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  1. Type Montefortino helmets, fourth and third century BC: Variante Kastelruth, second century BC:
    3 points
  2. Corral can train some animals for food for example goat, pig, sheep, zebu(mauryans cow). but cannot train chicken in 0.a.d game play, some players build a lot of corral to train sheep/pig/goat/zebu(mauryans) instead building farmfields. at the first game play, there are some chicken for geather some food. but how about make chicken at the corral too?? if it works, chicken's train time is 20s, much faster then sheep (35s) and cost is 30 food (sheep cost = 50 food) Persian have a benefit to train chicken (train time =15, cost =25 food) because they breed the chicken first time not just train and slughter the chicken to earn food, when player leave chicken alive, 1 chicken produce eggs(food) 20/1m (persian chicken= 22/1m) player not just slughter chicken to earn food, but also earn eggs (food) very slowly but can slaughter when needs a lots of food. not just chicken, how about corral animals can produce some meterials like goat, cow, camel can produce milk/cheese for food, sheep produce wools (10 metal/1m) what do you think about it??
    2 points
  3. What do you think of this idea as a new game mode. A game mode called Diplomacy where there is no chat box but to communicate with other players you have to build diplomats and couriers to send messages to other players. It would function like sending each other notes. I think this would be a really cool addition the game. You would start the game neutral to all other players and teams would be unlocked of course. also make sure that it can be mixed with other modes like Nomad Regicide wonder and relic victories as well.
    2 points
  4. I agree with that. While there should be some resources available close to the base the large stone and metal mines provide to much IMO. (There is no consensus in the team about that though AFAIK though there could be found a compromise I guess - either reducing the amount of resources the (initial) mines grant or to place them further away from the Cilic Centre - though this will not be easy to do for e.g. all random maps for that will cause interference with Iberian's walls or in-game build walls)
    2 points
  5. MAP NAME: Riverway Hello again, new random map to share. DESCRIPTION: This map is specially made for 1v1 2v2 3v3 4v4 team game as you can see. At each extreme of the river you can find gaia units protecting treasure bounty. Catch it if you can! All resources are concentrated at the middle so be fast to defend your territory ! Try it and give your opinion! DOWNLOAD LINK (mod) nani_maps_v0.10.0.pyromod AUTHOR: @nani COAUTHOR: @Hannibal_Barca
    1 point
  6. The rules has been edited , please read it again Welcome to the Honor League (2v2)! The first league of 0 A.D. recognized by Wildfire Games This league will be in a format of 2vs2, (Bo3), so you must look for a partner already to be able to register! Here below we leave the rules of the event, please read the entire document before asking any questions Before starting with the rules section, we leave you with a Wildfire Games note .................................................................................................................................................................................................................................. This tournament is recognized as a Wildfire Games community event. @Stockfish is the sole organiser of this event, any issues are to be reported to him (or personnel designated by him), not to Wildfire Games or to 0 A.D. Lobby Moderators. Unsporstmanly conduct is not permitted, any offenders are to be barred from future events by Stockfish .................................................................................................................................................................................................................................. Hello, welcome to the rules section of the Honor League. Before starting with them , from the league's developer team please read them correctly and carefully to avoid misunderstandings. We also want to explain that there are 3 types of infractions: Green, Yellow and Red * Greens: If you or your opponent violates a green rule, they will lose the map they are playing * Yellow: If you or your opponent violate a yellow rule you will lose the entire match (all maps) * Red: If you or your opponent violate a red standard, they will be disqualified from the league OFFICIAL REGULATIONS OF THE LEAGUE: 1) CREATION OF MAPS: 1.1) Maps: Mainland, Ambush, Schwarzwald, Gulf of Botnia, Lorraine plains, Corinthian Isthmus 1.2) Map configuration: 1.2.1) Mainland Map: Players: Game Type: ------------------------ ------------------------ ---------------------- Map Type : Random Number of player : 4 Conquest : On Map Filter : All Maps Population Cap : 250 Conquest Structures : Off Select Map : Mainland Starting Resources : Low(300) Conquest Units : Off Map Size : Medium Disable Spies : Off Relics : Off Nomad : Off Cheats : Off Wonder : Off Disable Treasures : On Game Speed : x1 Explored Map : Off Ceasefire : No Ceasefire Revealed Map : Off Teams Locked : On Biome : Random Last Man Standing : Off Rated Game : On 1.2.2) Ambush Map: Players: Game Type: ------------------------ -------------------- ---------------------- Map Type : Random Number of player : 4 Conquest : On Map Filter : All Maps Population Cap : 250 Conquest Structures : Off Select Map : Ambush Starting Resources : Low(300) Conquest Units : Off Map Size : Normal Disable Spies : Off Relics : Off Nomad : Off Cheats : Off Wonder : Off Disable Treasures : On Game Speed : x1 Explored Map : Off Ceasefire : No Ceasefire Revealed Map : Off Teams Locked : On Biome : Alpine Last Man Standing : Off Rated Game : On 1.2.3) Schwarzwald Map : Players: Game Type: ------------------------ ------------------------ ---------------------- Map Type : Random Number of player : 4 Conquest : On Map Filter : All Maps Population Cap : 250 Conquest Structures : Off Select Map : Black Forest Starting Resources : Low(300) Conquest Units : Off Map Size : Medium Disable Spies : Off Relics : Off Nomad : Off Cheats : Off Wonder : Off Disable Treasures : On Game Speed : x1 Explored Map : Off Ceasefire : No Ceasefire Revealed Map : Off Teams Locked : On Last Man Standing : Off Rated Game : On 1.2.4) Gulf of Botnia Map: Players: Game Type: ------------------------ ------------------------ ------------------------ Map Type : Random Number of player : 4 Conquest : On Map Filter : All Maps Population Cap : 250 Conquest Structures : Off Select Map : Gulf of Botnia Starting Resources : Low(300) Conquest Units : Off Map Size : Medium Disable Spies : Off Relics : Off Nomad : Off Cheats : Off Wonder : Off Disable Treasures : On Game Speed : x1 Explored Map : Off Ceasefire : No Ceasefire Revealed Map : Off Teams Locked : On Biome :Random Last Man Standing : Off Rated Game : On 1.2.5) Lorraine Plains Map: Players: Game Type: ------------------------ ------------------------ ---------------------- Map Type : Random Number of player : 4 Conquest : On Map Filter : All Maps Population Cap : 250 Conquest Structures : Off Select Map : Lorraine Plains Starting Resources : Low(300) Conquest Units : Off Map Size : Medium Disable Spies : Off Relics : Off Nomad : Off Cheats : Off Wonder : Off Disable Treasures : On Game Speed : x1 Explored Map : Off Ceasefire : No Ceasefire Revealed Map : Off Teams Locked : On Last Man Standing : Off Rated Game : On 1.2.6) Corinthian Isthmus Map: Players: Game Type: ------------------------ --------------------------- ---------------------- Map Type : Random Number of player : 4 Conquest : On Map Filter : All Maps Population Cap : 250 Conquest Structures : Off Select Map : Corinthian Isthmus Starting Resources : Low(300) Conquest Units : Off Map Size : Medium Disable Spies : Off Relics : Off Nomad : Off Cheats : Off Wonder : Off Disable Treasures : On Game Speed : x1 Explored Map : Off Ceasefire : No Ceasefire Revealed Map : Off Teams Locked : On Last Man Standing : Off Rated Game : On 2) RULES OF THE GAME: - All buildings, soldiers, civilizations and improvements are allowed except for: * Pharos (ptolomie building) - To clarify: Wonders and walls ARE ALLOWED - Spectators are FORBIDDEN 3) CIVILIZATIONS: (***) VERY IMPORTANT : You can not repeat two civilizations on the same map by a team or repeat the same civilization on more than one map NOTE : If you start a game with wrong civilizations , you can not make claims about them 4) REGISTRATION: To register for the league , first of all we must tell you that by doing so we understand that you have read ALL THE RULES and therefore in case of infringing any of them will face its subsequent sanction. To register we need you to do the following: 1) Find a partner with whom you can play the league (remember it is a match per week) 2) Send a private message to this account with the following requirements: * ID of you and your partner (Perfectly written) * A capture of a conversation from you and your partner in which you explicitly see that your partner agree to be your teammate (in English) * Name of your team and a square image that you want to have as logo Once sent that message any of the administrators of the league will respond confirming or not their registration. In case of not doing it , we will give an explanation on why the denial and you'll can re-register by repeating the process correctly Once registered, we will use the forum as a courier and through it , you will send us the results, possible infractions and traps that can be made by the rival teams. (In case there is a administrator of the league online in 0 A.D. , tell him about the infractions and the possible cheating that you may have seen, he will tell what you should do {The results will always be sent by private message to our account as soon as possible}) IMPORTANT: Result not sent before the end of each week is equal to defeat. 5) THE RIVAL TEAM HAS MADE TRAPS WHAT SHOULD I DO? If you have detected that your opponent has committed ANY violation, you must: 1) Tell him by the game chat the infraction he has committed 2) Immediately afterwards you must leave the game (you and your partner) SURRENDERING TO HAVE REPETITION 3) If the opponent has committed a green infraction, you must continue with the next map, if they have committed a yellow or red, send immediately the result to this account counting what happened and send the repetitions of the maps * In case of any problem contact an administrator * If you leave with no reason , the entire game will be marked as lost directly 5.1) LOSS OF CONNECTION : In case of loss of connection of a player, the game will be paused for 5 minutes + 1 of courtesy to wait to the player returning to the game. In case of not returning to the game you must play 2 against 1. If the connection loses the host, the team that is hosting will lose the game VERY IMPORTANT : In case a map is continued having an infraction, if the marked protocol has not been followed , the sanction will be nonexistent, EXCEPT: Build a lighthouse and destroy it in a short time, In that case the 3 maps will be lost directly. (Evidence will be needed for that case) 6) HOSTING : The maps of the league will be hosted as follows: The team that is above in the table will host the first map and the third, therefore the other team will host the second (In case of a tie, the position in the league will be respected) 6.1) WE DO NOT HAVE ACCESSIBLE HOST : In case of not having a host to which people can join, you must find a host which must create the game according to the rules set by the regulation. In case of any infringement the team that had to host will be the only responsible 7) How can I send the results of games? If you have finished a match, follow the following instructions to send the result (ONLY SEND IN CASE YOU ARE THE WINNER) 1) Send us a private message and write the name of your team and your rival's 2) Send the result + the repetition of the 3 games (if any) NOTE : If there has been any type of problem in the confrontation, communicate it and tell us the exact minute to be able to review IMPORTANT: PLEASE , SEND ALL THE RESULTS AND THINGS RELATED WITH THE LEAGUE WITH THE SAME ACCOUNT 8) OPENING OF JUDGMENTS An opening of trials will begin in the following cases: - Both teams claim the same result in a match - An infraction is committed and the infringing team alleges not having committed such infraction - A red offense is committed (where the offender must state the reason for his behavior) Once a trial has been opened, it is mandatory for the two teams to present the evidence of what happened in order to give a correct solution, for the following it is mandatory to have the repetitions to pass them in case of problems, in case they are conversations, it is recommended make a capture of them (with the mobile for example) 9) WITHOUT PARTNER? If you don't have any mate to play the league , you can register by yourselve and when registration time is closed , we'll search you one mate ( if any) This doesn't assure you that you'll have partner , it will depends of the lonely players To register lonely just send your name and write that you' have no mate ........................................................................................................................................................................................................................................................... Green infractions: - Build or use any element prohibited by the regulation. - Repeat civilization, whether both players of a team use the same civilization on a map or that a player has chosen a civilization on a map and choose it on a later map - Set the map wrong (do not follow the instructions given by the team on the '' CREATION OF MAPS '') - Entrance of spectators in the middle of the game (The host team will lose) Yellow infractions: - Establish an anti-sports behavior (It is yellow infringement, but will be notified to moderators of 0 A.D) - If a player of a team has a different ID than the one he puts on the template, he will automatically lose the match Red infractions: - Insult (seriously) ANY member within the sporting event .............................................................................................................................................................................................................................................................. If you have any questions about the rules or anything related to the league, do not hesitate to look for the league administrators in the 0 A.D. lobby: @Stockfish, @Jofursloft, @ RolandSC2. Ask them, they will help you! , in case they are not in lobby, send an email! The previous regulation will be subject to possible changes with prior notice A SPECIAL GREETING OF THANKS TO @Feldfeld, who developed the rules of the game
    1 point
  7. I asked my colleague Egor Bredikhin to choose and check for me a small open source project, which I could investigate in between my other tasks. He sent me the log of the project 0 A.D. After the question "Why this project?" he answered: "I just played this game, a good real-time strategy". OK, then let it be 0 A.D.:). Artcile: Good job, authors of the game 0 A.D! (19 insignificant bugs)
    1 point
  8. Could be this Or this Could also be a Roman helmet in disguise On the used material I guess the idea was iron would be for higher ranks Could look at the design document see if there is info there.
    1 point
  9. Sure. To be simple, the actual names are based on different modern languages mostly Welsh, Breton and Irish Gaelic. The problem with these modern languages is that they didn't share the same history of the Gaulish language and have a lot of loan words from Latin and English. During the timeframe of the game there was two main groups and four sub-groups of Celtic languages known: *P-celtic languages with the sub-groups Continental Gaulish and Insular Britonish. *Q-Celtic or K-Celtic languages with the sub-groups Gaelic and Celtiberic languages. The two actual factions are based mainly on the Gauls and the Britons that both used P-Celtic languages. At this point of time, the Britonish and the Gaulish are very close and have a lot of similarities. It is why I used only Gaulish dictionaries for my suggestion. The Irish Gaelic are Q-Celtic languages with a long evolution and numerous loan words. For example Caer is probably a borrowing from the Latin Castrum. The Breton is a language from the Insular Britonish with Latin and Cornish influence that insular immigrants brought into France during the fifth century AD. After centuries of evolution during the Middle Age, the Breton have a very different pronunciation and writing of the words. For example, Annedd is an evolution of the Gaulish word Andoedo/Andosedon. The same for Welsh that emerges only around the third century AD. In my proposal, I choose Tegia for the house because it is a well known word in Gaulish with an old indo-european root (-Teg) which has given the Stégos in Greek (house, roof). For the Corral, I choose Cagion because it is used for "a field closed by a fence" with an old indo-european root (-kagh) which has given Caulae in Latin and Hag in German (fence). Olca is suspected to come from an old root (-polka) which has given several words to designate a land suited for farming in Germanic languages and Medieval latin languages. Lissos is known from several toponyms and the root has survived in old irish (Less) and Breton (Les) to designate a palace and a royal residence. Tigernotreba is a personal reconstruction with the word Tigerno- very common in insular Britonish to designate a lord/seigneur and the word -Treba designating a habitation (either a house or a hamlet). Coriosedlon is a personal reconstruction with Corios (army) and Sedlon (seat) in Gaulish and Sessa (seat) in Britonish, I took my inspiration from the latin -sedeo used in Praesidium to designate a military place. Brauon is a mill in Gaulish. Gobanio- is a root associated with different word about the blacksmith and the forge. Capanon comes from a word in Gallo-Latin (capanna) which is suspected to be the ancestor of the word Cabane in French. Buta is a gaulish word associated with the idea of a habitation but with several successors in old french dialects that has given toponym associated with stable, barn and pigsty. Magos and Dunon are very well known word about market and fortress. Uxelon is a personal reconstruction for the name tower from the toponym Uxella meaning high fort or high place, the root Uxel- is associated with the idea of physical highness. Rate means wall in all Celtic languages. Duoricos is a portique with the root Dur- associated in all Celtic and Germanic languages with the idea of gate. Nemeton is a known word from latin litterature for sanctuaries among the Celts. Counos is a proposal for the port from the greco-celtic "Kóounnos nêsos", the toponym Cunis and the Old irish Cúan. Celicnon is a word proposed for a feast or a religious building (huge linguistic debate behind this word). Cantalon is a circular monument (root cant- for the circle) in a religious Gallo-roman inscription found in France. Finally my personal construction Remogantion and Comardrigantion both using the word Gantio- for the assembly. Remo- is the "first" like in the latin "Princeps", designating a noble class. Comardrig- is constituated of Com- (comrade) and of Ardrig (High-king, like in Irish mythology). Literally the assembly of the comrades of the high king.
    1 point
  10. If you have time could you share why you chose those name over the ones we have ? Its for history so if one day someone comes and says all those names are wrong we can argue why
    1 point
  11. I checked the buildings from the Celtic factions and in general there is no big trouble. The only thing is the overwhelming occurrence of round shields and britonic shields on gallic buildings. It should be nice to replace them by oval shields which are the emblematic shield in the gallic art. Maybe some farming tools and others common items could be interesting to enhance the buildings. The forge/blacksmith have a fire and a chimney that are not really accurate historically but it is maybe excessive to change them. If you are motivated here some pictures: Outside the temple and the tavern that should be changed, I think the Civic-Center (actually labelled Caer) could be improved. I have the feeling that this building look too much like a market or a shop. I suggest to keep the main structure, to remove the foods, the showcases and the displays. I suggest to color a part of the facade of the building with the color faction and to add some discrete patterns/motifs. I like the idea of the portique and we could add on each side of the main door two wooden statues against the wall.
    1 point
  12. IMO this is a path finding and unit AI problem. That doesn't mean we shouldn't change the maps but that will not fix the underlying problem.
    1 point
  13. Perhaps we can buff rams if turtling is such an issue :P
    1 point
  14. Wooooo more animation done, that means I get to making the next factions sooner:
    1 point
  15. I like the look of the map, but I think that cetres should be more spread out to sides. The two centres in middlle will have no territory when the ones from sides reach city phase.
    1 point
  16. Heavy Warships (assuming you mean the catapult ones, not medium warship triremes) can be garrsioned with up to 9 catapults to increase fire Such a ship fires 10 rocks and is very powerful - it can level shoreline structures Protect them from garrisoned triremes though, while they can take on 2 of those any more will risk losing the catapults and the ship
    1 point
  17. Harassing someone early game shouldn't be about destroying the Civic Centre It's about attacking outlying gatherers and denying the enemy wood or extra berries The real reason there's no fighting in the first five minutes is that people are reluctant to sacrifice a strong start in economy and don't want to divide their attention.
    1 point
  18. Bronze and engraved helmet from the necropolis of Montefortino, fourth century BC: Iron helmet of Monte Bibele with bronze decorations, fourth century BC:
    1 point
  19. Helmets type Berru - All in bronze - 4th century BC
    1 point
  20. I gave up long ago. Even if you want to start from scratch you still inherit a lot from baseAI
    1 point
  21. I already answered to your post on the habr. But thanks a lot again for helping to find errors. Only few of them are known, and patches are waiting for the end of FF. UPD. I will create tickets for missed bugs, when I'll be at home.
    1 point
  22. When using rams or catapults, CCs or walls are no problem.
    1 point
  23. I personally enjoy turtling against an overwhelming enemy oftentimes because of the epic last stand kind of feel, but I am starting to think that turtling is kind of OP in most situations (aka when you are getting attacked by a normal army, not 100 very hard ais). I think what makes it so OP is that it is practically impossible to capture town centers unless you have a monstrous amount of soldiers if there are soldiers garrisoned in there. Which means that if you get everyone to hide inside of the town center, then your enemy's push going to be defeated unless they either have a laggily big army or siege engines (which might get killed by the arrows before they can unpack), good luck getting any capture points on a town center with units in it to regenerate capture points really fast and shoot arrows everywhere killing your units before they can even get close to capturing it. This may be because I do not use a lot of siege engines, but even then the above example is *without walls*. I suggest some kind of better siege mechanic, where the player can turtle but their units could get starved out like in real ancient sieges. A way to fix this could be adding in where units consume food (which I think would be good for much more then fixing this, as it just makes sense and means you need to have good farming infrastructure to keep your army fed), and do like delenda est does where farms can be constructed outside of your city borders with a debuff to gathering from them if they are built inside.
    1 point
  24. I personally don't really agree with that. An unbalanced multiplayer game can last as little as 5 min, and even games with opponents with matching skill-levels rarely last more than 30 min (correct me if I'm wrong). The most fun MP games though, IMO can last anywhere from 30 min to an hour (even more), but much more than that becomes tedious if no-one has a clear upper hand. 0AD is a very beautiful game with a lot of details that easily go unnoticed, and the true depth and beauty of the game can never be appreciated in 10 min matches. If anything, a slightly bigger focus on city-building and economy would be ideal, so that 0AD won't be just another classic RTS, that's fun for a while, but becomes boring and repetitive after many plays. Overly streamlining, simplifying or speeding up the game would only be "beneficial" to obsessive MP-gaming, which is one of the things that actually killed classic-RTS in the first place (for most people at least). 0AD finally adds a little more depth, or at least the potential for adding more depth to a genre that has otherwise been considered to have become a relatively stale one. I don't think most people want the game to be more like Company of Heroes, Command&Conquer, Sins of a Solar Empire and Starcraft. I think most people just want to build an epic "little" historical kingdom with an epic "little" historical army, and fight epic "little" (not necessarily historical) battles of survival and conquest. Not send 4 guys over to the enemy at min 3, kill some of his women and claim victory... I would mostly agree with this, so would many others. I think the build radius from your first CC is ok as it is though, the main issue is that the precious resources are literally in front of the door. Because those cozy little square field are also built right next to the CC, there is very little risk involved in farming as well. If the fields were rectangular (larger), and farms were a pre-requisite for building them (maybe a penalty for farming in the town centre), you'd have to build them further out, and think more carefully about where to place them and how to defend them. A whole new level of strategy and tactics right there. Would also benefit raiding.. lol! But seriously though, we just need some regular villagers for economy only. The civilian aspect of the game is lacking, and it would offer an awesome opportunity to showcase more of civilization's culture. Maybe even selectively ranking villagers: peasant ⟶ artisan ⟶ aristocrat, with different specialities... Citizen soldiers should remain, but they should be more supplemental than being the main economy unit. I think most people would agree with this (?) Yes to all of that... It would be really nice to assign workers to worksites, rather than resources... e.g. build a lumber camp, assign workers to the lumber camp instead of the trees themselves. Now gather rates are tied specifically to the lumber camp, tree density within its radius, and the amount of workers assigned, instead of being determined by the distance each and every individual worker has to move between the resource and dropsite and how efficiently they move. This would remove the most annoying type of microing in my opinion, and allows players to focus on other more fun parts of the game including base building and military manoeuvres. There could be two options at the lumber camp: 1) clear forest, (large one-time income of wood leading to total deforestation within the lumber camp radius), 2) slow & steady trickle (forest management, forest regenerates at the same rate it's being gathered, bringing in a slow but constant trickle of wood). Also, keep it simple, by giving lumber camps a large radius. Build a mine (only one slot per ore), assign workers to the mine, resource rate of the mine is limited by how many workers are assigned. Alluvial deposits can provide a modest one-time income of stone or metal, not too far the original CC, but definitely further than mines are now. Larger deposits mined from pit or shaft mines outside of the starting territory could provide a permanent trickle of metal, once again, with an income rate determined by how many workers are assigned to the mine (and not by how efficiently or not workers move around the obstruction box of the stone or metal deposit). This would be a great incentive to expand. I'm not very technical, but this could mean that menial economy tasks could be represented by "simple" animation-loops tied to the work-site (especially for mines), and potentially help improve performance as paths don't need to be constantly calculated (?).
    1 point
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