first structure is the most valuable strategy because, unless few workers on stone in case of slingers (which training cost let the player save wood anyway), there is possible to barter any resource for another one. f.e. desert biome, where the wood is more harsh to gather, usually comes with huntable animals, elephants in particular which provides insane amount of food (even too much to spend in units training), which can be bartered with wood erasing in that way the biome particularity. In terms to be clear, some games with groups of elephants can provide (8000 food which can be used to barter more than needed wood). Market: bartering ruins the particularity of desert biome which is supposed to be "Expand if you want wood" and perhaps incentive the surplus gathering of faster gathered resources in order to barter them with rare ones. Traders, when all the traders affecting technologies are researched, can yield up to almost 2 resources per second with a linear route (the most recent measure was 89 resources in 67 seconds with a NON linear route and 105 resources in 69 seconds with a linear route excluding the extra resources the player gains from the international trading whenever allied traders use such a market). it is too easy to defend and replace considering walls. issue: trading is too convenient and outnumbering enemies in a fight doesn't give the expected advantage thus having a solid trade route is always more beneficial solution: include bartering fees even when the player barters resources in batches reduce trade income by 1/3 of the current gain remove the international trade bonus whenever the allied traders use your market as destination/origin and keep only own traders benefit from such a feature. Phase III: One of the most valuable tactics is to unlock all the economy technologies (wood has the top priority) then build structures able to train sieges and attack the enemy with most of own units. Champions: they train too slowly when compared to sieges. While a couple of sieges can destroy buildings while being covered by other units, a couple of champions aren't enough to influence a game. Perhaps having civs able to train champions from barrack and ones from fortress only is quite unfair. solution: reduce infantry Champion training time from 30 to 20 and Champion cavalry from 40 to 304 points
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Hello. I think that the homepage should feature some RSS feeds (for reddit and twitter), under the "Revision Log" block. The two new blocks could display the last 5 messages sent on these social networks: rss feed for reddit: https://www.reddit.com/r/0ad/.rss #0AD hashtag on twitter: https://twitter.com/hashtag/0AD?src=hash Mockup image:2 points
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Not sure that's a good idea as anyone can post anything there, without us being able to control it in the slightest. It could be both offensive and spam and so on, so it would have to be closely watched if that's to be added.2 points
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The chat window label still didn't pass the long-strings test. So just going to add the auto-resizing code later. The option categories will be changed, then the labels will be changed in that way as well. I'll keep that as a review for then The string fixes and the Ken Wood release name were committed in revision 20000.2 points
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Hello everyone, first time posting here. First of all, congratulations for this marvellous project. Here is my first contribution, hope you like it, it is my first rig/animation in blender though, so probably it needs a lot of tweaking. I would like to see how the wings are renderer in the engine as it may have problems with back-faces shadows at the wings. If you want to see it in real time and with its animations just follow this link: https://sketchfab.com/models/ed6c4ea1a4464b77a1e14891b897879e Regards! EDIT: Can we use alpha for the textures? The wings and tale would look much better with feather shapes :/ parrot.zip1 point
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the number are indicative ( i simply swapped spear cavalry walk speed and swords cavalry walk speed) in order to define the role of the 2 type of cavalry and give to the countered one (swords cavalry in this case) a chance to escape / bait. I guess that having a type of unit being able to counter another one and being better under any aspect would kinda be an about-turn. this is the intent. Managing the resources is as important as choosing the type of unit. Actually cavalry role is to raid for a sure advantage more than scouting which could lead to later advantage (f.e. knowing that the enemy is training the unit X, i will train and eventually upgrade the unit Y which beats the unit X as long as the enemy doesn't know. Otherwise, by scouting, he could train the unit Z which counters my units Y).1 point
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Well, the code works as the comments intend it to work: Double-clicking: // Select similar units regardless of rank Triple-clicking: // Select units matching exact template name (same rank) It's just not expected by the user I guess.1 point
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The templates are indeed identical, so it's a code bug, not a template bug. The triple-click code must check for the template name instead of the SelectionGroup name. Reading the code (input.js), that's exactly what it does. // Check for double click or triple click if (ev.clicks == 2) { // Select similar units regardless of rank templateToMatch = GetEntityState(clickedEntity).identity.selectionGroupName; if (templateToMatch) matchRank = false; else // No selection group name defined, so fall back to exact match templateToMatch = GetEntityState(clickedEntity).template; } else // Triple click // Select units matching exact template name (same rank) templateToMatch = GetEntityState(clickedEntity).template; Since that comment exists since r11178, I'm lucky it's not another bug of the alpha 22 doubleclick patch The rank parsing was odd in different places already. @Imarok did some work with that already, but he's busy atm. Can you report this bug at http://trac.wildfiregames.com/?1 point
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https://m.facebook.com/story.php?story_fbid=1458843437486391&id=1400337660340381 point
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I don't have anything against spreading the word on other platforms But that doesn't include embedding those on our website.1 point
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The thing is while you don't when making your mod, when putting textures under CC-BY-SA you allow people to create derivative texture packs from your textures hereby breaking the rules.1 point
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While most labels should probably use title case, it's OK if some things are not title case if it is more natural to not use title case. It depends on the circumstance and the nature of the label. The important thing is consistency; we don't want title case on one label and not have it on an equivalent label right next to it. [edit] As for that particular example, it should probably use title case, but I don't have a strong opinion and it's fine with me if you leave it as is. Thanks for working on this.1 point
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Also there's a guide in the forum by @Palaxin (In case you haven't seen it's linked in the wiki guide): EDIT: For random maps there are also functions to manipulate heightmaps like erosion of by decay, sun and wind (e.g. rectangularSmoothHeightmap) and simple water driven erosion (splashErodeMap). It is absolutely possible to also make them brushes in Atlas but currently they are not shared. Backward erosion for reconstruction of historic topography is not possible just with the surface data though (entropy increased, information diffused).1 point
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I also don't like the idea of open source software project making themselves dependent on third party applications needlessly.1 point
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clans....my oldest wish....only light clan structur( clanname, shortcut, memberlist). For further updates(clanranking, clan fights, flags,a clan map where the clans fight each other to control the map and maybe winning new flags for the clan/guild1 point
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Things I would like to see are probably a bit ambitious: Units can have a garrisoned size greater than one; e.g. infantry could occupy 1 garrison slot, cavalry 2, elephants 6 Warships can ram other ships as their primary attack; shooting arrows, darts, stones, etc. depends on units garrisoned inside Ability to board and capture enemy ships with melee infantry units Camel, chariot, elephant, and horse archers can shoot inaccurately while moving Similar to aura circles, all ranged units have circles to indicate their maximum and minimum range When constructing specific structures, show building exclusion circles (e.g. 60m around towers when ordering a tower) Customizable text colours in the “Mod Selection” screen Experience does not depend on armour, attack damage, or unit strength, nor do skirmishers require less experience to promote. Looking at the templates, it seems currently all citizen and mercenary infantry units grant 100 experience as loot, and require 100 experience to promote; all citizen and mercenary cavalry units grant 130 experience and require 150 experience to promote; healers grant 10 experience and require 200 experience to promote; all champions grant 150 experience and can not promote. You might want to try out my 0abc mod: https://wildfiregames.com/forum/index.php?/topic/22779-0abc-mod/ It addresses most of your points, Grugnas, and tweaks many other things.1 point
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The Spartans revered music and poetry as much as the Athenians did. Why? Because learning these things sharpened one's mind for war, of course. So, Apollo's special effect could be Tyrtean Paeans, which help their hoplites move faster.1 point
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I wonder too when I see all the old random maps. Many have no terrain height differences to speak of and look extremely ugly to me. For example the all-time-lobby-favorite map Mainland (here with trees removed): This has become much better in the last years. For example wraitii's Pyrennean Sierra map from 2012 has a nice mountain range and slowly increasing height. _kalis maps from alpha 20 / 2015 introduced the gameplay-wise really interesting bluffs (most prominent map Ambush). With Alpha 21 / 2016 _kali had added real-world maps (most probably excluding curvature) Red Sea, Mediterranean and so forth that look much better. In early 2017, when Hannibal_Barca wanted to give us more flat earth maps, we had identified the recipe for beautiful maps: The createBumps call, which should be more often used for these ugly maps. Like mario galaxy? 0 A.D. maps are not large enough to reveal any curvature of the theoretical dimensions, because largest map size * TERRAIN_TILE_SIZE = 512 * 4 = 2048 meters if I'm not mistaken. (Other than the 0 A.D. part, it's an interesting topic but as offtopic as it might get.)1 point
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I think the temple of Apedemak should train special units, like the Carthaginian temples with their sacred band. The temples of Amun served many purposes if I'm not mistaken, they can not only train a new champion unit/heroes but have some sort of civic or economic bonus? Similar to the Persian Apadana1 point
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After some investigation, the problem is linked to the new tab multithreading of firefox, actived by default on my kubuntu with firefox 55. I switched "browser.tabs.remote.autostart.2" to false in about:config and that cured the problem (although loosing the multi-threading). But still i don't understand why this only happened when starting Oad. I'd be interested if others are also running firefox 55: what are your values of browser.tabs.remote.autostart and browser.tabs.remote.autostart.2 in about:config? and do you see the same problem when multithread is activated?1 point
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ranged cavalry hp reduced by 15% in order to let tower be more effective at least in the initial phase. stone and metal mines placed a bit further in order grant a player to fully cover the civic center with walls. faster attack speed for spear cavalry and perhaps counter bonus against other cav in order to give it a specific role and let it win against sword champion infantry. being able to choose between traditional and romanized army per fortress and not only 1 time in order to have a wider units choice while playing for Seleucids (champions only train from fortresses). champions reduced training time from 30 to 20-25 for infantry and from 40 to 30 - 35 for cavalry. compute units experience gain on the attacker strength and not on the damage dealt because higher armor units give less experience per hit and this compromise the result in mixed units battle mostly because f.e. skirmishers get promotion faster thus they have increased stats.1 point
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Thanks for agreeing to look into this I call anything that's almost white pastels, be it grey or not. I have a friend who can't access GitHub at all due to modern web design, because he can't see anything. So, it's one of my pet peeves A good tool to see if you have any contrast is to take a screenshot and convert it to greyscale. There is also a website that you can run things through, but the link is non my other computer, so I'll have to dig it up there. I am attaching some with everything that's hard to see or completely invisible to people with a slight vision impairment. Blue is for backgrounds that are almost indistinguishable from their backgrounds, e.g. it's hard to see that the tabs on top are tabs. I forgot to underline the SUBFORUMS header on this one:1 point
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Removing the distance relation means that a player can use the smallest part of the map and turtle up there, whereas now the player is driven into maximizing the map control which proportionally opens up possibilities for the enemy to attack. Also consider that the more resources a trade cart carries, the higher the profit of enemies killing that trade cart. If you're playing on a small map, all players have smaller profits, so it's still worthwhile if you're playing a longer game and ran out of resources. Maybe we could factor in the mapsize though, so that we get more profit on the same distance on smaller maps and not a gigantic profit on large maps. We should be bound by what is a good plan, not necessarily what was the original plan, they may or may not coincide. Not superfluous, it is a nice choice between fields and corrals, both have advantages and disadvantages. I'd really not remove it, even if people didn't foresee the gameplay effect it has. One can spend hundreds of games multiple months trying out different corral build orders, something which I don't expect if they only work when capturing animals. This sounds like a good aspect indeed, but we shouldn't remove the production queue IMO. It really allows players to make big mistakes (investing all food into sheep instead of mankind) but also enables players to get great profits if cared about (not only putting women on fields and then never caring about that part of the economy anymore). With unrewarding I meant it shouldn't be able to replace the food economy, or become optional if so. Capturing sheep and garrisoning them into corrals would be nice, but it's not like current corrals mechanics are bad and should be removed IMO1 point
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Absolutely agree that it's annoying to not have this information unless selecting a player view. However it seems ugly to have those resource icons but no numbers there (Maybe the sum or something else would add kind of interesting information and fix that visual difference). About status bars for gaia, how about showing them for structures and units but not for resources? Status bars for trees seem a bit ugly, you can test it when switching to gaia. About corrals/relics, I'd rather add a mechanism for the player to make use of the corrals than removing the mechanism of corrals if we had the choice. If there was trickle, it should be really unrewarding, otherwise you can just build it and forget about it and invest all the population into military. No more fine balancing of the economy which allows players to distinguish themselves, nay?1 point
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Ehh, you could say this about a number of thing in the game, and also about relics in general. How much skill is there capturing catafalques and gaining a boatload of free auras? AOK and AOM had relics which function very similarly to the catafalques and to my concept of the corral and animal capture. If anything I would remove the animal training from the corral entirely to focus it specifically on the corralling aspect. Yeah, every single thing. Just go all the way with it. Well, right. Currently you have to go to the individual player views and then to compare resources with other players you hover over their res icons. In general observer mode you could compare them all at once instead of having to swap to a player view. Just a minor thing really, but something that jumped out at me the last time I watched replay videos.1 point
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Implement some of the longstanding gameplay elements that have been forgotten about: Capturing and Garrisoning animals in corrals -- with food trickle. Charging. And then also coaxing @Enrique into completing the new cavalry animations and getting those all set into the game. It would be nice to animate the Zebu for the Mauryan Indians. Also, add Auroch and Zebu to the game finally as fauna. And generic "Cattle" for eventual capture/corral feature. Oh, and some ideas for replays/observers: When you choose 'Observer' in the drop down: Add the resource icons back to the upper left, hover to see the resource counts for ALL players. Right now there's nothing. Hitting TAB enables status bars for every single thing in the game.1 point
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