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Showing content with the highest reputation on 2021-01-03 in all areas

  1. Sorry for the mistake In the film's opening credits, it should be "gifts" and not "presents" ...
    3 points
  2. https://code.wildfiregames.com/D3286 The Skirmish change needs building to work. The RMS one should work out of the box.
    2 points
  3. Improved the Republican Roman heroes a little bit in DE: Replaced their old low quality "Imperial Attic" helmets with more appropriate helmets for the time period. Made infantry variants for all 3. Gave Marcellus a better body texture. EDIT: Romans really need new Parma shields.
    2 points
  4. In case you'd want to be still able to capture other potential bases I guess.
    2 points
  5. When capturing was introduced I didn't particularly like it. As it came up recently, as in make sieges not capture-able I tried to recall why this was so. One aspect is the capture-delete meta. This could be fixed by buildings needing being demolished as they need be built and could award some of the resources back as compensation. The other was when capturing got introduced I felt the unit behaviour quite a bit annoying. So I changed the code that capturing needs to be explicitly ordered for it to happen. Turns out it feels better but not by as much as I expected. Probably having to adjust to the new behaviour when capturing got introduced made it feel worse than it actually was. So that others may try how it would feel I packaged the changes into a minimalistic mod for A23. You have to add a definition for hotkey.session.capture to your local.cfg (~/.config/0ad/config/local.cfg on Linux) if you still want to be able to capture targets after loading the mod. capture-0.23.0.pyromod
    1 point
  6. Very late, but here is the first replay for 2021
    1 point
  7. <Bonuses> <BonusCavMelee> <Classes>Cavalry</Classes> <Multiplier>3.0</Multiplier> </BonusCavMelee> </Bonuses>
    1 point
  8. Hack/Melee, Pierce/Ranged, Crush/Siege attack types are plenty enough to balance most units. How many units will use "other" types of attacks?
    1 point
  9. Right. If it's a simple change in terminology then I'm okay with doing it if it's more intuitive. The change from Armor to "Resistance" made things less intuitive IMHO. But I think changing Hack, Pierce, and Crush to Melee, Ranged, and Siege can be okay, if that makes WFG fix spearmen. lmao
    1 point
  10. They do do that, but the reason that WFG chose to give spearmen pierce attack to begin with was because well... most of the time spears pierce. It's a case of making a thing intuitive on paper that is much less so in relation to the game. The reason I prefer melee, ranged, and siege is that there is little doubt about how these work, which I consider grounds enough to make it an objectively better improvement. Granted, hack, pierce, and crush are fine and perhaps good enough to not warrant bothering with a change, but it's because of these terms that the problem existed to begin with for vanilla 0 A.D.
    1 point
  11. Agreed. In a topic I wrote entitled 'The Problem with Sword/Spear Units' I basically outlined the fact that differentiating between these two types of soldiers merely based on their weapons has little basis in history and hardly even functions well from a gameplay standpoint since spear units are by and large ineffective cavalry counters. Essentially the underlying logic of why spear units are bad versus rams and buildings is because they use a pierce attack, which rams have a good deal of armour versus. This of course is meant to be an intuitive choice but leads to this strange outcome. If I were to rectify this, I think that all attacks should be reclassified as melee, ranged, and siege to better help players understand their purposes.
    1 point
  12. Can you be a bit more descriptive? Testing right now, it doesn't look great because the formation rotates un-naturally, but it's functional enough. For these maps, you can de-activate the default-formation manually anyways. Mh, that's a good point that I didn't think of. It's unfortunately not that easy because it needs to be synchronised for MP play, I'll see if I can do something not too tortuous.
    1 point
  13. Thanks for the report! We missed a rebase,,, Fixed in SVN now.
    1 point
  14. Both are possible in the session context. Not sure in map triggers. For camera search for camera on prodmod github.
    1 point
  15. That's a bug Https://code.wildfiregames.com/D3282
    1 point
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  19. Heroes already give the buffs you're talking about, so then Priests just become mini heroes? I agree that the "Healing" effects of heroes is fantastical. It's just that for gameplay purposes, a healing unit sounded like a good idea, and since medicine as we know it wasn't a big thing in ancient times having "Doctors" or "Medics" sounds too modern. Temples were purported to be places of "healing", and many times priests, priestesses, and their attendants acted in ways that today we would associate with "faith healers" mixed in with a healthy amount of folk medicine. It's all an abstraction that fills a gameplay role. I do understand that it might go too far for some people to suspend their disbelief though.
    1 point
  20. More midweek 0AD fun! Naked Fanatics proved popular last week, so thought for the last video of 2020, why not feature them again!
    1 point
  21. Hey, merry Christmas everyone At 7pm tonight I've got a premiere of a 1v1 game featuring Borg that was very kindly donated. Alas, I don't think I'll be able to make it for the prem - I shall probably be indulging in a late Christmas dinner!
    1 point
  22. I kinda agree that 0ad needs some differentiation like this, but it opens up a huge can of worms that the devs and a lot of the community don't seem to want to futz with, as shown by the faction balance thread.
    1 point
  23. Could you elaborate on what you mean on the differences between the Spartan and Athenian Hoplites?
    1 point
  24. 0ad is ripe with bad hombres. Why is disconnection not forfeit? commands.txt metadata.json @user1
    0 points
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