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Showing content with the highest reputation on 2021-02-04 in all areas

  1. why is it that the "WFG bot" will not allow me to use certain curse words in the lobby in a friendly context with other players (consensual, jokingly), yet this is allowed? if you're going to police for that, at least prevent this. presumably you can use the same over-zealous set of "bad" words for usernames/games too? this is one example of many, many I've come across in a relatively short time of playing (less than 3 months), including several references to Hitler. thx, and congrats on an incredible game.
    2 points
  2. @Wijitmaker @everyone else:
    2 points
  3. After hundereds of crashes in Blender ...
    2 points
  4. There needs to be a new forum category for game development other than 0ad but using the Pyro engine. If the category exists and I missed it, my apollogies. I'm working on cleaning up the engine so that I can understand it, and it's a lot of work; but when I'm done, what I want to do next is to try and see if I could use it for a totally different (at least superficially) kind of game. I want to make a space game with this engine. No, not a first person shooter; it would be a strategy space game like good old Masters of Orion. And NOT a remake of MOO; something better. In MOO there were the gallactic map (if 50 star systems could be called a "galaxy", LOL), and a tactical screen for space battle (somewhere in planetary orbit, presumably). The gallactic map was not too sophisticated; a purely 2D thing; each fleet represented by a little arrowhead symbol. When enemy fleets meet, the game opens up a tactical display, where you get a chance to tell each ship which way to move and what to shoot at in the next turn. The ships of both fleets appear stationary on the screen at first. MOO was a turn-based game. So, once you are done giving instructions to your ships, the battle advances through one turn. Anyways, the ships could be implemented using regular units or special ones, such as sea-going ships. MOO2 was 2D, and this game could be 2.5D in the sense that, more or less, the space ships could be moving around on a virtual piece of glass, with a starry background seen through. In MOO2 it was a wonderful change, really, after hours of building your empire on the gallactic screen and planetary screens, to then change to a tactical environment and engage in space battle. At the end of the battle, usually there was a change to either bombard a planet to smitherines, or to land forces and take control of it. This part of the game was not too well developed in MOO: All you could do here was watch the ground battle. This new game could fix that and introduce something like Starcraft for planetary conquest. So it would be like 3 games in 1.
    2 points
  5. Thanks for the feedback:) Gauls start with hunting deers and fishing, Romans start with gathering mostly wine. Both teams have an amount of rock and ore near their CC. Gauls have an advantage of wood. Gauls would have to break through the palisades first to attack, romans would have to defend it or start an attack in the forest. That's kind of the basic idea, and then it might develop. Though I have to admit I focused on terrain and landscape:D I used actors for dead trees, stones, decal etc to make it look like a dense forest, if that's what you are getting at? But this doesn't effect passability. It also looks nice after cutting the trees.
    2 points
  6. Might be some interesting stuff there https://trac.wildfiregames.com/browser/art_source/trunk/grafx and mockups/UI - Game
    2 points
  7. Hey all, I made a scenario map about the Roman Limes (latin for border), more specific the Upper-Germanic and Raethian Limes. The Limes was a Roman border defence and controll system against celtic and germanic raids, consisting mostly of walls, moats, palisades, towers and military camps. The land in the middle of Europe was mostly covered in forests and swamps, what complicated warfare for the Romans. I hope you'll like it Overview (spoiler alert): some references: https://wildfiregames.com/forum/topic/35014-inspiration-for-map-creators/ https://en.wikipedia.org/wiki/Limes_(Roman_Empire) https://en.wikipedia.org/wiki/Limes_Germanicus https://en.wikipedia.org/wiki/Castra to add an ingame preview, copy this to \binaries\data\mods\public\art\textures\ui\session\icons\mappreview @Stan`, @wraitii hope you can give me a hand now to make the palisades and towers not lose capture points outside of the territory the_limes_2p.pmp the_limes_2p.xml
    1 point
  8. I recently updated the Alpha 24 pre release version where I found lots of cool changes last time I updated it. However, I found that the infantry mercenaries now cost 60 metel, cavalry merc cost 80 metal. They used to be 25 metal so this is very different because there is almost no point to having mercs if you could just get champion guards for almost the same. Champion guards are only 20 more metal than the mercenaries which make mercs have very little worth. Additionally they cannot collect resources anymore? Are these changes going to effect in the final Alpha 24? I really appreciate all the contributions to the game and the rapid development (:
    1 point
  9. I sort of agree, as alluded to when I referred to the WFG Bot in the lobby as "over-zealous," but here we don't even need to open the can of worms of "What is profanity?" and I actually made the mistake of bringing this up. Regardless of the WFG Bot's policies and set of policed words, I think the behavior I'm highlighting needs to be prevented—again, regardless of and independent to what is considered "profanity." It's beyond that.
    1 point
  10. Thanks, I figured it out! The latest mission now has a proper victory check Once I am done (mission 40 should be the end), I will go back and work to fix the victory conditions from the start.
    1 point
  11. Macedonia 31 - Margiana Oasis (328 BC) After Spitamenes' forces failed to capture Bactra, there were fewer and fewer places for them to find shelter and supplies. One of the remaining towns where the Sogdian rebels could still use for re-supplies was the oasis town of Margiana. In the spring of 328 BC, Alexander sent out his general Craterus to the west, to fortify the town and prevent Spitamenes from using it as a base. Playing as Craterus, you arrive south of Margiana. Your scouts report that Spitamenes' horsemen are circling the town, while two large rebel camps are located to the north. Your primary objective is to secure the town, take charge of its defenses and fortify it in preparation for any rebel attacks. Your secondary objective is to destroy the rebel camps in the area. The town is surrounded by several farmsteads which the rebels are so far leaving alone (as they surely hope to secure some of the food for their supplies). AI Settings: all AIs should be set to Sandbox
    1 point
  12. Completely unrelated. Game immersiveness requires mystery and uncertainty. Development is a totally separate matter.
    1 point
  13. 1 point
  14. I wonder if having mercenaries take up 0 population but either having a hard cap on the number fielded or having a cost that scales up based on the number already trained would be a possibility.
    1 point
  15. Hello, I just wanted to give my personal balance feedback about A24 before its release. rev : 24822 General balance remark : Elephant Stable are too expensive and too long to build compared to Arsenal : Elephant Stable : 200 wood + 200 stone -> 240 seconds Arsenal : 300 wood -> 180 seconds Roman, Persian and Kushites siege should be more expensive than standard siege because they are stronger. The number of building buildable should be set on your current pop limit not a constant. For exemple : Embassy : instead of 3 Embassy buildable max, 1 Embassy +1 every 100 pop cap. Towers : instead of 30 Towers max, 1 Tower +1 every 20 pop cap. Forts : instead of 10 Forts max, 1 Fort +1 every 50 pop cap Same for Kushites Mercenary Camps, Pyramids ... Civilization team bonus should be applied to the civilization itself not only teammates. Spying technologies are too expensive. Theatron is too expensive or need to be stronger, improve current bonus or add one (Resource Trickle for exemple such as Persian Apadana) Kushites Monutental Architecture too expensive for a bonus/penalty technologie. Baracks garrison experience gain should be only for infantry, The cavalry should gain experience in stable. Civilizations particularity : Carthaginians : It is an archer civilization but they don't have access to "Archery tradition" such as Mauryans Perians and Kushites. Mauryas : Mauryan archer champions : same price as standard archer champions but they are stronger due to the poison. Mauryan pillar (Edict pillar of Ashoka) are too expensive, or should be buildable on ally or neutral territory. Mauryan Hero (Chandragrupta Maurya) has no bonuses and can't train archer anymore, makes it useless. Iberians : Iberian cavalry champions : same price has standard cavalry champions but they are stronger due to the fire. Romans : Roman Castra (army camp) : deals more damage than a Fort. Roman Castra (army camp) : unit trained are rank 2 on purpose ? Ptolemies : Litghthouse too expensive : it is just a big outpost now. An outpost is the same for 60 wood instead of 200 stone + 200 metal. Britons : The number of dogs trainable should be set in function of the population limit or the number of stable, not to a constant (20). Dogs might be a bit expensive or need upgrades. Macedonians : Macedonian crossbow currently too weak compared to standard archer champions except if they never miss their target, has linear splash or has armor piercing. Crossbow : 40 pierce / 3 seconds Archer : 13.5 / 1 second (Crossbow can target a 1hp unit wasting 39 pierce damage and also crossbow not very usefull to "hit and run" because the 1st arrow is shot 3 seconds after the order.) I hope this small feedback can be usefull. What do you think about this ? @borg- @Feldfeld @ValihrAnt
    1 point
  16. Elephat stable can be reduced. Stronger sieges don't necessarily have to be more expensive. It can be like a "Historically bonus". Buildings by pop dont work. I agree with teambonus. This will be worked on a25. Theatron can be reduced. Many other civilizations have archers, this does not mean that all must have "archery tradition" Some civilizations have unique technologies, and more for a25. Rome castra can no longer train siege, so it makes sense to train level two units and have high firepower. However it must be reworked in a25. Dogs seems ok. Maybe some new upgrade for a25. Crossbow has a high haccuracy. Must be better worked on a25. Iber doesn't have a good variety of units mainly siege weapons, so it seems fair.
    1 point
  17. For a split second I thought this was 0.AD and was like; what.
    1 point
  18. These are for the original 0AD civilisations in Alpha 23. I concluded the following from my personal experience playing 0AD. If you disagree then please comment below. 1. Athenians Strengths: Hero characters offer great technological gains Slingers and hoplites are decent in mass formation Navy can be excellent Weaknesses: Has access to neither rams nor elephants - this makes siege very difficult. The Athenians must rely on catapults and bolt shooters for crush damage. 2. Britons Strengths: Economic bonus Quick development in early phase - allows early rushes that hinder enemy’s development Decent melee troops - can easily destroy enemy siege weapons Buildings cost less and every structure can offer a small population capacity increase Can train unique war dogs that are effective at harassing the enemy Weaknesses: No archers Buildings are not very durable Only siege weapon is rams, and not very durable / damaging rams Unimpressive navy Too reliant on wood 3. Gauls Vastly similar to Britons with 3 key differences: 1. No war dogs 2. Gauls have access to a tavern which trains naked fanatics - they are very brutal 3. No Island settlement 4. Carthaginians Strengths: Extremely broad range of troops and siege weapons - allows for many different styles of play and strategies. Almost unstoppable in the late game. One of the best civilisations at naval warfare - the Cothon (unique to Carthaginians) can produce and heal quinqueremes (heavy warships). Embassy allows access to other factions’ units -great diversity. Has the strongest wall tower (Mijdil) at 12000 health points. Weaknesses: Slow development in initial phases. Lack of bonuses Swordsman can only be trained from embassy. 5. Iberians Strengths: Talented at defence: the Iberians are given free walls surrounding the civic centre; buildings are much more durable compared to other factions. This helps with surviving early attacks. Decent infantry - swordsman, spearman, slingers. Weaknesses: Only siege weapon is rams Inadequate navy 6. Kushites Strengths: Has access to every type of infantry unit, with their unique Nuba Clubman and champion archers. Also decent cavalry and elephants (especially the elephant hero) Siege towers filled with archers can be deadly Pyramids offer 10% faster boost for workers and soldiers - can be a huge advantage if deployed appropriately Weaknesses: No catapults or bolt shooter. Slow-developing economy to begin with 7. Macedonians Strengths: Access to siege workshop - this allows siege weapons to be produced extremely quickly from every corner of your territory, which can be deadly to your opponent. Has access to every single type of siege weapon Weakness: Economy develops very slowly, so may be quite vulnerable in early phases No swordsman - they only way of defending against enemy ram attack is use your own rams 8. Mauryans Strengths: Has access to worker elephants - if played well, the Mauryans can develop their economy extremely quickly. Excellent range of infantry The hero Chandragupta Maurya is an extremely durable elephant hero that can easily take down enemy structures without being killed. Population bonus of 10% Weakness: No catapults or bolt shooters Extreme reliance on food 9. Persians: Strengths: Has access to every type of cavalry Has access to both elephants and rams - this can be hard to defend against Can train hero, elephant and rams from separate buildings - this saves a lot of time Population bonus of 10% Weaknesses: No bolt shooter or catapults Huge demand for resources Very complex structure tree which is difficult to master for beginners 10. Ptolemies: Strengths: Farming bonus These buildings are for free: houses, farmsteads, storehouses. This can save up quite a bit of wood in the early phase, which can be invested in training soldiers instead. Ptolemies have one of the best navy in the game; Juggernaut is the single heaviest ship in the game; lighthouse can reveal all shorelines so you can know what the enemies are up to in real time Also decent infantry, cavalry and champions Weaknesses: In the village phase the only soldier available is pikemen. They walk very slowly and deal little damage. Extreme reliance on metal. The Ptolemies can be severely hindered on a map with little mineral Camel archers are only effective in large numbers Many important units can only be trained from a military colony. 11. Romans Strengths: Has access to entrenched army camp and siege walls, which can be built in neutral and enemy territory. This allows you to shower the enemy with an endless rain of rams and cavalry units Access to catapults and rams Strong navy Weaknesses: No significant weakness 12. Seleucids Strengths: Strong navy Elephants + catapults can be a deadly combination Player given a choice between reformed army and traditional army Weaknesses: Slightly slower economic development Relies on military colony for swordsman, archers and close quarter cavalry. 13. Spartans: Strengths: Women can build defence towers and sentries - saves some male workforce Allows for fast initial development Extremely strong infantry: Skiritai Commandos and hoplites from the Stoa are unstoppable Weakness: Population penalty of -10% Limited cavalry options. Personal opinions: Gauls and Iberians are the best civilisations for beginners, because they have a simple structure tree (easy to learn and master) and also are strong enough to survive any early attacks. Mauryans, Persians, Spartans, Ptolemies, Macedonians are good options for more advanced players. They require some practice to get used to but if played with the appropriate strategies they can be unstoppable. Seleucids and Romans are well-rounded civilisations with no dramatic weaknesses, so they are good for practising skills or strategies. I also make 0AD videos on Youtube: https://www.youtube.com/channel/UCMfNFa4F-ml8KUDKn2sYspQ/playlists
    1 point
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