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Archers Overpowered? 10 archers vs. 10 skirmishers Units start 60 meters apart (archer max range) Theory: Skirmishers under fire as they have to approach by 30 meters Results: 6 archers left (all fully healthy) Observations: The archer range was decisive here 10 archers vs. 10 skirmishers Units start 30 meters apart (skirmisher range) Theory: Skirmishers can attack immediately, archer range nullified, strong javelin attack strength should even the odds Results: 1 archer left (full health) Observations: Remove archers' range advantage and things even out considerably; archers still slightly better, probably their attack interval advantage 10 archers vs. 10 slingers Units start 60 meters apart (archer max range) Theory: Slingers under fire briefly as they close to within 45 meters Results: 6 archers left (avg 75% health) Observations: As the slingers cost less abundant resources, this isn't a very good outcome for slingers 10 archers vs. 10 slingers Units start 45 meters apart (slinger range) Theory: Slingers can attack immediately, archer range nullified Results: 1 archer left (10% health); 3 archers left (avg 20% health), 3 slingers left (avg 40% health), 1 slinger left (50% health) Observations: Remove archers' range advantage and things even out considerably; After the first test was so close I moved some units around slightly by about 1 meter. The fact that results came down to a 1 meter placement tells me they are pretty much balanced in combat against each other. Is this desired? 10 archers vs. 8 cavalry swordsmen Units start 60 meters apart (archer max range) Theory: Cavalry under fire for 60 meters; melee cavalry should be archers' natural counter Results: 7 cavalry swordsmen left (avg 80% health) Observations: Unsurprisingly, the archers were massacred. This is a good balance IMHO. 10 archers vs. 8 cavalry spearmen Units start 60 meters apart (archer max range) Theory: Cavalry under fire for 60 meters; melee cavalry should be archers' natural counter Results: 7 cavalry swordsmen left (avg 80% health); identical results to cav swordsmen Observations: Unsurprisingly, the archers were massacred. I thought the cav spearmen would perform a little worse than cav swords due to their slower attack interval, but it didn't work out that way. This is a good balance. 10 archers vs 10 infantry spearmen Units start 60 meters apart (archer max range) Theory: Infantry spearmen in theory should fall prey to archers; we'll see Results: 6 spearmen left (avg 85% health) Observations: Surprised by this outcome. Archers were massacred by spearmen, probably because of the spearmen's double health. No spearman died until the last 10 meters of their charge. 10 archers vs 10 infantry spearmen Units start 30 meters apart Theory: Infantry spearmen in theory should fall prey to archers Results: 9 spearmen left (avg 75% health) Observations: Unsurprised by this outcome given the 60 meter tests, but this still doesn't feel right. Very unbalanced toward the spearmen. 10 archers vs 10 infantry swordsmen Units start 60 meters apart (archer max range) Theory: Infantry swordsmen in theory should fall prey to archers, especially since Results: 8 swordsmen left (avg 80% health) Observations: Archers were massacred by swordsmen, when it should have been the other way around since the swordsmen were under fire for the entire 60 meters. Conclusion I don't think archers are overpowered per se. At least not on a unit by unit basis. Their range does seem extreme though, and they only cost food and wood, so in a meat shield situation or raiding situation the results could turn heavily in their favor.6 points
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boonGUI User interface mod for the RTS game 0 A.D. Everyone can follow the development, contribute to discussions, report bugs, suggest features or even make pull requests. Install Choose your preferred method GitHub git clone https://github.com/LangLangBart/boonGUI.git Linux: ~/.local/share/0ad/mods/ macOS: ~/Library/Application\Support/0ad/mods/ Windows: ~\Documents\My Games\0ad\mods\ Pyromod Drag and drop the file over the 0ad start icon or double click it. The mod will be unpacked and placed in your 0ad mods folder ZIP Unpack it it in your /0ad/mods/ folder Launch 0 A.D., click Settings and Mod Selection. Double-click boonGUI, click Save Configuration and Start Mods. Troubleshooting If you get errors/warnings after upgrading, delete the existing boonGUI folder and install the mod again. If that doesn't help, just post a message here or on GitHub.5 points
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For the number loving folks I present some up-to-date statistics regarding development of 0 A.D.'s Alpha and pre-Alpha versions. I am doing this for the purpose of information only and appreciate any work done by the development team so far. The exact numbers can be read in the changelogs wiki page. Enjoy!5 points
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There will be less people agreeing with you on that than what you think there are people supporting A24. You may spread toxicity but the result is that you alienate people around you even if some may agree with your arguments. 0 A.D. has been declared (near) dead several times in the past and right now it rather seems the opposite. Development has increased and that won't change because someone feels the need to be disrespectful. It is obvious that not everyone can be happy with all changes, but everyone can participate in a respectful manner.3 points
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Unix timestamps of course. A game titled "-2208988800" is sure to arouse some curiosity.3 points
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Please respect each other, criticise the game and its development all you want (though if you actually want to increase the chances of your opinion being considered -- doing so in a polite and constructive way is a good idea), but this forum is no place to mistreat other people.2 points
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I know it was given to all members, but it is a badge, it implies responsibility to wear it. Thank you and I join you in this act of giving thanks, I never thought I would have such an honor, however I do not think I deserve it, but I will not despise your recognition. Thank you all for this beautiful hobby and non-profit work. It is an honor to be with you, even with those who do not hold me in esteem, thanks to my colleagues Sundiata, Genava55 and Alexander, for giving me words of encouragement. Thanks to Stanislas, Enrique, Feneur, Lordgood a very practical leader and to Michael D Hafer who inspires us with his extroverted ideas to keep dreaming together in this project. Thanks to the art team and collaborators. Thank you 0 A.D. community, it's been almost 10 years of belonging to this project, in September I will be 10 years since I joined. if my attitude made you uncomfortable, it was not a bad intention. We have moved forward and improved, I will always give my unconditional friendship to all of you. And to those who have not, I will pray that everything goes well for you and that you improve in whatever you propose to do. @Sundiata @Genava55 @borg- @Nescio @Ykkrosh Thanks to Philip Taylor who was the person who pointed out to me that there was a forum, where I could participate and give my opinion, as well as contribute.2 points
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Congratulations to all the developers of this incredible game made in a collaborative and completely voluntary way.2 points
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Greetings! I quite new to playing 0ad and so glad I finally got there. The game is amzing yet and has so much potential! One of the most important things to add in the future would be more factions. I know there many other things to do but is so amazing to try out new factions and maybe some day have the whole ancient family together in the game Now I have a few propositions: - Thracians (amazing military!) - Pontos (the mighty greek state in northern anatolia) - Scythians (first nomad civs with amazing horse archers) - Armenians! (the origin of cataphracts; mighty kingdom between Rome and the Parthians) - Nubians (rich kingdom south of Carthage) - Chinese civs (like Han?; in might and wealth more than equal to the romans) - maybe also one or two mesoamerican civs? (like olmeks?); would be amazing to see those ancient pyramids! Thank you so much for making this game!2 points
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I just had an idea: what about supporting two ingame UIs natively, i.e. a "casual UI" and a "competitive UI" (+ maybe an "observer UI")? Apart from the extra work for the developers, wouldn't that solve the problem of different player types? Maybe @borg-@ValihrAnt ("competitive") and @Nescio@Sundiata ("casual") could say something about their preferences...?2 points
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Don't forget to check out the statistics of the civilization units to improve the balance.1 point
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A saying as old as the internet itself: don't feed the troll. As for banning, I don't feel strongly either way, I certainly like the lackadaisical approach that we have currently but I've been on the receiving end of the trolling itself. I feel the bigger issue is more about the extremely low quality content and signal-to-noise ratio. Especially considering we have to read that crap, and that only people involved in development effort itself can truly appreciate what has been done (tks @borg-@Nescio the whole 0ad dev team and reviewers @Feldfeld @ValihrAnt). Even not polished feedback from players is welcome, and even with a certain level of salt, it's at least legitimate. Just a soft-ban on certain subforums (that require some level of intelligibility) would be enough in my understanding, they can still trash talk anywhere else. (PS: I don't want this to takeover the discussion, just my 2 cents)1 point
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It seems to me we should have more well-defined roles for javelins and slingers given the results? At closer range I'd expect for javelins to be way more effective, basically as skirmishers they should be more suitable for close combat (perhaps more effective at supporting infantry?). As for slingers, what role they could even have?1 point
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Recuperado de: Wikiloc | Ruta RUTA COSTERA: parque arqueológico campa torres-faro campa torres-parque campa torres Esta es una reconstrucción de una "choza" propia de los pueblos castreños (en este caso de los astures, pero como ya he dicho, común a todo el espacio castreño; así que podría encajar perfectamente en la facción). Se encuentra en el parque arqueológico de la Campa Torres (que no es otra cosa más que la musealización de ese yacimiento arqueológico): Parque Arqueológico-Natural de la Campa Torres | Web de Gijón (gijon.es). Lo más interesante de esta reconstrucción es el tejado. Destacan especialmente los listones de madera (se cuelgan de la viga central interior), usados para sujetar la cubierta vegetal del mismo e impedir que este se desmorone por las inclemencias climáticas (viento..etc.). Estas técnicas están documentadas en los llamados "teitos", construcciones que hasta el siglo pasado seguían usándose en zonas de montaña de todo el noroeste de la Península Ibérica especialmente (sobre todo en las actuales Galicia, Asturias y Cantabria). Este artículo sobre las "brañas" (término local agrícola y ganadero al que los teitos están estrechamente unidos), ilustra más del tema: 10358-38243-1-SM.pdf (upv.es)1 point
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You are right, thanks for this deep explanation and for the test stuff performed. I think my words are confusing (I am not English native and my English is not this good, sorry for that). Taking a look at the attached game in my original post, what do you think about the resulting game-play of the range of the archers you have so well underlined ?1 point
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At this point I want to follow you and say Thank you! to the team as well It has never been my goal to earn a badge but I feel honored, well, let's say recognized!1 point
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Also, a number of interesting things about those kinds of sculptures: actually, they are usually attributed to peoples further north than the Lusitanians (other peoples of the "castro culture" such as astures, cantabri or gallaeci), although obviously these peoples have similarities with the Lusitanians (and viceversa). Most of them have been attributed to the gallaeci (although they are also used as a source to study the astures and Cantabri). An article about them: Vista de Las imágenes como un modo de acción: las estatuas de guerreros castreños (csic.es)1 point
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WOW, impressive. It would be great to include with the Lusitanians other great peoples of the "Castro culture" such as the Astures, Gallaeci and Cantabri. I have a source that could be useful in relation to the economy and architecture: https://core.ac.uk/download/pdf/236280042.pdf1 point
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All individual features were discussed on Phabricator (https://code.wildfiregames.com/) and in the balancing group message (this is done more public now for A25). As for polling on the forums, keep in mind that a _very large_ portion of the players never goes to these forums at all.1 point
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I'll refuse to understand how some people can just be this toxic and full of theirselves honestly. Don't you guys know no one is getting payed and everyone is giving their free time and will to work on this? To not agree, criticise, discuss is one thing but ^ that = EDIT: Also the prime example of what i meant when i said the devs shouldnt weigh to hard on negative opinions like these.1 point
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You are making a major mistake. The Avars of the Caucasus which have migrated there from Iran, are not linked with the Pannonian Avars at all. Their name similarity is only a coincidance. The early medieval Avars (pannonian Avars) are Turkic. The Avars in Dagestan have nothing in common with them. this flag belongs to the Avar Khanate, in Dagestan, not the Pannonian Avars, again, the two have nothing in common.1 point
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There is a functionality that I want to create for 0 ad. It is a feature that comes from the Caesar series. I like the trading system with cities that are not in the map area. But to program this feature, it is necessary to program quite a new extra interface, that is, an extra international trade screen. The idea is commercial with other neighboring cities on the map, for example, the one I am showing you above, you come exotic as well as certain goods,resources that your city has plenty to spare. What I imagine to do is to be able to trade slaves with mercenaries and simply even create exotic resources something that was also one of the features of Rise of Nations.1 point
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Well I'm now on two different projects: I made a modded version of the Nile map, that changes the disposition of the players, and I think I will eventually pull-request it as an option that players can choose after picking the map. That was mostly to get familiar with random map scripting, the map I really want to create is one with mountains that don't play out as simple placeholders for obstructed land, but feel more natural and playable. A different terrain to battle on. To generate mountains, the idea I had is simple: given a portion of any shape of a raster map, sample a number for each pixel (the sampling distribution can and will affect the result), then make each pixel have elevation equal to the lowest neighbour plus the random value for that pixel. I made a proof of concept in R and these are the results (with different distribution for noise): I wonder if this simple idea alone can produce good loking mountains, but I need to tweak the distribution first. And to do that, I need to know how the heightmap affects rendering and how it affects passability. I didn't find anything about this. Also, a painter that makes any impassable terrain evident by applying a rocky texture on it, would be terribly useful, I didn't find that either.1 point
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I like the way Age of Mythology did it. Basically a simple story for i. and ii. that let you get to know the main character. There was a smooth transition to the main campaign, however, you didn't miss anything essential when you skipped the learning campaign. I would advocate a continuity between i., ii. and the main campaign, however, each part should be playable on its own right from the beginning.1 point
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mod that provides backward compatibility for map objects. How it works: In the history of the repository, we find all the renamed files (xml,png,dae,dds) and copy them to a mod directory with the current contents but the old name. Old maps should display objects instead of errors in the js-console. https://github.com/nwtour/0ad_path_backward_capability1 point
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Hi @Dejan1998 and thanks for your interest in contributing. As @Langbart pointed out, there is no need for applications for programming! You can join us on IRC (#0ad-dev on Quakenet) to discuss stuff more easily, but for now, wherein lies your interest in programming? Graphics? Pathfinding? Other stuff?1 point
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You clearly have a lot of emotional investment in the game and have grown comfortable with the previous alpha. That makes sense, but I would point out that 0 AD is a collectively developed game. There are a lot of things I dislike about the current iteration, and if I were to take dictatorial control over the game, it would veer in a radically different direction. Luckily some of my opinions have made an impact, and yours can as well. That said, while I like many of the changes introduced, many other people like yourself are disillusioned with the current alpha so you're not alone. You yourself said that you do not wish to nitpick over the problems. Would you mind explaining some of the things you miss from the previous alpha? I doubt I'll agree with any of your points, but I would like to better understand where you are coming from.1 point
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in fact in theory you could. But I don't know if the animations work properly, or I don't remember the number of soldiers needed to form the testudo.1 point
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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 Sandbox1 point
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If he used the original makehuman mesh and not one of the the low poly proxies no way it weighs in at 161,238 vertexes and 161,238 faces or about 313,570 tris BTW I'm a moderator on the makehuman forums Enjoy the Choice1 point
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I put the a23 and a24 version of this mod on GitHub at https://github.com/andy5995/CartographyMode @wowgetoffyourcellphone The a24 branch1 point
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Very nice that you want to use 0 A.D. in you class! I fully understand your reluctance to use violence in class, therefore I've put together a mod that removes all attacks from the units. This means animals are still in, because who wants to teach kids animals do not exist? NoViolence.zip If there's something wrong or not working, please do not hesitate to contact me.1 point
