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Showing content with the highest reputation on 2018-02-13 in all areas
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0ad is the LinuxQuestions.org Open Source game of the year! LinuxQuestions Members Choice results page LinuxQuestions winners thread zdnet article about the LinuxQuestions awards6 points
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Just a quick update - my schedule is a little crazy at the moment, but I will try to make something happen in time for the next alpha, so the Kushites can have at least one track! Omri5 points
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Apologies to every modder that worked on template and or unit changes as I recently broke every single one of your mods. I reorganised actor hereby changing templates referring to them. However this doesn't affect the root templates so if you didn't touch the others you are fine. The only way you can easily migrate is by applying your changes to a clean SVN before my recent commits and letting SVN merge the changes then extract back the files to your respective mods. Really sorry for the inconvenience please forgive me. We now have a coherent file naming scheme. Goodnight everyone.3 points
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The bot is not that hard to beat even to the hardest. I haven’t seen options to set it aggressive, defensive etc. I recommend training on water maps with treasures. And slow down the speed during combat so you can micro your units until you become proficient and quicker. The AI is not collecting water map treasure. The AI is not good in combat and their movements are easy to predict. Some strategy: 1. Raid with cavalry and keep doing it constantly. Do it very early so they can’t do their economy faster. 2. Defense. A defense tower and an outpost with garrison is mostly their target when they attack. They will try to capture any structure that they come across through their path. So forward build a defense tower(garrison one combat unit) besides an outpost(garrison a unit)and a house(garrison one or two women) when they attack. Then you can attack them while they are trying to capture it. The AI will constantly try to capture these structures at all costs. 3. Head on. Counter the AI units. Their first attack will come when they are about to age. I think between 40-50 population they will age up(Hardest AI) and will attack with more or less 25 units. The hardest attack with 4 to 6 cavalry, and around 10 range infantry and 10 melee infantry. Once you beat the attack with minimal loses you will be ahead. You can age up too and build a market and temple(near combat zone). Build more defense towers through possible attack routes but make sure they are within range of each other so they can shoot the attacker’s. When they age up to phase 3 make sure to have more unit counters. Melee units (including women)on siege weapons and soft units. For this Alpha 22 use more skirmisher cavalry. Ten or more of them can neutralize even the hardest AI. Just keep raiding, heal, more cavalry and raid.1 point
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Ptol or persians or any other civ wouldn't be using the same function of the mauryan elephant? i know the picture ins't time frame but its highly possible that this animals or even the zebu where used as cargo animals, so this is a basic fact that wouldn't need concrete evidence to imagine it could be possible to add?1 point
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If i'm not wrong this has been considered before, although i guess it ended up on bringing tutorials/strategies created by experienced users, however, for casual players as you state, might be worth considering this. Indeed if you want to improve yourself without being a hardcore player, take a look at this https://trac.wildfiregames.com/wiki/Strategy_Guide Perhaps they might be useful for you, in the other hand you could point out specifically what you think it makes the "very easy" AI to strong. Although there are more threads related to this, but to be fair, don't remember where.1 point
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For a SP game I wish we could have more maps with CCs are on bigger Acropolis, Tuscan Acropolis size is fine. I mostly play against 3 Hardest AIs on 300 pop if the lag allows and looking for good maps. One best map is Cycladic Archipelago but CC be in Acropolis with very nice random fauna and faura. Instead of having hills on the edges I think it’s best CC situated in the Acropolis. One scenario to happen also is if the human player can be situated in the middle island and being ganged up by the sorrounding AIs. Gaia units can even spawn from time to time but not in a very large scale as in Danubius and Gallic fields. Too flat/plains below the Acropolis is not too nice too. BtW since walls are being discussed here I noticed that when the terrain is not too flat the wall turrets can sometimes become lower than the wall and not looking really good.1 point
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Hi ! As @stanislas69 suggested, I finally refactored the whole thing to make it a mod and push it into GitHub. There's no feature change from the previous version, but the script has been split in three files, two of them holding most of the code: fractal.js: all the height map creation is here, including a fractal painter. placers.js: various utilities, constraints and placers using the global tile map object. I removed from the script and the library all uses of points objects (PointXZ and Vector2D as well), because I don't need them. There is still one place where it can't be avoided: the place() method of the placers objects which must return an array of one of these types. To make things easier, I return those arrays through a convenience method (zoneToPoints) located at the beginning of placers.js. It creates a point array from a cell array and one can change this to the particular object type (s)he expects. Just for fun, an impregnable fortress : I have to fix this... Friendly,1 point
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@Nescio _m -> Mount basically anything that has riders or drivers _r -> Riders _h -> horse only for chariots because they are not mounts _c champion _a advanced _b basic _e elite I will try to update the art design document to reflect this naming convention.1 point
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Why did you rename every single unit actor in the game? Your changes make the actors less recognizable, not more. And you use my name in the commit messages, as if we discussed these changes and decided together they were the best idea, when we did no such thing.1 point
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@ssatguru Thank you for the tip! I'm able to build the game without having to install VS 2015. I was dreading the prospect of having to uninstall VS 2017 and then install VS 2015 and 2017 again (https://msdn.microsoft.com/en-us/library/ms246609.aspx).1 point
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It looks like SpiderMonkey compilation doesn't work with your compiler (doesn't look like it's related to dependencies). I compile it with GCC 6 as well on my Linux box (and so do a lot of people) so there must be some strange thing happening with your setup. Can you give us the output of g++ -dumpversion (maybe it's some strange minor version) Or maybe try update-workspaces.sh -j1 Really I'm not sure where that could come from, so I'm just throwing ideas.1 point
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Now this is some map design! Most maps that are posted in these forums generally don't surpass a mediocre level of aesthetics but this is some darn nice painting!1 point
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You don't realise how much space you clear when dealing with things like berries and trees till you have a faction(s) that don't. Space is often a concern. Zora Depository doesn't take food. I feel it should say so, if that's how it's meant to be. While the Zora can hunt and fish and take berries for food, they're functionally terrible at it over longer distances because it must be dropped at the main building. The Goron Rock Sirloin Mine is...confusing. Hear me out: You can farm it like a regular farm for Food. The building itself says it generates 1 food per 5 seconds. Your worker states he adds +1 food per second when garrisoned in a mine. And I'm not entirely certain whether half of this is working or not. And that's before the research that may or may not increase the trickle. Goron version of the Postman Network tech(Shared line of sight to allies) costs nothing, takes no time, and does nothing. The Gerudo version has a similar problem. Ruby Guard have no attack, only a capture attack. Thus, they cannot actually fight units and defend their territory. The 'no attack' thing also applies to Armos. It's kinda hard to work out what you actually need to build to get the Gorons to City. This is mainly because only the Hot Springs is marked 'Town'. Similar is true for the Zora. Sometimes I get error spam, sometimes I don't. I wish I could say why and how. Given half a chance, I'd let Lon Lon build houses and grow(But then I'm always weird like that). Can't work out how I'd do that. Goron AI doesn't play well with Peahats. It will ignore them entirely, and possibly have entire masses of workers doing other things chopped to pieces. The Tribal Monks say they naturally regen-thus the only Goron unit to recover health. I don't believe they do currently. They have no regen listed in their stats, and I've watched them and not seen a single point of health recovered. Zora River map; there are fish in the ground. South east of the standard start point. Neither of the +1 Gatherer techs for Zora Fisheries and Coralmold Beds seem to work.1 point
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While that is interesting and would be cool, I think it might introduce additional gameplay ramifications I'd rather not have to deal with. Forward building is already pretty dangerous, and this would make it even more dangerous. That's just one ramification off the top of my head.1 point
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What version are you playing ? Capture is by default, you ask units to "attack buildings" and their capture bar will slowly decrease. If you press ctrl + click it will attack instead1 point
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I would like to see the burning of the library of Alexandria as a background with people trying to save important documents from the flames and soldiers who have just burst open the gates. The librarians, flames and soldiers/background could be on different planes. I can't draw something like that, and I'm not sure anyone else wants to, but I would still love a backdrop like that :-D1 point