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Showing content with the highest reputation on 2019-08-02 in Posts
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On the other hand, many fish species are endangered and some have gone extinct due to overfishing, so infinite fish isn't entirely realistic either. I suppose the proper way would be to have a regeneration rate sufficiently high so that fish won't get depleted by one or two fishing boats, but will disappear when more are fishing the same school.4 points
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If D2140 is thoroughly tested and icons are made for it (anyone?) it can be implemented in the game and one can choose a preferred attack type for their units.4 points
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Indeed. If regen is ever committed what I would do is make stragglers (individual trees) not regenerate, but I would make groves slowly regen their wood over time when not being chopped.4 points
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Then resign It's not that people don't want to play ranked matches to the bitter end that's the issue, it's when people quit them (which does suggest that, either willingly or by mistake, they don't want the loss to affect their score).3 points
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Example of influence of the Celtic mercenaries in the Illyrian art, right in Gostilj (Srebrenica): The Getae were a threat before the Gallic invasion, as seen by the Getic wars with Lysimachus. After that, it seems to me they were mainly busy in the Northern coast of the Black Sea with the Scythians, the Sarmatians, the Bastarnae and the Scirii. Seems correct. As a general rule, the Illyrians in the south close to their homeland got heavily influenced by the Greeks and the Macedonians. In the North, the Iapodes and Liburnians got mixed and influenced by the Venetian and Hallstatt cultures. Although for the language, I cannot help at all.3 points
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I understand the guy has attitude but it doesn’t help and continue to torment players with reports and ban just because of these rules violations. The winning players action/intention here to post is imo to just pick on the guy. This has been an issue for a very long time. If the issue can’t be fixed yet imo it is better to let it go and not put more fire. The multiplayer rated game must be automatically safeguarded to assure that players get or lose points regardless of the outcome when the game ends. A sudden game interruption and can’t continue to be played must just tally the score, then winner or loser is declared, if doable. If not then so be it, play another game after game and just have fun. When player/s plays a multiplayer rated game, they should understand that there are so many risks on doing so because the game or the systems or the processes is not effective or efficient of not perfect. Players can leave the game, internet or pc is messed up, or players have bad attitude etc. Things can happen on team games too but what can you do? Let it go and have another game and just have fun however it is! The game needs more players and no matter what they do, the game is being helped to develop into a better one.2 points
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Probably don't use the armor tunic mesh, but otherwise, no objection.2 points
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Yes, exactly that would be the idea. Make resources regrow slowly.2 points
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Thats just an experiment we gonna take for high detailed units for a future "high poly" 0.A.D. or for Campaing heros. Also leave an open field for single players modders willing to make an rpg like titan quest from 0.A.D. engine and assets. in other talk: Seeding animation added from @Enrique starting pose:2 points
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Adding the wicker texture in the inner part of the curved shield of the back will help the unit silhouette to pop more since now they're almost the same color2 points
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Bardylis is not celtic. The Celtic influence in the Balkan was mostly on the east with the kingdom of Tylis and the Triballi and on the north with the Scordisci. The Dardanians were beaten but not that much Celticized, most of the Celticized Illyrians and Thracians joined the Scordisci and the Triballi. But it is true that it changed the warfare in the area for a long time, as seen by the Celtic - like weapons used by the Getae and Dacians.2 points
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Thanks for the PM that you posted them one of our other members got here before me and has had a look but has not posted his reply from your system info I see that you are a MAC user but the logs that you posted do not have any errors looks like you opened the game again which overwrote the one that had the problem you described we only keep the log till the next run of the game so not much I can tell you about what went wrong so would please try repeat the error and post both log file right after you do so then one of our MAC users can hopefully see what went wrong also you could try disabling Delenda Est and seeing if the GUI cleans up.This may take a while to sort out so have patience.BTW I should have typed system_info so no problem Enjoy the Choice2 points
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Bump. I just got burned by this! I built a nice roman fort in near enemy territory towards the outside of the map. With forest on one side of the camp, I built a siege wall from the forest to the edge of the map. Then as I'm fighting and winning against the opponent in their territory I realize my siege units are just sitting there in front of the siege wall because the walls turned to Gaia and can't get out of the gate. I ended up losing and that may have turned the tide of the battle.2 points
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bade cav, skrimish cav or 20 spearmen ,for kill iber cav chaps, towers in zone of cc + regulars 10 in cc, iber cav is expensive and need more time control for guerrilla war iber ...2 points
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Man.... resource scarcity is one of the most important strategy factors in aoe-like rts. For better or worse 0AD is an RTS game, not a citybuilder. It may sound harsh, but decisions like this should be towards benefitting the strategy part, not pretty city-builder game. I'm ok if the idea is to make a toggle option, but don't make it default. Denying the access of a scarce resource in a map to your enemy is a strategy that you'll simply erase or greatly diminish by making resources regenerate, and also lower the ability cap imho. Adapting to the map that you're playing on is totally dependant on how good you're able to manage your available resources, and plan your strategy accordingly. Things like corrals are different since you have to invest in generating animals for the boost in food in the future, BUT you have to make that decision and plan accordingly. Mindlessly harvesting the resources in the map without caring since they'll be infinite is just removing a core part of an rts with resource management.2 points
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I joined one of plautus rated 1vs1 deathmatch games. All settings, including my civ, were his choices. Nevertheless he quit the game as soon as he recognized that he's going to loose. @user1 @Hannibal_Barca commands.txt metadata.json1 point
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There is a problem with the concept of letting ur soldiers work. Some people who spam skirmisher and spearmen, can let them work the whole time, while another player who focuses on horses, has half his army standing still doing nothing. I always have to spend half my army collecting ressources, these units are missing in my army, while my opponent doesnt need to worry about this, he has full army/worker force. Either make it that horsemen can get off their horse and work or change the whole concept. It cannot be that I need to worry about having too many horses or champions, while the player who just spams the cheapest unit has a full working force AND army!1 point
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I think you did not really understand this topic. Nobody, was ever saying they will regrow so fast that you will have infinite resources. This topic is mainly about renewable resources (trees, berries, animals) regrowing slowly. There are two RTS, I know of, where resources regrow. Trees regrow slowly in Stronghold Crusader. Animals and trees regrow slowly in Empire Earth. @Enrique if you play competitive multiplayer nothing will change for you. You will harvest resources so fast that there will be nothing left to regrow. However, if you will have a longer lasting single player game against AI you can see resources like trees, berries and animals regrow. The real benefit would be in single player campaigns in which you are in a disadvantaged position and have to manage resources very carefully.1 point
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You can check all updates here, be happy, peace and love. https://trac.wildfiregames.com/timeline1 point
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I confirm this. I played as the Romans recently. (Gate and tower could be garrisoned, the issue is with the gate, it decays and you totally lose control)1 point
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this is an amazing idea ik that where i live tree farms are pretty common true then again shouldn't fish be infinite cause ik for sure that they have been fishing the grand banks in nova scotia for at least 500 years and there is still fish there, also there are many other places around the world where they have been fishing for long periods of time1 point
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What about https://en.wikipedia.org/wiki/Scerdilaidas He was the commander of the Army both during the reign of Agron and Teuta, and was the most widely involved during the war. Were the Dardanians celticized? I would want to add Bardylis.1 point
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Empire Earth have this, kind a reproduction if you don't kill all specimens or herd.1 point
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I would advise looking into the modding guide to see how to create your own mod. There you need to add your new AI (under the same path as in vanilla (i.e. the "public" mod), i.e. "<NAMEOFYOURMOD>/simulation/ai/<NAMEOFYOURAI>"). I would suggest copying the PetraAI (changing its name, also in "data.json") and tinkering with code as you go, watching the effects of your changes. In the "config.js" you can find a variable "this.debug" which can greatly aid you in what is going on during a game. I hope this helps. If you need more information, please ask.1 point
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Hi its me again (As you know I have been working at battalion mod. It is sad to said but I might to break something I cannot fix now and have no idea what and at what point I broke it. Anyway here we are.) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ git: https://github.com/SlavomirSlovenkai/Survival basic overview: https://github.com/SlavomirSlovenkai/Survival/blob/master/Research.xlsx Basics: Every living entity (sure, there are some exceptions) consumes some kind of food. If it cannot consume, hp is lowered. If can consume, will be healed. It does not have to eat from every type of food (visible in tooltip), just one. (Cavalry is exception as grain is must for horse). No formations No promotion No healing by healers and temples No expand of territory with phase or other bonuses Low resource capacity for units Soldiers gets experiences (except champions) 4 Types of soldiers (Light, Medium, Heavy, Champion) Attack and Armour: Dealing of damage is directional Shield size defines how much damage unit blocks from front Friendly fire for all units Attacks consume energy, if unit is low on energy, will fight terrible Soldiers can be trained to get experiences in barracks, ranges by garrisoning inside. Citizens: can build any type of building work unit limited per house and cc pays you coins Slaves : can be bought from civic centre cannot attack (even slaughter) cannot place foundations are limited per citizen does not have to eat Soldiers: limited per barracks Cavalry: limited per stables Ranged: limited ammo (will refill after all used) Mercenaries: do not eat hire them with coins need to pay them else they turn to gaia Rams: cannot destroy by attack provides radius of protection from arrows need to be garrisoned to be able to attack can be captured Healer -> Priest: Provides auras for faster work and better fighting (based on priest category) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ----------------------------------------------------------------------------------------------------------------------------FUN PART BEGINS----------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Research points: You need them for most of the research. You can get them by collection resources (repeated action) , training some units first time, building some buildings first time and so on. Feed your pigs: If you do not slaughter pig and you will feed it, it will grow over time and will provide additional resources. When will be ready to slaughter, small meat icon appears over it. (need to hover or select) Berries: If you collect all berries, they will grow back after some time ( so it is not good to collect all bushes at once else your workers will be idle and do not collect automatically when they regrow) Fields: Fields starts with growing session and applies for them the same as for berries. You can shorter regrowing time and you can double resources you get from them with research. Metal and Stone: Techs for these resources have been merged. You can research Shaft mining and after you exhaust mines and quarries (the 50k ones) there will spawn additional resource. Wagons: You can research and construct wagon with horse. Then you specify resource with upgrade (can change any time for free). Units will drop resources into it and when full, wagon goes to dropsite and then back to last position. Trade and Barter: Too many resources so that is moved to dialog window ( just in case you wonder why market is empty ) Damage is deadly Mainly from ranged attacks and animals AnimalAI Collective behaviour based on https://trac.wildfiregames.com/attachment/ticket/1724/collectiveBehavior-v4.diff Enlarged vision for wolfs Animals will run when they are going to attack UnitAI Collective behaviour for passive units to flee Animations and Art Horse update from a24 Units will hold tools their are going to use Combat / relax animation variants for soldiers Ranged units will not display ammo when they have none Ranged units will hold daggers when no ammo or only melee allowed Displaying real attack range of buildings even when in preview Buildings Grouped by category Will take resources only if actually build (Queue stalled message if not enough resources) Will give resources back when demolished Fortress Territory root Trees Lowers vision and walkspeed ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------IMPORTANT NOTES--------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Only Athenians AI broken -> so none Every victory condition has survival script (you loose if you have 0 citizens) Maps Some maps might give errors when you try to play I left them so you can play multiplayer. SURVIVAL SCENARIO I have created single player Scenario map with scripted enemy to attack in waves. Cool thing it is actually player not gaia so victory condition applies Your can stop attacks if you manage to destroy its fortress. ( Has one ) Then to win you need to kill citizens of that player. (They are in city and countryside. Some are garrisoned inside CCs, because currently has no active defence reaction.) // Side note: Took me 3h to finish that map (to win) Have fun, enjoy report.1 point
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What's the point of that comment? It's not true as you can see if you go to the link in the post before yours (there has been changes as late as today), and it can only confuse or demoralize people. Of course it would have been nice if there had been more activity, we're at least as disappointed as anyone else, but if you want that to change it's better to offer advice or help.1 point
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A bit disturbing at first but pretty cool and the viewport is nicer. Some stuff is still broken of course but it works fine it doesn't crash so much anymore.1 point
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Have you tried Eevee yet? I haven't myself, but it seems pretty cool for quick renders of a good quality...1 point
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5 or 2 minutes is indeed waaaaay too fast for trees growing, but how did you arrive at "single player games represent at most two seasons of a year ie: Six months"? Building a town, fortifications, monuments and satellite settlements included, and expanding its population to the point of being able to recruit an army for offensive campaigns usually takes a few generations...1 point
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Anyway, I think that add new animals should also be a problem. Let's suppose for example that a desert map adds 1 camel per minute for every herd of camels (it would be a good amount for a rusher player). This means there are something like 4-5 camels more every minute (considering in the map a total of 4-5 herds of camels) But now let's suppose that 2 players are playing a small map and they both decide not to rush, so not to hunt. This means that when they will decide to attack, around minute 16-17, there will be something like 100+ camels in the map. That's quite crazy, don't you think? XD1 point
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You're forgetting that this is primarily a SP-feature that doesn't necessarily need to be relevant to MP-games. I get the impression that a lot of competitive players don't realize that single players can spend many, many hours on a single map, just toying with the AI and building whatever town/city/empire we can dream of. Perhaps regenerating trees could be an option in game-setup. The trees can be set to grow back over a half hour period or so, making it less or almost not noticeable in short games. But at least the map in a late-game, 6 hour long SP fantasy wouldn't look like a desolate wasteland. The main issue I see is the art side (saplings + growing animations).1 point
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@Rolf Dew I think you overestimate the impact of trees regrowing. If you decide to cut all the trees right away, trees will not grow anymore. Like I mentioned, one condition is that you do not cut all trees in a forest. Grown trees have to be still around to regrow trees. Second trees regrow slowly, meaning it will take 10+ minutes to have another fully grown tree. Furthermore, there would be no change with maps where you have a lack of wood (mostly deserts). The only change here would be do you want to wait 10+ minutes to have a new tree or do you cut all trees right away? In addition, it would make trees more valuable. Currently, if you want wood you go to a place you cut all the trees and bring your soldiers back to safety. With regrowing trees you might have an interest to protect trees or a forest. Regarding merchants, yes having merchants help a lot on maps where you have a lot of space, because the trade income depends on the travel distance of the merchants. On maps where you have neither water nor a lot of space, regrowing trees could be a game changer. For example, mountainous places tend to be exactly like that, you might just have two or three valleys. What do you do, cut would on a sustainable rate or do you cut them all at once? I think the choice should be up to the individual player.1 point
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Scythian gold is indeed among the finest of the ancient world. Absolutely beautiful. They were especially fond of the stag (deer) with elongated antlers... Very important symbol for some reason. It was also very similar to Xiongnu gold working, to the point that even experts in the field often struggle to assign artefacts to the right culture (there was some overlap). Even Thracian gold working has some similarities (Sarmatian connection) The detail on that comb is amazing... That curved back shield... Mmmm... More Scythian gold:1 point