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Showing content with the highest reputation on 2019-11-04 in all areas
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This is a balance mod meant for testing changes before creating patches for them on trac. The changes are purposefully small and not drastic, and I don't plan to fix all of the balance issues as I don't have too much time available and additionally it makes it harder to get into the game. Additionally I'm also limited by other factors, such as map generation. Currently mines are spawned entirely randomly, which means that in team games one team will occasionally enjoy a huge metal advantage, while the other team has no extra metal mines or has to share 1 mine between all of them. This means that if champions are balanced in such a way that they are cost efficient vs citizen soldiers then we will much more frequently have the winning side decided on map generation. CURRENT CHANGES Team bonuses: Iber: 20% to 10% Rome: 20% to 10% Kush: 20% to 10% Technologies: Loom: 50% to 100% and cost from 150F to 200F Armor plating: 500W, 250M to 300W, 150M Advanced Siege: 1000W, 500M to 700W, 300M Citizen soldiers: Slingers: 9.5P, 1C and 3.0 accuracy to 9.2P, 0.9C and 3.5 accuracy(right between skirms and archers). Archers: 6P to 6.7P. Citizen cavalry: Cavalry archers: Move speed from 17.5(same as javelin cavalry) to 16.0 and run speed from 29.2 to 26.6 Elephants: War Elephant: 250F, 250M to 300F, 200M Elephant Archer: 200F, 80W, 20M to 150F, 75W Champions: Archer Cav: Move speed from 20.3 to 18.4 and run speed from 33.8 to 30.7 Catapults: Splash damage radius: 10m to 7m Buildings: Carthaginian temple: 400S to 300S Kushite small pyramid: 300F, 300S to 300S VERSION 6.0 CHANGES Actually changed archer damage to 6.7P from 6.8P Fixed elephant archer speed, as I originally didn't realise they had cav archers as parent template. Carthaginian temple cost from 400S to 300S Kushite small pyramid cost reduced from 300F 300S to 300S BalanceTestModV6.zip5 points
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Evening everyone, As some of you may have seen we are currently having some issues with the server hosting the forums and the apps. We investigated with @implodedok and preliminary results suggest it might be the hard drives giving up on us. Fortunately, since everything runs in VMs migration should be easy. You might continue to experience some issues until we migrate (as the HDD might fail again) and a bit of downtime while we do the migration. We are sorry for the inconvenience caused and we hope you continue to enjoy 0 A.D.'s singleplayer mode and the "connect by IP feature" of multiplayer if the lobby was to fall again.2 points
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As far as I know, the team would be willing to implement it. But I've been working for many months on this mod, and I would need many more months to convert it to a24 and make the patches separate and up. It's a time I don't have now, unfortunately.2 points
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Here are clean replay files for week 1: replays week 1.7z there is no stockfish vs ffm replay, what was uploaded in this thread is the wrong file.2 points
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All Vali games. Played with fgod and autociv. spg week2 valihrant perspective.zip spg week2 val no mods.zip2 points
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This is the replay of me vs littlegirlbeatyou. ffm_littlegirlbeatyou.zip2 points
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I have a plan like this it's called Pyrogenesis-1944 and it's currently looking for people to import models from the Spring Engine to the pyrogenesis engine https://github.com/0ADMods/pyrogenesis-1944 I don't have any screenshot to show because I can't find them anymore1 point
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Sure it is, maybe not the flaming bits, but small torsion engines were used in fortifications, notably enough in the siege of Syracuse but in later hellenistic fortresses I do suspect torsion engines were installed in designated towers1 point
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That's actually pretty easy. In the replays you have a commands.txt file that contains all the mods that were used to play that match. Eg: start {"settings":{"PlayerData":[{"Name":"ValihrAnt (2118)","Civ":"athen","Color":{"r":21,"g":55,"b":149},"AI":"","AIDiff":5,"AIBehavior":"random","Team":-1},{"Name":"Pudim (1642)","Civ":"gaul","Color":{"r":150,"g":20,"b":20},"AI":"","AIDiff":5,"AIBehavior":"random","Team":-1}],"VictoryConditions":["conquest"],"CircularMap":true,"Size":192,"PopulationCap":300,"StartingResources":300,"Ceasefire":0,"RelicCount":2,"RelicDuration":20,"WonderDuration":20,"RegicideGarrison":false,"Nomad":false,"RevealMap":false,"ExploreMap":false,"DisableTreasures":false,"DisableSpies":false,"LockTeams":true,"LastManStanding":false,"CheatsEnabled":false,"RatingEnabled":true,"Name":"Guadalquivir River","Script":"guadalquivir_river.js","Description":"Players start in the shores of the Mediterranean Sea with a river flowing between them.\n\nThe Guadalquivir is the fifth longest river in the Iberian peninsula and the second longest river with its entire length in Spain. The Guadalquivir river is the only great navigable river in Spain. Currently it is navigable to Seville, but in Roman times it was navigable to Cordoba. The ancient city of Tartessos was said to have been located at the mouth of the Guadalquivir, although its site has not yet been found.","Preview":"guadalquivir_river.png","TriggerScripts":["scripts/TriggerHelper.js","scripts/ConquestCommon.js","scripts/Conquest.js"],"VictoryScripts":["scripts/TriggerHelper.js","scripts/ConquestCommon.js","scripts/Conquest.js"],"mapType":"random","Seed":161089436,"AISeed":3584889273},"mapType":"random","mapPath":"maps/random/","mapFilter":"default","script":"guadalquivir_river.js","gameSpeed":1,"map":"maps/random/guadalquivir_river","matchID":"29CFC403087BCC5E","gameName":"SPG 1v1 https://www.twitch.tv/valihrant","timestamp":1572803915,"engine_version":"0.0.23","mods":[["public","0.0.23"],["fgod","1.6.22"],["autociv","0.12.5"]]} Here [["public","0.0.23"],["fgod","1.6.22"],["autociv","0.12.5"]] You need to replace it with [["public","0.0.23"]] So that anyone without fgod or autociv mods can see the replay. CAUTION: This only works for mods without gameplay changes, do that with DE or borgs mod and you'll get OOS.1 point
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Can you guys clean up your replays ? (Remove extra mods)1 point
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Hi @rber, thanks for your interest here The change is indeed mainly for modders, in vanilla there are no units planned that deal both capture and damage at the same time1. We also thought it would be strange behaviour. The idea behind the change was to have less hardcoding and easier extension of what effects could occur when attacking a unit. I hope this clarifies it for you? Otherwise, feel free to ask1 point
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Is git easier for you ? We provide a GitHub mirror https://github.com/0ad/0ad Can you submit a differential ? See https://trac.wildfiregames.com/wiki/SubmittingPatches Thanks for keeping it up Let me know if I can help with anything.1 point
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I was wondering arent't there any more beautiful maps that could be used ? @wowgetoffyourcellphone is right this doesn't showcase the game's look in a good way. I wonder if we could launch a design contest for MP compatible maps. They could be designed from existing RMS like mainland, but with an artistic touch.1 point