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Hello 0.A.D. Community, i open this task for have a log and a workplace for an important fix of the game units meshes. The problem was reported by @fatherbushido: So this is a new space for re-export ALL the infantry animations once again for avoid having problems in any future. The animations will be show with the next schema: Red: Need to export Green: Exported Yellow: New Addition Categories: Gathering Swordsman Spearman Archer Javelinist Crossbowman Halberd/2H Axe Claymore/2H Sword Civilian ... I theres a desired animation add it in this topic so i'll add it to the list. I will made a github repository for keep all the animations in there since i'm constantly moving from my home to another place for always keep a backup and also let the community use the files if theres a new adition. Space reserved for the animation list.2 points
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They have weak armour, so I mean drawback is there. Now I do know that the supposed counter for slingers is skirmishers but the skirmishers are slaughtered unless you have a 3 to 1 or even 5 to 1 odds or some siege weapons supporting your men. But if the slingers have support such as basically any other unit then your screwed.2 points
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I think special attacks should rather be handled by allowing multiple attacks. Abilities I'll get back to someday I guess. I've had new ideas.2 points
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No marble tiles, please; cobbles are fine. [EDIT]: Also applies to Greek centres and stoas.2 points
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The mentioned aspects are good, but I think that we could definitely think more out-of-the-box. For instance immortals were known to be constantly at the number of ten thousand because the empire always reinforced them to that number. I think that it would be neat to have an ability to promote an ordinary citizen soldier or archer to being an immortal at a cost based on the experience of that unit. It likewise would be cool if Spartiates were available in the village or even the town phase to open up new offensive and defensive purposes for the unit; after all it's weird to have the male citizens only present at the late phase of the game.2 points
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Hello, just a big topic about all of this. Previous charging discussions First some previous discussions: see http://trac.wildfiregames.com/ticket/994 about how charging could work. If tldr, here is a summary (that may be innacurate at some points) : Units could run by double clicking, and be ordered to charge ennemies. When running and charging their stamina reduces until it is depleted and they cannot run anymore. When they stay idle, their stamina replenishes. When charging the first attack is the charge attack, which is better than the regular one. Instead of stamina it could also have distances triggers to increase speed (auto charging when at range) Suggestion (based upon Sibyllae Vox) After reading the previous discussions and as a general thing, KISS (Keep It Stupidly Simple). Players won't have time and focus to manage some stamina bars closely for multiple units, while managing a battle and keeping a good economy/production. There were two way for this: using battalions to reduce the number of controlled entities, or automate the use. I'm currently for the second way (which is not incompatible with the first). Why charging/running Multiple reasons, even more when all infantry and all cavalry are walking at the same speed not to give side effects on resource gathering and such. Get in range faster (melee), evade (ranged)Add an offensive impactSend reinforcmentsRetreatWhy not charging/running It's exhaustiveIt is harder to stay organised and can lead to weaknessesWith this in mind, here is my suggestion Stamina Stamina is used to travel, fight, and charge. I remove it from the economic part (running to get resources faster) because I don't think there is a reason a citizen that would go to war in armour should be less effective that his neighbour that goes with a javelin (they don't work with weapons). Nor I see a reason to add micro in resources gathering. So stamina reduces when units are walking (going accross the map), fighting, and obviously charging. It replenishes when they get "at home" somehow. For walking, when you send reinforcements from far accross the map, your army should make a pause before fighting, or else it would be disadvantaged from the natives who are fresh up. When they fight, they are less effective when exhausted than fresh ones. It is particularly true when charging. Walking reduces stamina slowly, fighting and chargind greatlyStanding idle increases staminaCivil Centre and houses have a regenerative aura that compensate the walking depletion (working at home)Once stamina is below a threshold, units become less effectiveIt may be when stamina is below 50% (or 40, 33 or whatever), attack rate, moving speed and charge attack reduces up to say one half when it comes to 0 stamina. For less micro it can even take only the average stamina of a group (the fresh ones motivating the tired ones). Charging Charging is the fact of going in battle at higher speed and give a blow impact. Some units like archers and slingers may not be able to charge. Single units can charge and formations can do so if they can attack while in formation (phalanx, syntagma, wedge, skirmish and maybe testudo). It is easy to run individually, more harder to run everyone at the same pace while keeping cohesion. So you have some options in the battle Charging to get in battle quickly with an offensive bonus but may break your formation and remove some armour bonus or keep your formation (like phalanx) to charge slower but surelyDo not charge and wait in formation, with full stamina and formation bonus to hold the charge and take a stamina advantage on a longer battleCharge attack can then be just a bonus to the regular attack instead of a new one (at least, when it is not the Persian scythed chariot). This bonus can then easily be reduced when stamina is not high enough to perform well. There should be also a minimum running range for the charge, not to charge multiple time. Running Running is also usefull for example just to run away or pursue. This is particularly usefull for skirmishers to hit'n and run (well, run…) and archers to run for retreating units. The charge speed is then used defensively to avoid being in the battle or offensively to pursue. Everyone should be able to run. But this doesn't say how to handle charging. Having a special command like double clicking seems to me too microish. This is when stances comes into play. Stances Currently stances doesn't do much, especially the first two ones (violent and aggressive). By just tweaking them with charging ability, it can automate some behaviours. Passive: stay like this, don't do anything and flee (like it currently does)Stand ground: stay there, wait for incoming ennemies or new orders, don't charge nor evade anyway (again this is already the case)Defensive: don't charge, respond to nearby threats, this is almost the current behaviour, but with ranged units automatically running back to melee threats (auto hit'n run)Aggressive: attack with charge and charge nearby threats, ranged units automatically evade (or not, I don't know). But move without chargingViolent: always run and charge, even just for moving, while an ennemy is on sight, either to attack or retreatWhy only with ennemies on violent? Because I don't feel there is a need to make an army run all day long to get reinforcements (they would just arrive exhausted anyway and get killed) or use it to run to the trees and metal mines. The objective, with some nice unit AI to automatically pick decent targets, is to move micro from triggering a lot of orders to switching stances. If you want your troops to wait for incoming, then charge when rather close, use stand ground and switch to aggressive to say "now!", if you want to hold a line use defensive and if you want to surprise use violent to run around. You can also set your ranged units on defensive to protect a line then switch to aggressive when the ennemy is derouted to pursue them. With groups shortcuts and stance shortcuts, battles could even be run only with the keyboard (well not very effectively)1 point
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I work, but not too long, come home tired, and want to do something. Programming, art, anything. I get stuck, hit a roadblock. And I just don't commit to much at all. As such, I haven't improved my skills much in years. I have a hundred abandoned projects. I can't get out of bed, what the heck How do y'all stay p r o d u c t i v e ?1 point
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Pop growth : - 5 pop house / 75 wood (less stairs effect in pop growing) - 20% building time - pop room gain by building some other structures than houses - no metal based human units (metal takes longer to gather than wood) - no stone buildings (except towers and castle) (stone takes longer to gather than wood) --> easy to spam barracks (with their + pop room) - rotative farm too boost food production (and thus, possible to lower the number of food workers ) When you know that pop growth is an exponential phenomena, those cumulated advantages gives to celts an insane advantage. and for units : - Cav Hero for best dancing (Vecingetorix is the best hero of the game) - Sword cav for best siege destroying and quick raids - Slingers, best basic unit since .. very very long time. With basic micro and some healers, slingers can get all <<< and quickly the player dont need even need siege as those massed slingers can destroy absolutely everything or can easily retreat in formation with few dumping. - Brits have a dog which can reduce ennemy pop in early game and already give a substainable advantage. I hope that in next version of 0ad i will see team games with 1 or 2 gauls/brits .. and not 6-7 as we often do now.1 point
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After a long hour and 40 minutes Mativen1983 had quit a rated game after realizing he had lost. the game was trash, done nothing but hid in a fortress filled with cata, bolt throwers and rams. during the whole game until i ended up taking him to defeat. I dont normally do this but he trashed talked me through the whole thing. very very annoyed i just wasted nearly 2 hours in this game for him to do that. not sure what happens from here but thanks for hearing me out. cheers team,1 point
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Although champions have high combat utility and a lack of resource gathering and construction ability to differentiate them from citizen-soldiers, they feel boring since they are basically just the unit design of old school rts and nothing more. I'm not saying that those characteristics are bad; they just are stale without anything else at play. If we compare them to the unique units of Age of Empires II, there is a stark contrast. Every unique unit in that game has a nuanced function even if they are heavily based on a preexisting unit. The argument I mainly wish to make is that 0 A.D. and affiliated mods should take a similar approach in the available champions. As they currently are, players only take them in my opinion because they are typically the most efficient unit in terms of combat and nothing more. I'm not saying that there aren't some that follow this line of reasoning; the Iberian champion cavalry are a good example of a cool design.1 point
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Living in the Far eastern side of the World, whenever I am here, I could only spot those who tend to do an all-nighter. I tend to slack once in a while and get lost in a state of unimaginable stagnation haha, sometimes it just take a couple of days, worst it could happen for a month or two, or even more. But I make sure that I return and visit my motivation graveyard/attic, remove the dust on my old projects which I have left behind and work on them again. Going outside also works for me. A simple walk or jog in the morning or a night out with some friends. I tend to get more stressed when i overwork myself, not sure if this also apply to others. This is why I always motivate people to not overwork themselves and enjoy the different things around them once in a while.1 point
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cut off sugar, sweets, they make you lazy af eat more meat buy coffeine pills and take them daily start exercising in home listen to music 24/7 when in home for dopamine increase, unless youre reading something eg reading complex stuff about programming work on your projects while listening to music cut off socialmedia, youtube,reddit,forums,games, TV, xbox, every pleasure form. if u dont cut it in 100% it may be hard to stay on track what u want to achieve? i cant be productive unless i believe in my aim. i wont learn a language unless i want to code an interesting application that will make ton of money and bring me fame in my belief. mindlessly creating simple things like calculators make no sense because you will give up sooner or later due to boredoom and zero satisfaction. You need idea for application/product, then choose correct means/programming language/anything with certain criteria,then do it1 point
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I was hoping to download 0ad and play some balanced game but i think its still gaulfest/britonfest1 point
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Basically, you already have understand the main points. To sum it up, the Rome's Comitium was rectangular until around 300 BC when it got circular stands/bleachers. Sadly, the stratigraphical record is difficult to interpret and the Comitium has been destroyed and rebuilt by Sylla in the 1st century BC. So the historians rely on the changes occurring in the Roman colonies to get hints about the date of its changes. Circular Comitium in colonized cities give a range of possible dates for the adoption of this architectural characteristic, like Cosa (273 BC), Paestum (273 BC), Alba Fucens (303 BC) and Fregellae (328 BC although debated). The author of the linked chapter suggests a narrow range by including the moment when Pythagorean ideas reach Rome and the tribes reforms by Appius Claudius in 312 BC. The two pictures you choose are the Comitium of Cosa and of Paestum. Here, from another publications, the Comitium from Alba Fucens and Fregellae. However, the historical representations of the second century BC Comitium in Rome, is a bit simpler: The Rome's Comitium is associated with the Graecostasis, Columna Maenia, Rostra Vetera and the lapis niger. Statues of Pythagore and Alcibiade are also mentioned.1 point
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You got one red card. So that means you can't play the next match. I think it was for week #3. So, you are free to play. I'm not sure if you banned from the lobby but you can play in Sunday Pro Games events. The red card is just for one match.1 point
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You mean the one in there? I have never seen it in the game. Grepped a bit and found this, may be unrelated, because I'm just guessing sword_shieldarm_attack contains the shield bash animation: grep -r sword_shieldarm_attack . --color ./art/variants/biped/attack_melee_swordsman_shieldarm.xml: <animation event="0.5" file="biped/new/sword_shieldarm_attack_a.dae" name="attack_melee" speed="120"/> ./art/variants/biped/attack_melee_swordsman_shieldarm.xml: <animation event="0.5" file="biped/new/sword_shieldarm_attack_b.dae" name="attack_melee" speed="100"/> ./art/variants/biped/attack_melee_swordsman_shieldarm.xml: <animation event="0.5" file="biped/new/sword_shieldarm_attack_c.dae" name="attack_melee" speed="80"/> ./art/variants/biped/base_swordsman_shieldarm.xml: <animation event="0.5" file="biped/new/sword_shieldarm_attack_a.dae" name="attack_melee" id="attack1" speed="120"/> ./art/variants/biped/base_swordsman_shieldarm.xml: <animation event="0.5" file="biped/new/sword_shieldarm_attack_b.dae" name="attack_melee" id="attack2" speed="100"/> ./art/variants/biped/base_swordsman_shieldarm.xml: <animation event="0.5" file="biped/new/sword_shieldarm_attack_c.dae" name="attack_melee" id="attack3" speed="80"/> ./art/variants/biped/base_swordsman_shieldarm_fast.xml: <animation event="0.5" file="biped/new/sword_shieldarm_attack_a.dae" name="attack_melee" id="attack1" speed="120"/> ./art/variants/biped/base_swordsman_shieldarm_fast.xml: <animation event="0.5" file="biped/new/sword_shieldarm_attack_b.dae" name="attack_melee" id="attack2" speed="100"/> ./art/variants/biped/base_swordsman_shieldarm_fast.xml: <animation event="0.5" file="biped/new/sword_shieldarm_attack_c.dae" name="attack_melee" id="attack3" speed="80"/> grep -r base_swordsman_shieldarm . --color ./art/actors/units/hellenes/infantry_swordsman_c_thespian.xml: <variant file="biped/base_swordsman_shieldarm.xml"> ./art/actors/units/athenians/hero_infantry_swordsman_themistocles.xml: <variant file="biped/base_swordsman_shieldarm.xml"> ./art/actors/units/athenians/infantry_swordsman_c.xml: <variant file="biped/base_swordsman_shieldarm_fast.xml"> ./art/actors/units/macedonians/hero_infantry_swordsman_demetrius.xml: <variant file="biped/base_swordsman_shieldarm.xml"> ./art/actors/units/macedonians/hero_infantry_swordsman_craterus.xml: <variant file="biped/base_swordsman_shieldarm.xml"> ./art/actors/units/spartans/hero_infantry_swordsman_brasidas.xml: <variant file="biped/base_swordsman_shieldarm_fast.xml"> ./art/actors/units/spartans/infantry_swordsman_c.xml: <variant file="biped/base_swordsman_shieldarm_fast.xml"/> Grepping for attack_melee_swordsman_shieldarm found nothing. Also tested Brasidas and Craterus, neither of them did the bash. About the death animation shown, at least roman swordsmen don't use them, they always die in the exact same way, and the animation doesn't match any of what is shown in the thread. Also @borg-, there end of that thread may be worth looking at.1 point
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I think the ban its just for the next game Jean Claude. Come and play. But next time be smart and dont blame the caster.1 point
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A new one. A few are close, but no cigar. Plus it would be great to make a terrain of the same texture.1 point
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@Karamel I hope you succeed. DoM like units behavior and more realistic mechanics is really missing in the game.1 point
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These points came from your team game. You did a good job maybe, but individual success is not important here like 1v1 matches. If your team wins, everybody in the winning team gets 2 points. If you are in the losing team you get 1 point. If you see your skill score it's 0.56. You can't even compare with winning or losing. I think individual skills matters but not enough to win a team game because all the players are really good actually. Sometimes rushing can help your team to win the game, sometimes it's a defence tactic. You can play really good in a match but that doesn't mean you win and your teammates lose. You win all, or you lose all. Being in the winning team is the most important thing here. Your individual skills affect less.1 point
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If we had battalions, the Immortals, aka Anusiya, battalion could have a feature where they have soldiers get replaced for free, even during combat, at some specified rate (other battalions have to be idle and within range of a barracks to receive replacements). Along with a weapon switching ability (from spear to bow). Weapon switching would be a lot easier to manage if you only have 30 battalions instead of 300 individual soldiers. Persian Archer battalions could have the Shield Wall formation where they setup rows of spara shields for extra defense. But regarding Spartiates, in DE the Spartan player starts with 1 Spartiate as their special starting unit. Then you can train more in Town Phase (but limited), and then an unlimited number later. They're super strong when fully upgraded. If we had battalions I'd change this a little bit. Maybe give them an Ephor ("Magistrate") special starting unit or something, then allow them to train 1 battalion of Spartiates in Town Phase, 5 in City Phase, and 10 in Empire phase. They'd have the Phalanx/Locked Shields formation. Individual soldiers within the battalion would switch to sword if attacked from behind (pike battalions would act similarly).1 point
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I'm pretty sure their "ammo" was refilled on the fly by some poor servant dudes running all over the battlefield as needed. Or they'd retire to their baggage train to refill (and have little drink and rest in between the fighting). Also, if there are archers on both sides, both sides would have people running around collecting the "spent" enemies' arrows lying all over the place.. I suspect the same for sling rocks. "Infinte" ammo is an acceptable RTS abstraction in my opinion. The main issue isn't even the ranged units themselves... It's that directionality of shields' defense is not taken into account. Firing arrows at a shield wall isn't quite the same as shooting them from the back, or the sides, or shooting at unarmored units. Combined with battalions and working formations, adding directional defense into the game would really add some tactical depth, and make battles feel more like actual battles instead of mosh pits.1 point
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Hi all, I would like to invite you to Sunday Pro Games - Week#5 live-stream event. There will be a 4v4 match at 18.00 (UTC) on Sunday with dual-commentary by Alistair and @Feldfeld on this youtube channel. If you want to convert UTC time zone to your time zone you can visit this website. -You can Play/Watch/Contribute/Ask questions during the event. It's only one match once a week. So, Players who want to play should be in the room a little early. -You can check the current from this post: League Fixture. -Players who want to Spec/Contribute/Ask questions should watch the event on Alistair's channel: Here is the link. -We're playing on Anatolian Plateau this week. Remember this is a no-wood map. There will be more maps during the event. -Rule Breakers get yellow and red cards. If you brake no dancing, no wonder rule during the match, you get a yellow card. If you don't follow the rules intentionally you might get a red card. 2 yellow cards mean 1 red card. If you have a red card, you are banned for the next event. -You can watch previous events on this channel. Please let me know If you have any questions. Have fun, @psypherium @Feldfeld @ValihrAnt @camel @Boudica @ffffffff @JC (naval supremacist) @Unknown_Player @borg- @chrstgtr @Lefo @Pudim @Philip the Swaggerless @Stockfish @PhyZik @itrelles @nani @Hannibal_Barca @LeGenDz @phoenixdesk @LANDLORD1 point
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----- perhaps I'm not sure which take. the first is similar to one we had. @Stan` http://magistraburke.blogspot.com/2012/08/paestum-ancient-posidonia.html1 point
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Well, maybe half a friend will do, you might find those on discount. And if they are good friends, they will put up with eating instant noodles too1 point
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Originally, Champions were supposed to have special abilities, like weapon switching and stuff like that. In DE, not sure about core game, Spartiates have a 10% attack bonus vs. non-Greek units. Also, 2 Spartiates can be upgraded to Olympian Champion status, costing Glory and Metal. Mauryan Maiden Archers can switch between arrows, fire arrows (both cost a small amount of wood), and sword (a small amount of metal).1 point
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I'm struggling to make instant noodles don't tell me I need to acquire a whole friend now1 point
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@__najimakimoda Everyone is different on how they keep themselves productive, but here are some tips I found to help remain productive. (1) Set small daily goals. I try to set a goal to make an object(mesh) or texture a day. (2) Don't rush your project. Rushing can lead to fatigue which can also lead to dropping your project. (3) Start projects that you are interested in. Working on projects that you like can give a boost in your productivity. (4) Listen to music to help stimulate your creativity. Hope these helped1 point
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All true, just saying that we should maybe focus on perhaps having attack animations based on different techniques found in the different countries, so that a Greek archer's animation might look different from a Persian archer's animation. My main beef is the fact that the archers in the game fire 100s of arrows at 2 arrows per second in some cases and looks ridiculous in pitched battle. Before we turn the game into an archery sim (how do we simulate the "shooting them through the eye slit thing anyway?), perhaps just having animations for the different draws, etc. would be pretty cool. I kind of wish the game had a dynamic animation system so that archers could aim higher for long range targets, while aiming more directly for closer range targets, if you know what I mean. even if it's not 100% dynamic, could maybe have a "high aim" and "low aim" variant for each draw animation and the engine can pick the right one based on target distance.1 point
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I will not be discouraged quickly, if I think of (or find) a nice feature I try to implement that, purely for myself (how selfish). If I think it might be of use for more people than just me, I upload it on Phab. A physics manager would do a much better job indeed Would be cool to have that. That is so much cooler! I'll check it out next week. Makes me aware again that I have started programming almost exactly two months ago1 point
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I'm sorry to revive a really old thread, but I am experimenting with charging and I think it is good to keep information together. I currently have a system in place (thanks @Angen (batalion mod) and Councel of Modders (Mythology mod) ) where a unit starts charging at a fixed distance (set in its template) and, if it has enough mass over the enemy, it pushes the enemy backwards. But I would like some feedback on where to store some variables. Currently I have: Min/Max charge distances in UnitAI.js (because they are called there). ThrowbackResistance in Armour (function of Mass and whether a unit can brace itself (i.e. is idle; which in turn comes from UnitAI again) ). Mass in Identity. Any (other) feedback and/or places where I can find comparative code is appreciated! My intention is to submit this as a patch for #994.1 point
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I don't really understand, running/charging is related to stamina, stances in my suggestion are just the triggering way, there is still a stamina bar. Can you explain a bit more your thought (other than the fact you prefer having more real time micro, which from my point of view is an unecessary thing considering all the things to manage in the game)? About #3177 and camouflaging, I'll have to test this patch, I don't get what it does at a glance just by looking at the code. According to the War Story it was designed as infantry being able to move inside trees and for Celts and Iberians be invisible while not moving. So if they are not moving, they regain stamina (maybe the patch could still make them move at a decreased speed with more stamina loss), so it may not be incompatible. Also considering Iberian had light units and used a lot of guerrilla tactics (and their unit set being good for it), they could have for example more stamina and charging range than the others or more running speed. Finally if they are the only units having a triggered ability it seems weird in the overal design.1 point