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The poly counts really does make a difference. Hopefully one day LOD's are a thing so I don't have to sacrifice my higher poly models for performance or vice versa.2 points
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1. You only get loot when an enemy unit / structure is destroyed. 2. When a structure has been weakened to a certain threshold, all units inside will automatically be ungarrisoned. More units inside of a building make it more difficult to capture, so if you want to capture a strong building (like a fortress), it is best to weaken the structure to force the automatic ungarrisoning. You can then attempt to capture it. Holding the CTRL key down while right clicking to attack will change the cursor to the attack cursor and let you choose to attack and weaken it first. 3. I believe the bonus (3x, etc.) only applies to attack. 4. There may be basic units that appear to be shared, but each civilisation's citizen soldiers can differ in more then just name and appearance. Not sure about the 1v1. 5. The Espionage tech is somewhat unintuitive the first time you use it. It is based on enemy traders. If the enemy has no traders, then the technology cannot be used. You pay an amount and get the vision range of a random enemy trader for a limited time. 6. I think formations are position based only at the current time. I don't think they provide any additional bonus. 7. The rate in the actual template files are what the game uses. I'm not sure if those values in the history section are reading those values directly or if they were copied manually and haven't been updated. The Gauls do have a unique structure that increases farm gather rate. 8. That info is probably read directly from the unit's template file. Each rank has a different template. The modifiers from technologies are not reflected in the unit's base stats. Perhaps that should be updated to reflect that though. 9. Yes. Select a market and in the center panel where the icon portrait is you will see several small buttons at the bottom. Click the rightmost one which has an icon with three ancient coins. You will see a dialog where you can set the current rates for each resource. 10. It might be, I'm not sure. There are some variants of structures for scenario design purposes. 11. I'm guessing your territory only, but would need to verify. Like the blacksmith upgrades, I'm guessing that all stat modifiers won't be shown because those values are read directly from the units base stats. [Edit] Looks like you got some answers already [Edit 2] 12. - 14. I'm not familiar with the lobby. 15. Which units are allowed to garrison varies per building. For example, the Fortress allows Support, Infantry, Cavalry, Siege, while the Civil Center only allows Support, Infantry, Cavalry. I'm not sure which classes are used to generate arrow fire or exactly how the rates are affected. @stanislas69 do you know about the lobby questions or garrison fire rates?2 points
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The purpose of this topic is to show in a simple and basic way how to improve your skills in 0a.d with 20 simple tips. 1- SHIFT button. Extremely important, mainly for order of buildings and micro. for example when picking up some wood collectors to build a house, hold the SHIFT button and right click on the house and then again on the wood, so immediately after finishing the house, they will automatically collect wood again. Your enemy is dancing in front of you, and your units missing shots, then select your units, hold SHIFT button, and select the stopped units you want to hit, so after killing the first selected enemy unit, they will fire in the next, avoiding that you shoot the dancer. You have selected 40 units, and you need to select more, keep SHIFT Button press, and select the 15 units, so you have 55 units selected. If you have enough wood and want to build 10 houses, keep SHIFT pressed, select the house and click 10 times in map. SHIFT greatly facilitates the construction of walls (make a test). 2- CTRL button: mainly required to select units. Let's imagine that you have 10 archers, 10 lancers and 10 women, you select them all, then in their interface show 3 small squares in the center with 10 archers, 10 lancers and 10 women. If you hold CTRL Buttom and click on the square of the 10 women, then you take the 10 women out of the selection, stay only 10 archers and 10 lancers, its is very important especially when suffering from harassment. CTRL button is also a shortcut key for storing units in buildings. Select the units, keep CTRL button press, and right click on the building. 3- U buttom. Shortcut button so that the units exit from within the buildings. 4- Two left mouse click. Press two left-clicks on mouse on archers for example, then all archers in your sight will be selected. 5- H button. Your units attacked the nearest unit. 6- Dance: the units automatically attack the nearest units, then select a unit and send it to the front, then click with it from side to side, you can use the SHIFT for this. 7- Storage. Must be made as close just to wood, fruit and hunting as possible. Metal and stone must have a distance that fits the units between the metal/stone to the storage. Doing too close will make your units have to walk a unnecessary distance. If necessary, make two or three. As your wood is cut make new Storages. When there is enough space for a new storage. 8- Outpost: Vision wins game, simple as that. Have vision so you will not have any more surprises. 9- keep some women close to the men, so that the collect gain 10%. 10- Tips for using with CTRL and U. I'll use an example that I only use at the moment (I did not see anyone else use until then). you are playing with iberians, and you are collecting outside the walls, so your enemy attacks you with some horses, you have no way to defend, and the gates are too far for you to run, what do you do? Select your units, press CTRL and click for units to enter the tower of the walls, then quickly click the U button several times so that the units exit quickly (Do not forget to select for the tower to unload the units inside the city). The same can be done with several types of constructions, in several occasions, use your imagination. 11- manipulation of animals: some animals can be manipulated in your favor. If the animal is too far from its storage or CC, hit him, and continues to walk behind it (no more hits), this will take the animal to the desired location. Walruses are aggressive animals, so if you hit a shot at him, they will go after you. then it is important that you select a unit and walk on the map giving a one hit on each,(preference ranges unit) and then send your unit back to your city, all walruses will follow. 12- Buildings within the radius of attack of the CC. An important tip especially for the beginning of the game, keep your houses and other possible constructions within reach of your CC, if your enemy rush you, he probably could not convert his constructions (If this happens, you probably lost the game). 13- Avoid fighting within range of towers and castles. Just fight if it's in your favor, if that does not happen, fight in another region, or make small attacks in multiple places at once. This is a regular mistake among beginners. 14- Whenever possible, make economic upgrades. Serious error between beginners and good players too, and plsssss, baskets upgrade are very, very important, basically you reduce 50% of walking time (first upgrade). 15- In fights whenever possible have melee/tank units on the front. Has already been proven in several tests that melee + ranged can win fights vs only ranged (Of course this depends on several factors). 16- Use constructs like houses/barracks to reach some resources beyond the edge. 17- keep in mind some basic things about factions / units. You are playing on Mauryans and your enemy is Romans, you do not know what strategy he used, but you should avoid some. Example, If he is a smart player it is likely that he will use spear horses against you for the simple fact that archers can not stop them, so what should you do? Make some lancers instead of archers, this will block it. 18- Preferably to armor upgrades rather than attack. Armor upgrades are cheaper, and reach more soldiers than attack upgrades. 1350 for +1 armor for melee and ranges units or 1500 for 20% attack only ranges units? 19- Balance eco. This is the most mistake among all players. Try to keep your economy always balanced and in progress. If you are collecting fruits, and they are running out, do not expect them to end up for making some farms, make before. If you are going to attack/defense, do not use all your units of a particular resource, only in special harassment and specific strategies. This will cause your economy to stop, you will have to switch resources, and this will see a snowball. 20 -keep an eye on the time. Minutes are important so you knew how well or how bad it is going. For me, for example, I know that if I'm in the minute 14 and I'm still in phase 2 in a game without major problems, I'm late, If I am playing against a good player, I can be in serious trouble. Maybe I even have a larger population, but if it has some rams or elephants, this can complicate me. I memorized some schedules, this facilitates my games, I know when to attack, pass phase, and i also know when the enemy probably attacked me in a probable rush. Well there are several other tips, but I hope that in a simple way I can help raise the level of the gameplay. Tips from other players are very welcome.1 point
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The Council is both happy and proud to announce a special new release!!! What is it? Millennium A.D. is a total conversion mod for 0 A.D. focusing on the Middle Ages. It is divided into two parts, this first one is focusing on the first half of the Middle Ages; the timeframe of Charlemagne and the Viking Age. The name of this release is Xýlo. This is a byzantine word for wood, in recognition of vanilla 0AD’s founder (Play0ad.com ). That is respectful for the new release. What is new? Thanks to Alexandermb talented modder is responsible for the majority of the new models, Wackyserious our versatile texture artist, Stanislas69 our artist and Lion.Kanzen icon and texture artist, we are happy to introduce you to two new civilizations Byzantines and Carolingians as well as Anglo-Saxons and Norse faction are updated this release. Byzantines The mighty civilization which has its roots in Eastern Roman Empire dawns this release. This release Byzantines got a new market, variation of houses, corral, blacksmith, civ centre and many other buildings. Also, Byzantines use new units and ships including fire ships. Carolingians The time of Charlemagne has come and you will witness the might of his Franks. Last release Carolingians were hidden and worked on by Stanislas69 and this release thanks to fully redone building set and remodeled units are available. You can look forward to Cathedral of Aachen and Carolingian church or docks. From units, we can mention the Catholic priest. Anglo-Saxons This release Anglo-Saxons got Bixworth church(wonder) enabled and Offa of Mercia as their hero that together with his axeman will break through the lines of defense. The Norse Prepare for the new naval battles with the Norse. Since last release the Norse got new longboats and ships are fully animated. Many smaller changes were made in this release too, but it would be too elaborate to list them all. Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age), Millennium A.D. (about medieval times), Rise of the East (East civilizations, Current Terra Magna) and Ponies Ascendant (Pony factions) CoM aims to create an umbrella for all wannabee modders and help everyone needed and of course create their own projects. How to: Unzip the download but leave the inner archive intact. Place the unzipped folder into /binaries/data/mods. You'll see another folder there called 'public'. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. Enjoy the mod! Download: ModIO installation: Main menu -> Configuration -> Mods -> Download -> doubleclick Pyromod installation: Download pyromod file, open with pyrogenesis.exe Zip installation: Download the zip file from here, drag and drop on pyrogenesis.exe In the last few years, some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: Wildfiregames...showtopic=18412 Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, playtesting or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: Play0ad.com The main menu background is made by Alexlinde from Deviantart. You can find him here: Alexlinde.deviantart.com The soundtracks are created by Antti Martikainen. You can find more of his work here: Anttimartikainen.bandcamp.com and Youtube.com1 point
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Hello everyone! I was just wondering, why elephants were used as a replacement for seige machines in 0ad? Historically they were used to scare away enemy troops, break formation, trample and kill enemy soldiers quickly at the start of the battle etc.., Elephants are, more like Iberian fire ship, vulnerable unless used in the very beginning. Or they were made to damage buildings because of lack of replacement for seige? I'd suggest the following, (1) Aura - War elephants scare away enemy military, especially cavalry. All enemy cavalry has -20% attack and enemy infantry has -5% attack within X meters. (2) Elephant madness - War elephants, once it comes under attack, should be used within Y seconds. Else, elephant becomes mad and tramples nearby troops (even friendly troops) (3) Elephant Charge - War elephants can charge towards enemy troops.to kill them within a particular radius, then die. Charging speed should be at least 15 or so. If the enemy formation is tightly packed, then the elephant will kill more and if not, elephant will kill fewer troops. Civilizations like Mayurya, Carthage needs some seige machines like catapult or rams. I don't know specifically about those two civilizations, but other Indian civilizations had used catapults and bolts (bolts were sometimes placed above elephants too), so it won't be historically inaccurate to give bolts and catapults to those civs.1 point
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Those are modern terms, yes, but they are perfectly applicable to warfare in Antiquity. Light and heavy refer to the function on the battlefield, though, *not* to their body armour. Light infantry are auxiliaries, irregulars, skirmishers, etc. whose purpose is to harass the enemy, do raids, chase down fleeing troops, etc., kill at range, but avoid melee. Heavy infantry are troops who fight in formation and engage in melee. They form the core of the army and the outcome of the battle is decided by them. It's very lopsided, though: the side whose formation breaks are typically massacred, the victors can survive with minimal casualties. Medium is rarely used but refers to troops that could simultaneously serve as light and as heavy troops, without having to change equipment. To simplify, light means ranged and heavy means melee. (It's a bit more subtle than that, of course; spearmen and swordsmen often had javelins; archers and javelinists often had swords. Again, the terms refer to their rôle, not their armaments.)1 point
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We didn't start alpha 24 development yet (so only bugfixes that don't trigger OOS until GDPR and release responsibilities were performed).1 point
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You mention some fair points, yet I find that the first two seem to be speculation. I could be wrong, yet that seems to be what I see at least. Anyways, the point is not necessarily about whether they used the sarissa; I have not researched that topic heavily and could be misinformed (All that I do know is that a number of experts think that they would have used the hoplite spear). That said, the point is that at the moment is that some of the soldiers that were used for mobile operations are shown wearing rather cumbersome armour in game. Even if you take the camp of Tarn and those who have followed his arguments, I think that they would be in agreement with this notion.1 point
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fps throttling means the maximum number of frames drawen per second. Some cpus are so fast they can do 120 frames per second but you could be fine with 60 or even 30 since game looks good and smooth ( I cannot tell you the count of frames for you, you need to a bit experiment here and find what is best for your computer) . The thing is that if you have lags, the throtling fps to lower number can save cpu time and resources for more important computation ( instead recomputing scene, shadows and so on) e. g. path finding. You have it on minimum only for menu, there you do not need it higher. Smooth LOS I would leave it to off if you need to increase performance. Postprocesing brings new work to be done for cpu and gpu. I would leave it disabled. And you can try disable fog. Disabling unit silhouetles could help with performance in later game with a lot of units. But you will not see units behind buildings Normally you would not see sky, since you do not zoom out really very far so you can disable this one I think.1 point
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I think you have put your finger on the main problem in the discussion. Light and heavy infantry doesn't mean anything for ancient times, it is a modern view. There is a problem with this idea of a different armement for the hypaspist: The duel of Horratas against Dioxippe, the former is very probably a hypaspist, duelling with a sarissa. And when Alexander killed Cleitos with a sarissa took from the hand of a bodyguard... role belonging to the hypaspists. Finally when Nicanor, commander of the hypaspists asked his men to used their sarissa to lay the wheat/crop against the Getai.1 point
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Another 4k Delenda Est video. There is no music on replays? Also, there is a strange hud bug at the end of the game where you can not unhide the hud after the replay finishes.1 point
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I guess it's mostly because those mechanics were harder to make than the art for them (And the art is already hard)1 point
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Hi @LordGood, OMG.... I've just played this mod briefly, and it's fricken amazing... BRILLIANT WORK my friend !!! 0AD in itself, a brilliant game... But I love the graphical mod, nice touches throughout and very very funny... Do you have any other projects in the pipe line, such as maybe a Star Wars themed one?? That would be cool... Cheers, Lister1 point
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My bad with the terminology. It seems that I was mistakenly looking at a section referring to caetrati which also eludes to hypaspists. The point that I wish to make is a small distinction. Hypaspists according to my findings were heavily armed compared to peltasts, but less so than other phalangites. Essentially the point is that they seem to have served an intermediary role in the battlefield that would be cumbersome for others. Why prefer this to simply labelling them as the Macedonian variation of the hoplite, which seems to be the other camp for academics? First, it seems that, as I have hopefully shown, there is a moderately good amount of support for this. Why ardently take one side when the other position also has a good basis? Obviously it would be academically compromising to assert entirely that hypaspists were clearly armed in one way when the primary sources do not give an explicit description of their equipment. The main reason is to provide a consistent gameplay depiction of these units, which as I see would be designed to be used in a historically informed manner based on the tactics by which Alexander used them. I wish that I could say that I found more sources, but I haven't bothered looking for more. As much as I would like to show some pictures of hypaspists, the photos from that time are a bit low quality, but here are some extremely accurate versions of hypaspists from the critically acclaimed game Age of Empires Online.1 point
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I communicate with Itms all the time, but he is in vacation with bad internet untill 6th august, so we have too wait till then ...0 points