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Showing content with the highest reputation on 2018-05-28 in all areas

  1. To me it seems that you are mostly irritated by having lost the game, and the points you mention have little to do with that. These are the reasons of your defeat: The opponent collected seven valuable treasures before you scouted the map. A single one of them was worth 600 food, which allowed for a faster start, and then a metal treasure allowed phasing up to the City Phase earlier. Even though you had more units when you were first attacked, you took a fight with a smaller group of soldiers. While it's true that the opponent also had more techs researched, this wasn't the main reason of him winning the battle. His other advantages were better army composition (using the hero as a tank, while your tank units were chasing rams), having captured a temple that kept healing his units while fighting and, last but not least, making use of the hero bonus for skirmishers. You had no ram counter prepared, so that your main base got destroyed and most of the economy stopped. I don't think that the match setting screen is to blame. The recent alpha made it rather easy to check the few important options, and I wouldn't consider it useful to restrict players from playing a rated match with the settings they want. While setting an official standard for rated duels (and highlighting the differences in the match setup screen) might be a good suggestion, I wouldn't hurry calling the current system stupid.
    3 points
  2. Hello @Shadookami There is a way to make this game work on Android cell phones (There was IOS too at some point but I guess it was big hack). Due to licensing there was a problem fixing some part of the code to work with android. The latest progress made for it is there https://trac.wildfiregames.com/ticket/2996 In order to make it work again you'd have to rebase that, figure what was wrong at the time and fix it. Be wary though, it might not be smooth at all on a phone, considering how it runs on high end rigs.
    3 points
  3. It's not rigged at all but all players have the same chances. If you had searched for treasures you could have had the same economic advantage. Becoming familiar with the game and the maps is something that distinguishes the good fromt he better.
    2 points
  4. Yes, you are right. Switching an unusual mode on silently is quite a common way get an advantage. I don't agree with that, I'd just perhaps accept the consequences once I click the Ready button without checking properly. Setting victory conditions to an instant win after capturing a relic, or things like a long ceasefire, which allows you to boom without worrying about rushes, might be even easier ways to an possibly undeserved victory. I agree that you managed to do very well considering the disadvantage. However, it happens often that managing a big battle well does more than anything else. I think that you could have won the decisive battle (it wasn't really the first one, but the first and only important one) if you managed your army better, but you would also need a counter for rams, which is where Macedonians really are disadvantaged. You didn't yet have a fortress, so your options were using rams or women against rams. I think you could rightfully suggest that Macedonians should have a decent Town Phase counter to rams. Let's conclude that I might agree with your general point but not completely with the argumentation.
    2 points
  5. I have worked on my layout concept. Here it is. The resolution of the 4/3 area is 1024/768. You can see that the whole bottom UI is a little bit smaller than the old one, so the corners are empty. You can also see that I haven't made that much changes at the bottom panel. A UI which supports lower and higher resolutions isn't that easy. I also try to get the panel a little bit more minimalistic. Maybe someone of you have an idea which buttons can be taken to the menu? I've also made two styles, one cornered and one curved style. Focus was to get better ultra-widescreen support. The UI should stay to the middle and don't scaling with the wide.
    2 points
  6. Indeed... Bulls (and cattle in general) where important enough to be depicted in official state art of most of the civilizations in-game:
    2 points
  7. Hey @JoseM Unfortunately changing the resolution doesn't work in full screen mode. However you can add gui.scale=1.5 into that file you created and it should make the game playable for you
    2 points
  8. So I noticed something... There exists a type of traditional (vernacular) architecture very similar in both rural Romania and Bulgaria. It's very clearly, pre-Ottoman, pre-Byzantine and even pre-Roman. It looks quite different to Slavic architecture as well... In fact, this type of buildings are very similar to the few reconstructions of village type structures from ancient Thrace and Dacia, and may have served as a source of inspiration for some of the reconstructions. This isn't be the only "remnant" of ancient times, take a look at the Bulgarian Surva Festival and see some pre-Christian traditions alive and well (and that clearly isn't Roman or Greek origin either). The Surva festival also offers a clue for priest/shaman? Anyway, here's lots of inspiration for you @stanislas69, just avoid the obvious modernisms... Wooden shingles (no ceramic roof-tiles), or thatch and even stone slabs. Lots of wood, but also mud plastered mud brick, rammed earth, wattle and daub and stone are used for the lower storey. 2 stories aren't uncommon (ground floor was often used for animals). Upper floor sometimes have a slight overhang. Relatively steep roofs. Often have a squarish ground plan (though not exclusively so) Like the CC and temple, I was thinking that their dock could have a more pronounced Hellenic influence. There were many Greek cities on the Black sea under Thracian "protection", and could/should be the source of their Hellenized navy. Essentially a Greek dock, but with wooden shingles to tie it in with the rest of the building set. We shouldn't forget that the Danube also runs through their territory and provided them with a Celtic connection, so their trading ship could be Celtic (looking). I think it would be nice to use thatched roofs for the storehouse and farmstead (only), emphasizing the rural aspect.
    2 points
  9. Textures remains unchanged, they are the zebu ones in public folder:
    2 points
  10. In the videos the way the speed of walking is incrementing certanly could add more realism to 0 A.D., is there a way we could have that feature ? possibly like we have the min range/max range, but this one "Min speed/Max speed".
    2 points
  11. Perhaps you could make the horns pointing outwards, rather than have them approaching a circle?
    2 points
  12. When ever I'm in a similar situation I fall back to first principles that I learned way back in the seventies and IBM 360 Dos Enjoy the Choice
    2 points
  13. I'll be a little boring: it's actually possible, but with hacks Example (radioactive barrels), no engine modifies here, only shaders and material changes: But it's hacky, so I do not recommend to use it and recommend to wait until we add a clear way for the glow effect
    2 points
  14. Okay so it's one o'clock in the morning and I packaged three mods. For some reason it would consistently crash on windows but it didn't on linux, so I guess there is something fishy with lineendings or something similar. Possible bugs: There should only be three civs in Ponies Ascendant, but deleted folders do not seem to work. The tweaked Terra Magna skeletons might break the shark and crocodile, this needs to be investigated. Get ready for anything, but please report them here, and only here. terra_magna.pyromod millenniumad.pyromod ponies_ascendant.pyromod
    1 point
  15. Kushites lack sword cavalry, catapults, and rams. This leaves them almost defenseless against enemy siege towers or bolt shooters. The best they can do is chase the towers with elephants (or build up towers of their own - but this takes too long, and if the enemy also has catapults it is not viable). Elephants, however, are not very effective against siege towers and can be killed easily by any massed troops. For anti-siege, I think Kushites should be given at least one of sword cavalry, catapults, and rams. Preferably catapults; I think every civ should at least get catapults or rams. Elephants alone are really not a good option for killing structures since they can be killed so easily by ranged units. Overall, I'd say Kushites are a weak civ, considering they also lack normal-price skirmisher infantry. They're like Carthage in that respect. Also, the fact they train champions from temples is like Carthage. However, Carthage has catapults and bolt shooters. Also Carthage has sword cavalry mercenaries. Considering that Carthage is widely considered the weakest civ in a22, and Kushites have mostly disadvantages compared to Carthage, I think it's fair to say Kushites are the weakest current civ. Kushites could instead be compared to Mauryans, the other civ that lacks infantry skirmishers and siege. Mauryans have sword cavalry and a much more powerful economy boost in the form of worker elephants. (Kushite pyramids barely even count as an economy boost, considering their expense, the fact they aren't available until age II, and the small bonus they give). Mauryan barracks cost only wood, a significant advantage on most maps.
    1 point
  16. .DELETED everything doesn't work, so that in its current state the archiver will create a Hyrule Conquest mod where the Hyrulians are battling Spartans. Also, the archiver flips its @#$% over all kinds of random things. Like, okay, it didn't like that PNG or DAE for some reason, just include the original file into the archive and skip the compression already! Now, I am wondering if an uncompressed archive still has the same problem with DELETED files/folders as we know a compressed archive does. Have you tested that? Another issue is that the "ModdingGuide" page is misleading, specifically as the command told to enter into Powershell has improper syntax. BTW, the way you told me to go about it should be the suggested way described on that page. Your quick tutorial via private message was way easier and more helpful, as the ModdingGude page seems to have been written by someone very competent in programming and assumes the reader also has this competency (many modders won't, guilty as charged), no offense intended to the author. The packaging in Windows for me was a pain, mostly for the issues that are fixed by your packing mod. Might as well commit the packing mod and cmd file to the core repository unless there is a more comprehensive fix (which I suspect there is, but the packing mod/cmd file you gave me could be a nice quick fix for A23 modders).
    1 point
  17. Just sent him an e-mail about half an hour ago. Maybe he'll answer there
    1 point
  18. I love the round version! It feels less strain for the eyes. + Points for the consistent feel to the bottom panel: What you need to know on the Upper half What you can click on the lower half
    1 point
  19. I didn't even notice that, but obviously he took that into account when setting resources to very low and was counting on his opponents not knowing about that, which I didn't and didn't even notice on the replay. No, when I was first attacked it was a cav rush, and I was way behind on units then. He used that to slow me down to ensure that I couldn't recover, while he still had enough units gathering resources that the lost time with the cav didn't matter. By the time he attacked with rams I had just barely passed him with pop, but I was still severely behind in resources which meant that if I had used every unit at my disposal to fight him off I would have gone broke and died anyway. No really? When I spent most of the game 20-30 units behind and panicking you think I could stop to think about countering rams? The only thing I was thinking about was scrambling trying to play catch up in pop count, and even then I just barely managed to succeed at it. Given the huge disadvantage I started out with I think it says a lot that I even managed that much. I've seen this guy do the exact same thing to other people over and over. It's basically all he does. If you'd seen any of the other games I've played you wouldn't be insinuating that skill had anything to do with it. I've beaten stronger people in a fair fight, more so now that I've gotten used to multiplayer. For example: Sophie_Hatter, new but surprisingly strong with ptol: commands.txt CAGD_Lulofun, kush vs kush: commands.txt Wycombe, kush vs brit: commands.txt So yeah, sure I was angry that I lost, but losing is fine as long as you can learn something useful from it. The only thing I learned from that is that this guy has figured out a scheme where he can score free wins by using the map and map settings to gain an unfair advantage. He gets free resources by going straight to the treasures while his opponent gets crippled by the very low resource setting. I mean he wasn't a bad player overall, but can you honestly say that what he did was fair in any meaningful sense? It's basically like having a one-sided resource cheat.
    1 point
  20. That's a fair point. It really needs to be verified server side, so there will need to be a way for mod devs to declare the rated settings for their mod on the server even if it's defined in the mod's files. Mod.io is still rather new and I don't think infra really supports much of anything as is.
    1 point
  21. Right. I was just making sure you weren't saying they cheated or something. If there's a standard match settings for rated games, then I hope its moddable (default pop and resources in DE is 500), or the settings just choose the "default" settings so that it carries over to mods. I know rated games don't include mods, but it could be cool in the future to do so.
    1 point
  22. Can't you see the settings before you join a game? (I don't know, I've neither the time nor the ambition to try out multiplayer.)
    1 point
  23. 0abc contains close to three thousand xml files and as a result setting up the AI when starting a new game takes minutes instead of seconds, which is quite annoying. If caching solves this I'm interested.
    1 point
  24. @Grugnas Now that A23 is out do you have plans to submit your mod for download on mod.io ? If so do you need any help packaging it ?
    1 point
  25. Point. Capturing siege weapons is pretty useless, especially with siege towers that are basically uncapturable when garrisoned. Vs siege towers your units happily suicide for no good reason. Siege towers also suck (they're useless vs buildings, some siege weapon eh?) and don't really do what they would have been used for historically (capturing fortifications). That said I don't think kush are actually particularly weak. They don't have sword cav but they do have sword infantry, merc sword infantry, and champion sword infantry trainable from temples. Their merc skirms are pretty brutal too. They also have both ranged and melee champions and a hero that gives them a massive buff.
    1 point
  26. All true, but there is more. Nowadays we keep cattle primarily for milk and meat, and secondarily for their skin, to make leather from. Historically, however, their primary function was to provide oxen for ploughing the fields; their faeces were also used as fertilizer. No oxen meant less crops and smaller harvests. Cattle also represented wealth, especially amongst Germanic peoples, but also elsewhere in Eurasia. It is hardly surprising cows and bulls feature prominently in many mythologies.
    1 point
  27. I believe default is capturing, because default attack for everything is capturing ^^ I mostly tagged you because he offered solutions, and I didn't know which one would be the most accurate
    1 point
  28. @Alexandermb & @wowgetoffyourcellphone, to match the "Nubian" spearman's cow-hide shields, perhaps we could use 1/5 black and white, 1/5 brown and white, 3/5 full brown: IDEA: Most civs in-game had cattle, and it was very important to them, both for meat as well as spiritually, especially the bull was a powerful symbol to most cattle rearing cultures in history. So, most civs should be able to train cattle. The "civilian" and economic aspects of the game really need some attention. Being able to train cattle from the town- or city-phase, for example keeps things a little more varied and interesting. Animals being trained at a cost of 50 food (just an example), and fattening up over time to become the worth of 100 or 200 food is fun, logical and intuitive. Animals that have been killed should "spoil" overtime, so that you need to gather from an animal as soon as its killed. If you leave it for a certain amount of time, it "rots away". This adds another level of tactics, as killing of an enemy's herd is a serious loss of investment to that enemy, because he can't easily gather all that meat at once. The corral should train a herdsman. All cattle should automatically roam within a certain distance from the herdsman, following him around. Perhaps "herding" should be rewarded, by increasing the speed of the cattle fattening in relation to the distance they travel. So task your herdsman to walk around your town (cattle follows automatically) and the cows fatten up twice as fast as when you'd just leave them in one spot. Units can already "guard", so maybe such a mechanic could be used here, mixed with the roaming/herd mechanic. The cattle would "guard" the herdsman, by roaming within a set maximum distance from the herdsman. This kind of mechanic seems natural, simple and intuitive.
    1 point
  29. I did use wooden shingles for buildings so far. Thanks for those references. I should really upload it, but I'm busy packaging the other mods.
    1 point
  30. In fact there are around 180 languages spoken in the Amazon forest (corresponding to different cultures) and even around 67 uncontacted tribes... They estimate that there were more than 2 million people living in the Amazon forest before the europeans arrived. Also the idea that all tribes in Amazon were nomad is being dismantled by recent research. One example: https://en.wikipedia.org/wiki/Marajoara_culture
    1 point
  31. The actor can simply give the brown texture a "frequency" of 5 or something, compared to 1 or 2 for the others.
    1 point
  32. Let's hope D13 become the Holy Grail of 0 A.D. .
    1 point
  33. Well @wraitii implemented a run multiplier for Phab:D13 maybe some variant of that could work. I think it could cause issues though, especially with formations.
    1 point
  34. 1 point
  35. @wowgetoffyourcellphone a modified version of the zebu too could work ?
    1 point
  36. How did you do that? Full support for a glow effect would be relatively expensive (you'd basically have to apply bloom twice, with extra full-screen buffers, plus extra hacky and also expensive shader magic) so even a hacky solution would be preferable. Also vanilla 0ad has no real use for glow effects like that, except maybe for a few rare odd things.
    1 point
  37. It would also be good to have Sanga cattle for the Kushites. DE currently uses the Zebu actor for this, but there were a couple of prominent differences between the two.
    1 point
  38. If anyone has ideas for that, feel free to pitch them. it could be a cool champion training building, but we have no champions for the zapotecs yet
    1 point
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