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Summary For a while I've been working on a new mod to balance 0 A.D. for pro players. It features a lot of changes, and may take some getting used to. A counter system: melee infantry counters cavalry which counters ranged infantry which counters melee infantry (rock paper scissors) All techs are now useful and new dilemas have been added: many techs were too expensive to be worthwhile before Only six civilizations: each one very different to the others, with more depth and possible strategies More military buildings: units are split between barracks, archery ranges and stables Balance severely nerfs "dancing" but allows for tactical manoeuvres Battering rams and bolt shooters are now available in the town phase, but catapults are still city phase-only Citizen soldiers cannot gather resources (except cavalry can still hunt) but they can still build Women can build all buildings but civic centers can't build military units any more Many features from similar civilizations have been merged into the six available civilizations Stone and metal are more limited and only 16 women can gather from a mine at one time Numerous small improvements: rams don't attack fields, loot is consistent, etc General Meta The game encourages rushing more since citizen soldiers cannot gather resources. Generally players will produce women at the start while using their citizen soldiers to build and defend the women from rushes. Some civs can use dogs/tigers/lions for very early rushes. It's important to build at least any two of the barracks, archery range and stables fairly early so you are able to counter incoming attacks. The civic centers can build "Minutemen" which are cheap, have high attack and train fast, but slowly lose health over a minute. They're ideal for buying time if a rush catches you by surprise. There are now extra techs in the civic center and houses to increase women's vision, health and attack which can be used to mitigate against rushes. In the town phase siege is available in the workshop and some civilizations get access to weaker champions. Many civilizations also have special buildings available. In the city phase heros and more tech becomes available. Champions dominate in the late game. Unit Counters The barracks now trains melee infantry: swordsmen, spearmen and pikemen. Spearmen and pikemen are now fast moving and are particularly effective at countering cavalry. Swordsmen "soft" counter cavalry and other melee infantry and have strong armour making them useful as a "tank" unit, but they're slow moving. The archery range trains ranged infantry: skirmishers, slingers and archers. All these units are effective at countering melee infantry. Archers have the greastest range but are slower to move. Slingers do the least damage to infantry but are somewhat effective against buildings and siege. Skirmishers are fast moving and soft counter other ranged infantry but have less range than archers. The stables train sword cavalry and spear cavalry. Sword cavalry is stronger in almost every way but only Brits and Mauryans have access to them. In addition, Ptolemies have access to camel archers which are weak and mostly only useful for hunting. Brits Opening Strats Starting units: 6 women, 2 spearmen, 2 slingers, sword cavalry and a dog. Brits are good at rushing with their strong sword cavalry. However Brits also have access to dogs which can be used to rush very early in the game. It's a risky strategy though since if you don't kill enough enemy women you will fall behind economically. Dogs are only useful while your enemy may not have much army and become useless after 2-4 minutes of play time. Brits also have access to slingers and spearmen. Iberians Opening Strats Starting units: 6 women, 2 swordsmen, 2 skirmishers, spear cavalry and walls. Iberians walls are more effective than in vanilla because of the fewer ranged units. Iberians have access to swordsmen, slingers, skirmishers and spear cavalry making them quite versatile. They also have upgraded towers with no minimum range. Their early game is mostly defensive and economy focused. They become stronger in the town phase with access to cheap Embassy swordsmen. Mauryans Opening Strats Starting units: 6 women, 2 spearmen, 2 archers and 2 worker elephants. Mauryans are good at rushing with sword cavalry and upgradeable archers. They have access to tigers in the civic center which can be used for very fast rushes like Brits dogs. Mauryans start with two worker elephants which allows them flexibility in taking resources however they're the only civilization not to start with any cavalry which means that women have to gather chicken instead, slowing their economy. Ptolemies Opening Strats Starting units: 6 women, 2 pikemen, 2 skirmishers and 2 camel archers. Ptolemies have free houses, farmsteads, storehouses and corrals making them great for booming. However early in the game they don't have access to any strong cavalry which means they need to exclusively build skirmishers and pikemen, which are slightly strong than spearmen. In the town phase they have the easiest expansion with cheap military colonies. Rome Opening Strats Starting units: 6 women, 2 swordsmen, 2 skirmishers, spear cavalry and a healer. Rome are mostly defensive early in the game but they can do small very early rushes with lions. Since they can build ranged units in their barracks, they they are slightly more versatile in the opening period. Rome become much stronger in the town phase with their strong siege. Sparta Opening Strats Starting units: 6 women, 2 spearmen, 2 skirmishers, spear cavalry and a farm. Sparta start with strong women (+100% health, +200% attack) which helps them if they're rushed. Sparta's early game should be focused on reaching the town phase and spamming their strong champion units and skiritai. Be warned there may be bugs! Use at your own risk. Please send me your suggestions and thoughts! champ-mod.zip3 points
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Hello and welcome to the forums, Glad to see you like the game. There are a few reasons the game lag, and those are not one of them The absence of threading (multicore support) for the pathfinder, the old OpenGL version, the fact that we are using and outdated version of Spidermonkey, and finally the fact that a lot of optimizations for the pathfinder are yet to be committed are the reason the game slows down when many units are moving3 points
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This is gold Apparently the old woman that threw the tile was the mother of the soldier that King Pyrrhus was fighting Somebody should make a movie about this guy's life...2 points
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Another shield is good enough. Both Gauls and Britons have their own shields now, even medium ones. The others possibilities are symbols painted and wooden figures, animal and human heads, weapons (spears notably) etc. It is up to the artists because nothing is really settled on this matter. There are evidence for painted walls. There are evidences for wooden figures against walls (as in Manching), for human heads and weapons as trophee. But the context is lacking.2 points
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0 A.D. is a released game. It's just not yet finished (and hopefully never will be).2 points
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Mane don't have bones, i know its a thing nowadays to have fluid hair but mane is more a paint over the neck rather than a individual properly rigged hair with gravity physics. Too much high end gaming for a RTS .2 points
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En papel si Quiero hacerlo en "papel" primero para no cometer errores a lo güey.1 point
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Yes, they are making some kind of analysis. (You can turn on CC and get it auto-translated.) The video was made for a university course 'Archäogaming - concepts of the past in computer and video games'. Obviously they are not very experienced with the game, and a lot of the video is about basic gameplay (create units, collect resources, construct buildings...). They like the number of civs, and that people who want it get additional info about them in the game. They think the names for the civs are a bit funny, e.g. they don't like that there's only Athenians but no Greeks as such. They also don't like that you can build the acropolis anywhere and not only at the highest point of the city, and agreed that building on hills like here might not be that typical for Romans (not sure if they got the part about different maps...). tl;dr: some folks talked about 0AD in university, the two girls that made this vid generally liked the game, but there's not too much of any analysis in this vid.1 point
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Thank you for your reply. I wish the best for this game. I enjoyed the first time playing it1 point
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Thanks. Had some fun games: @nani beat @ValihrAnt and me in a 1v1v1 game. And I lost to @ValihrAnt twice in 1v1. I've released 0.9 which slightly buffs lions/tigers/dogs, fixes a Sparta bug, makes healers cheaper but limits the number you can build and tweaks the Golden Age tech. When you update to the new version make sure to delete the old version first!1 point
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darn, that was the problem, i simply overlooked that section in the editor and left it to "Unnamed Map" Thanks everyone for your help!1 point
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When you select the Trigger Maps filter, you'll find a few of this kind of special maps where something similar happens. They can be fun if you want to try something different, but read the description carefully before start. :-)1 point
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Yeah, there are still errors, I will help @Alexandermb to fix them Missing file 'art/actors/props/horse/cav_rein_swordsman_shield.xml' referenced by: 'public/art/actors/units/gauls/hero_cavalry_swordsman_vercingetorix_m.xml' Missing file 'art/animation/biped/rider/cavalry/attack_shield_stab.dae' referenced by: 'public/art/variants/biped/attack_slaughter_spear_shield_cavalry.xml', 'public/art/variants/biped/attack_slaughter_spear_shield_cavalry.xml' Missing file 'art/animation/biped/rider/cavalry/attack_stab.dae' referenced by: 'public/art/variants/biped/attack_slaughter_spear_cavalry.xml', 'public/art/variants/biped/attack_slaughter_spear_cavalry.xml' Missing file 'art/animation/biped/rider/cavalry/gather_meat.dae' referenced by: 'public/art/variants/biped/rider/gather_meat.xml' Missing file 'art/animation/biped/rider/cavalry/idle_2hand_spear_relax.dae' referenced by: 'public/art/variants/biped/base_cavalry_spearman_ready_reverse.xml' Missing file 'art/animation/biped/rider/cavalry/idle_shieldsmall_ready.dae' referenced by: 'public/art/variants/biped/base_cavalry_spearman_ready_shieldsmall.xml' Missing file 'art/animation/biped/rider/cavalry/walk_2_hand_spear_relax.dae' referenced by: 'public/art/variants/biped/base_cavalry_spearman_ready_reverse.xml' Missing file 'art/animation/biped/rider/cavalry/walk_shieldsmall_ready.dae' referenced by: 'public/art/variants/biped/base_cavalry_spearman_ready_shieldsmall.xml' Missing file 'art/meshes/props/horse/kush_straps.dae' referenced by: 'public/art/variants/quadraped/props/straps_kush_02.xml', 'public/art/variants/quadraped/props/straps_kush_03.xml', 'public/art/variants/quadraped/props/straps_kush_base.xml' Missing file 'art/meshes/props/horse/kush_straps_head.dae' referenced by: 'public/art/variants/quadraped/props/straps_kush_head.xml' Missing file 'art/meshes/props/horse_back_armor.dae' referenced by: 'public/art/variants/quadraped/props/back_armor_base_bronze.xml', 'public/art/variants/quadraped/props/back_armor_base_iron.xml' Missing file 'art/meshes/props/horse_back_blanket.dae' referenced by: 'public/art/variants/quadraped/props/back_blanket_base.xml' Missing file 'art/meshes/props/horse_blanket_short.dae' referenced by: 'public/art/variants/quadraped/props/blanket_celt.xml' Missing file 'art/textures/skins/skeletal/horse.dds' referenced by: 'public/art/actors/props/structures/carthaginians/farmstead_horse.xml' Missing file 'art/textures/skins/skeletal/horse_celt_boudicca_a.dds' referenced by: 'public/art/actors/units/britons/hero_chariot_javelinist_boudicca_h1.xml' Missing file 'art/textures/skins/skeletal/horse_celt_boudicca_b.dds' referenced by: 'public/art/actors/units/britons/hero_chariot_javelinist_boudicca_h2.xml' Missing file 'art/variants/biped/base_cavalry_swordsman_shield_ready.xml' referenced by: 'public/art/actors/units/britons/hero_cavalry_swordsman_cunobelin_r.xml'1 point
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I'd think for standard units (Hoplites, Sparabara, et al.) they should just use the textures and props from core game. For mythological "heroes" though I think a little more fantasy could be used.1 point
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Could be, i can say that my variants and blender knowledge today is not the same from two years ago from what i recall started to update the cavalry really outdated since the beginning of the game. That includes knowledge of Vertex distribution for a proper animation, Armature bones placemente for a better transition, Constraits etc. But most important Sculpting high poly and procedural skin shader for bake a higher amount of textures. If the camel is take back to this days it looks gorgeous because its a texture from wikimedia commons with CC.30 baked in a low poly. Well now im working with High poly sculpting to low poly wich makes everything easier when its already sculpted something i couldn't and never have done back in those two years so that shows a better road to the process of updating OR adding new fauna to the game.1 point
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you don't forgot inner and outer name must be same.1 point
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Yes, he have to committ the files, since the blackout in my country i coulnd't commit and have always Http 408 request timeout To clarify how the horse textures are now: Horses were used to have different texture per rank, now the actor just change the rider and other visual assets (blankets or armors) don't see any reason why a horse change skins like a snake each time he promotes. I wish it could be a way to make horse keep the initial or basic version texture through rank in case in the future we find a way to make horses remain and infantry dismount. That way Horse is just a "Mount" in game therms instead of a full unit version.1 point
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Copy those map files into the same folder as the other game maps (like Acropolis for example). user/maps/skirmishes/ or user/maps/scenarios/ Restart the game so it knows of your new map!1 point
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we can use fantasy cliché armors? opulent use of colour and ornaments.1 point
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I pinned the thread, so it's more easily accessible. Thanks for the great work @user1 and @Hannibal_Barca1 point
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We could probably extract the time of a resource share event from the replay file easily, but it could be more accurate to weight by the average economy strength or value of each resource at the given time. To get the whole context, it's probably better to just run the replay with some event hooks that update the score. This approach also allows weighting kills, which aren't explicitly written in the replay data. You already know who can do that kind of thing. Let's ping @ffffffff to see if he's interested.1 point
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Hello, I only noticed this thread now, so I'll put my two cents in. The system you introduced is probably not far from the best you can get, but that's partly because it's really hard to create a fair system. Giving a whole point for a win is a good way to discourage selfish playing. I'm a bit afraid that some of the other factors could be misused. When you now count in the resources shared, it's very important to weight the importance of the share at each time such event occurred. 100 of wood in the first minute can easily mean more than 1000 wood at minute 10 when the average player's economy is stronger and gathering is much faster thanks to upgrades. Also remember that at the resign time, fgod mod shares all the resources you have with whoever is left. Imagine that two allies resign just before you and now half of their resources also get counted as those that you shared with the last remaining ally. The same sure holds for the kill count and the kill / death ratio. Getting someone's ten women early in the game can decide the whole game, while a few minutes later players would even want to delete their women just to make more space for soldiers. Anyway, I know that it's hard to adjust for these factors. They could perhaps be implemented into the military score the game shows, which would make things much easier. Currently the system favors economy focus to raiding early in the game, dumping useless resources to allies later, and the player gets penalized for making tank units while their ally gets all the kills in a fight. You could notice the last thing in the game of yesterday when borg had like 60 spearmen taking damage for fpre's slingers.1 point
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Some maps crash here too, like Rapa Nui sometimes, Forest Nothing always. Others are a bit instable like Brigantium. Scenarii tend to crash, or to show strange behaviours. Byzantium has an absent AI : one just has to stockpile resources, advance ages to set trade then get siege engines and destroy the enemy colonies. A lot of these maps are most beautiful but sometimes unplayable for a not so skilled player like me, either because they're very small then one doesn't have any "strategic" depth or even space to put houses (Rapa Nui for both reasons, most big city maps for the former reason), and some because the AI seems stronger than usual, like on the original Danubius or Napata maps where the only way to counter AI attacks is to begin with very high resources or more. For example, At The World's End is almost unplayable because you get attacks with war elephants very soon in the game, while there was a version named Before Hysdaspes which was interesting to play, even if it was cramped in some places. Maps being cramped or with too high elevations (like Brigantium or Obsidio Cyzicus) are difficult to play, even if the idea behind them is very good. That's the case with the Egypt map which isn't part of this mod too. But Egypt is very playable even if cramped and resource-intensive. A few maps get too many players too. 6-8 players maps aren't my cup of tea. The best maps when it comes to gameplay are : Northern Islands, Euboea Harvest, Coastline (hard but playable), Jungle Valley (same opinion), Raiders in the Alps, Country Side, Dune (if big), Riverway (if big too) or The Duel (intense map but winnable with tenacity). Maybe I'm a bad player but these very difficult maps kill the enjoyment while the regular AI is manageable. Sorry if I may sound a bit harsh. I appreciate a lot the work of mapmakers and thank them for their work since maps and campaigns is what 0AD needs the most urgently IMO, but some maps simply aren't to the level of most stock maps when it comes to balance and design.1 point
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Indeed, there were some technical issues so i had to stream by myself and on my channel and started commentating a bit late.1 point
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I think for now @Unknown_Player should decide based on who he thinks are the best players on the room. Rating and statistics points can be gamed too easy. I would recommend to base decision based on data only when you have more data to contrast with it (e.g minimum 10 games).1 point
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The most recent update was completed on January 6, 2019, but there are still issues that have not been completed.1 point