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Showing content with the highest reputation on 2020-07-03 in all areas
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For some time now I've been wanting to make a spec mod. Currently the 'chrome', 'dashboard' or whatever the overlay is named provides little insight to what the player is doing. This is true for both players and specs. This is the benchmark I'd use, notice the production pane on top-left as well, income rate besides resource amounts on mid bottom and military upgrades on its right: The first step would be to implement the production overlay, the icons should be easy to display, just run a query over all production facilities to return the units, their amounts and the researching technologies. Would also be disabled for players, just enabled for specs at first. Ultimate goal would be to replace all of the current overlay with a minimal one with more relevant information on display, and also an alternate version for players. One blocker I could see are queries and their calculation taking a lot of CPU on each tick due to inefficient model or something similar. Otherwise I don't think there should be too many blockers I made this thread to ask if anyone has any suggestions, insights or tips on how to perform it (e.g. code I can look at for reference), thanks!3 points
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They really need some anti-ram unit, ram is not a proper ram counter. It seems there were sword cav units (Paeonian and Thracian Cavalry), were there enough numbers to justify including them? It seems that swords were also used as secondary weapons by some infantry, but making this work would open a can of worms (many other units had secondary weapons or dual-mode usage) Any of our in-house historians know of any unit that could fulfill the role?2 points
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I made 'em In some cases its a salesman from my previous work. He yelled in to my phone and i paid him 2 Mcchicken sandwiches for all rights in perpetuity. He probably got the better end of the deal.2 points
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Yeah, I wish EA would implement some kind of consistent Mercenary system to allow for these outlier units. This would allow EA to give more unit types to all the civs and balance them out some, while retaining a uniqueness to each citizen roster. Whether EA adopts DE's mercenary system or some other system, I think it should be done, perhaps for Alpha 25. Keep the Stoa as some kind of special building, but with a civic or cultural bonus (see DE, or some other bonus)2 points
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The real problem is not really the Macedonians, but the weakness of spearmen: ( hack + pierce + crush ) / time = damage per second basic cavalry spearman : ( 6 + 5 + 0 ) / 2 = 5.5 basic cavalry swordsman : ( 6.5 + 0 + 0 ) / 0.75 = 8.667 basic cavalry axeman : ( 6.9 + 0 + 2.3 ) / 1 = 9.2 champion cavalry spearman : ( 12 + 10 + 0 ) / 2 = 11 champion cavalry swordsman : ( 13 + 0 + 0 ) / 0.75 = 17.333 champion cavalry axeman : ( 13.8 + 0 + 4.6 ) / 1 = 18.4 hero cavalry spearman : ( 24 + 20 + 0 ) / 2 = 22 hero cavalry swordsman : ( 26 + 0 + 0 ) / 0.75 = 34.667 hero cavalry axeman : ( 27.6 + 0 + 9.2 ) / 1 = 36.8 champion elephant : ( 20 + 0 + 150 ) / 1.5 = 113.333 The approach taken in @wowgetoffyourcellphone's mod Delenda Est is giving all melee units only hack damage (which necessitates bonus attacks to differentiate unit types), the approach taken in my 0abc mod is introducing a fourth damage type (thrust) for spearmen (which allows soft counters via differences in armour levels); both approaches make them effective vs rams (and other units).2 points
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Actually, the Spartan walls could retain the current "rustic" texturing while the Athenian and Macedonian walls receive a new UV map, looking more like the clean, square cut texture of the artillery towers (Thebes can use the "rustic" Spartan wall actors).2 points
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Is the Thracian Black Cloak not good enough of a counter? I don't know, I rarely play EA these days. In DE spearmen are hack units (not half hack, half pierce as in EA), so do okay against rams.2 points
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Should be easy, look at @ffffffff fgod mod code, specially at the stats overlay and the statistic window where he added the techs list. As for performance try doing it the naive way and limit it every 1 sec or so, in the case of taking too much many ms try doing partial updates. I suspect the actual rendering of text changing all the time will be the most expensive part so take that into account too.2 points
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I think that you might be mistaking Agis III with Agis IV, who was famous for attempting a series of reforms; likewise, as such, wouldn't he be better served being equipped with equipment to match the pikemen in that case?1 point
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That's true for many (most?) things in the public folder. The limiting factor is getting team members to commit things. There are currently about 60 gameplay patches open (and the backlog is growing).1 point
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An easy way of further differentiating the look of the Greek civs is use the same model of stone walls (no need for modeling new walls) and just exporting new models with new UV mapping for the Macedonians and Athenians to use, while keeping the old ones for the Spartans (and Thebans).1 point
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I like the upgrade to mount idea! Would help balance the discrepancies between infantry and cavalry heroes in vanilla too1 point
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These are good. I will say that not all factions need more than 3 heroes, but more heroes would be good to offer more choice. Some factions, like the Zapotecs, we will have a hard time indeed just making the minimum 3. In that case, I may just say the minimum number of heroes is whatever we can find. lol1 point
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I'm fixing the current . there is a current sound to conversion/turn a unit to your side . I propose split in 3 religius convertion one for capture or get neutral units. Religius conversion first. sacredmagic.ogg crazy_mixdown.ogg Glisssado chime.ogg Glisssado chime.ogg sacredmagic.ogg crazy_mixdown.ogg sacredmagic.ogg sacredmagic.ogg1 point
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I think he is talking about the ambiguity in this thread where there are Yayoi and Kofun era material. Yayoi with its bronze weapons is quite different from Kofun.1 point
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bla bla .. why do you assume i read you ? you are so boring . ----- Let's go to the point. I suggest that you make a set of 7 matches vs Wendy. 250 pop . Just do it or will you find excuses to chicken out ? Ngorogoron (medium) Lake (normal) Marshland Rhins (small) Mainland (small) Empire (medium) Migration (medium) little islands (normal) 7 civs : sparta, athen, seleucid, rome, carthage, kushit, persia. Each civ can be played only once. For each map, a civ has to be picked wisely Answers possible : : I have balls, challenge accepted ! : sorry, i'm low IQ can you repeat ? : I withdraw, I'm scared : lol.. like jc thinks i stand a chance1 point
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Since he is not attending to 1vs1, and its hard to find 1vs1 in teamgame, this is the only pure 1vs1 we ever had. I call again for rated 1vs1 so we will have good video.1 point
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Well, then he is welcome to prove his skills on 1vs1 rated .1 point
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What about random placed healing herbs? The damaged units could find healing herb, "gather" it and heal themselves. It's like Red Alert 3 bonus crates, which appears at random place at random time.1 point
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Right now in DE, I have a tech for "Parthian Shot" that makes the cavalry archers "kite" enemies by giving them a minimum range. It's the best I could do with the game as it is.1 point
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We're working on making 0 A.D. more parallel, and your outline roughly mirrors our plans. However, multithreading is a lot harder than it sounds - especially with our limited resources. I think the current consensus is that most CPU time consuming part is the simulation (pathfinder in particular) and AI. I few months ago I did a few runs in a profiler and the results are here (see cpuprofile1.svg - cpuprofile11.svg and note that this doesn't show javascript time nicely).1 point
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luck/bad luck can happen, you need to make something like 10 matches to know edit : lol, it's not even a 1v1. Shame on you Wendy. Only 1v1 matters0 points