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Showing content with the highest reputation on 2021-03-10 in all areas

  1. 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
  2. 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
  3. 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
  4. Buenas ; @Lion.Kanzen , esto es un Primer boceto ; (como no tenía certeza de a que se refería me vendría bien que corrigiera lo antes posible) Disculpen las molestias*
    3 points
  5. 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.
    3 points
  6. 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
  7. Unix timestamps of course. A game titled "-2208988800" is sure to arouse some curiosity.
    3 points
  8. MORE HP TO ALL UNITS PLEASE FIGHTS ARE VERY TOO FAST
    2 points
  9. 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
  10. Congratulations to all the developers of this incredible game made in a collaborative and completely voluntary way.
    2 points
  11. 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
  12. 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
  13. To say this release has been rushed is a little ridiculous on it's own to be honest.
    2 points
  14. Hi, I write with a little anger, hmm, a lot even and I think that it will be worth me a ban but as long as I do ... First of all, take a look at my last game, yes my last if nothing is done to change things. Files are in attachments. Now tell me, tell me honestly if that, that is 0ad. For my part, I can hardly recognize this game I loved so much, this game which reached such a level that it became a benchmark in the genre. Now, speaking to the developers, I just want to ask you why. Why such a rushed release ? I have no doubt that you are working hard to fix the bugs that are going to be submitted daily, but so many changes and so sudden are not the best. I also know how to count on your listening to the community to direct you in your works when you do not know which direction to take. I will not list here everything that is wrong with this release but I trust that the cries of the players will be heard and that the game-play will be quickly restored. 0ad is a long term dream so please, please, make it great again and remember that #Make0adGreatAgain commands.txt metadata.json
    1 point
  15. Thanks for these tests and the explanations. Some players have tried similar tests too. The results from this type of test are interesting, but I find it hard to build robust conclusions out of them. For example, if you change the starting position of archers (archers concentrated in one spot or archers surrounding the enemy), results can change significantly. The power of archers also comes a lot from microing them (hit, spread and escape). Obstacles plays an important role too (buildings through which you can teleport, forests, palisades/wall...). Balancing the range advantage of archers is quite difficult. If melee units can provide a reasonable counter, nothing prevent a player with archers to make melee units too. And since cavalry units do not play the same economic role as infantry, I would guess the most relevant test would be slingers versus archers and slingers versus skirmishers which are the units with similar role in game. The corresponding numbers found seems off by a large margin to me. Archers are now also a decent counter to both catapults and bolts if they are not well protected too. Skirmishers/melees do a terrible job at protecting sieges against archers. It is now hard to use catapults to destroy a fort protected by archers. Unbalance between civilization with or without archers get worse since mauryans and persians can get archery tradition on top of other upgrades and benefits from population cap advantage which make it easy to outnumber the enemy. I do not mean that balancing this would be easy since the current balance is the result of aggregating many other changes (units speed, rotation speed, no hp increase with phases...). I would like to emphasize that the problem is not to be minimized
    1 point
  16. Don't forget to check out the statistics of the civilization units to improve the balance.
    1 point
  17. 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
  18. 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
  19. 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
  20. 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
  21. Blinking selections on minimap and terrain on the icon hover, and red icon with skeleton in bottom right.
    1 point
  22. 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.pdf
    1 point
  23. It is good to have people who know a lot about the civilizations that we are sometimes trying to represent, suggestions like these are welcome and allow us to delve a little deeper into said civilizations and have a clearer approach, I hope you can continue helping us by providing much more material to be able more or less to discern a little more these factions that are difficult for us since it is a very turbulent and dark period of universal history, I hope more of your suggestions, thank you very much.
    1 point
  24. 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
  25. 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
  26. 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
  27. 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
  28. 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
  29. The A.D. B.C./C.E. B.C.E. system for chronology has been eliminated. What system do you propose for a replacement and what does it mean for the title of the game? Example: one option would be to use the system of AUC (Ab Urbe Condita), the date of the supposed founding of Rome. Hence 0 A.D. would become either 753 AUC or 754 AUC. It's hard to exactly say since the year 0 does not exist. Probably the best compromise would be 753 AUC or 754 AUC. That way nobody would be happy. What are your completely serious answers to clearly controversial topic?
    1 point
  30. 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_capability
    1 point
  31. I think there is no truly "neutral" and universal language for that... Even if you would go strictly scientific and define years by a universal constant as the speed of light c, that would confuse most people and would still presume our scientific view of the world as mandatory (when you look at all cultures in history and even present, many have different views and explanations of the world as a whole)... So years are usually counted relative to an event important to a culture... which for the Western World for many centuries has been the roots of Christianity. For 0 A.D.'s civs that is somewhat arbitrary since 1) our timeframe is before Christ 2) many civs probably had their independent naming scheme As with Christianity, Roman and Greek culture has been important as well for the Western World, so I could follow your proposal. However, Rome was still small when Persians, Macedonians, Mauryans reached their peak so you could as well pick their system... barrels, feet, inches, °F (not that °C is that much better), mmHg and whatever... Same reason as above, but at least make one system for the "Western" world (better for all the world)
    1 point
  32. 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
  33. @Palaxin This could be interesting for you.
    1 point
  34. I can give the art style a pass, but some of the dumbass units make me scratch my head too much. Plus some of the dumb perks like slapping units with wet tuna fish...
    1 point
  35. 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
  36. It took us three years to launch. Before it only took 4 or 3 months.
    1 point
  37. 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
  38. make it possible for soldiers to marry women and make babies that later can level up and become heroes
    1 point
  39. I think it should be nice to have an option for swapping them. Some people prefer ancient names, other prefer modern names. This is a dividing topic.
    1 point
  40. at some point you should have a screen called brief. Which consists of history, objectives, summary and a historical map.(all RTS have it)
    1 point
  41. 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
  42. -Aquí , otro boceto mejorado para las Murallas lusitanas, Murallas; (vista frontal) (vista trasera) Disculpen las molestias*
    1 point
  43. 512 Texture size to mantain some detail:
    1 point
  44. I think we can approximate mountains a lot better. I once advocated for us to make mountain meshes/models (and they could still be done), but after exploring 4096x4096 terrain textures for Alpha 25 I've come to the conclusion that by using extra high resolution textures we can make some very nice mountains indeed: Now, I hand sculpted that mountain in Atlas, but would it be possible to approximate these kinds of realistic mountain shapes in a random map script? If not, perhaps we can use height maps to do so and then the map scripts can render the mountains from those.
    1 point
  45. 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
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