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Showing content with the highest reputation on 2021-03-24 in all areas

  1. Short Rant : Yes, the PR could have been better. And yes from an external point of view, it looked like a rush. Internally though it was a three months agony. Anyway I am responsible for PR so I am the one to blame here. Sundiata tried to help, but it’s difficult for a non dev with a pay per MB internet to be active enough to catch up. Anyway it’s nice to dwell on past failures, but what I believe now is for people to step up. You’re unhappy about the PR ? Suggest things, ask for permission to do things. The more we stay on dev’s and community’s shortcomings, the less it is likely to change. The key word there is step up. Wanna change stuff? Go all the way, because as much as we would like to we don't always have the resource to make it halfway. Sometimes even less than a quarter. We can take time and patience to give you the knowledge we accumulated over the years, but we need to kill that idea that we are some kind of elitist people who look down on everyone. If your patch/idea is rejected, it's not that we don't care, is that we don't have the (pick multiple) time, motivation, skills to get things right. Long rant, this is my attempt at some transparency, and may not reflect how other members of WFG see things. So take it with a grain of salt.
    8 points
  2. The unlogged time in general has always been UnitAI, which has almost always been the slowest JS code, even going back several alphas. I think this time around attack-walk was particularly slow - I'm not sure if it was a new thing or not. You _are_ correct that the networking code is a bit old & could use improvements however. I've started some for A25 (namely, I restored the turn lengths to be the same in SP and MP). Then we need to make sure observers don't cause lag. Then we need to actually work on improving the responsiveness (the game has a built-in lag of 800ms in MP). I think @wow's idea to modify the release planning is good. I'm not sure on the details, but certainly seems like it could work.
    5 points
  3. The project belongs to everyone. We opened discussion in the forum to differentiate civilizations, so you can help with your opinion and ideas.
    3 points
  4. I really don't appreciate the tone of some community members. This makes me sad. Giving critical reviews is essential for the developement of the game, but not a wildfire of anger. Thats detrimental to the morale of a dev team. A critical statement should always include a very specific description of an issue, a reasining wha it is a problem and a qualifier on how much it actually reduces the fun in the game as well as a suggestion on how to resolve it. I would like to ask people to use this forum to support de devs and not just rant. And yes, I agree that the un-diversifivation of the factions is reducing the excitement in picking a faction and yes, the romans took a steep, painful dive to bottom tier. But overall the improvements in A24 are significant and I wanna se us stay in an appeciating mood. Is there any chance that we might have a balancing patch a24.1 in the forseeable future?
    3 points
  5. Built a Carthaginian port city in the Bahrain map. The little extension of land from the coast was perfect for building a Cothon.
    3 points
  6. This mod hides territorial borders, by setting the "BorderThickness" to 0.0 Don't forget to turn off GUI (Alt+G), Silhouettes (Alt+Shift+S), FPS (Alt+F), Realtime (Alt+T) and Gametime (F12). redico.pyromod Edit (5/Apr/21) Found a much easier way to hide the borders, should work for all mods and scenarios, if you have multiple mods installed and still see the borders try loading redico after all other mods.
    3 points
  7. https://www.mexicolore.co.uk/aztecs/home/the-concept-of-the-wheel-in-ancient-mesoamerica @wowgetoffyourcellphone With these civilizations we have to be updating books always.
    2 points
  8. They did not have the Wheel, so log dudes should probably just be it for them.
    2 points
  9. https://en.m.wikipedia.org/wiki/Hierve_el_Agua The area is also of archeological interest because of the extensive system of irrigation and terraces built by the Zapotecs as many as 2,500 years ago.[3] It was also most likely a sacred site to the ancient peoples of the Oaxaca valley.[9] The canals are part of an irrigation system which was created more than 2,500 years ago, most of which extend from the Amphitheatre side...
    2 points
  10. Zapotecs need technologies that really make sense to them, for example, they shouldn't have technologies that involve metal casting, for example. Some ideas: Forge (in this case, weapons workshop): -Ranged attack: Obsidian-tipped projectiles I projectiles with green obsidian tips (of a high degree of purity) -Armatures: Padded armor, reinforced with salt + resistance. The thick cotton covers also have registers + resistance. - Melee attack: obsidian knives (secudaria weapon) + melle attack -Shields: Wooden shield. Shields of reinforced wood? Dock: Withdrawal of advanced naval technologies. Market: A commercial bonus technology that represents the taxes received by the Zapotecs? Corral: Withdrawal of livestock technology from the corral / exchange for / beekeeping (I have to research more about) with food drip or area bonus for agricultural fields. Farm: Iron plow / exchange for / manual wood plow. Ball court: Does technology practice ritual sport? + resistance or speed for all infantry. Storehouse: Wheelbarrow = captive conveyors. Temple: Nagualismo = Heroes (and champions?) With greater attack speed or resistance (psychological effect). Ritual of Sacrifice of captives increased religious frevor (some global bonus in units).
    2 points
  11. I mean the huge screenshot (higher resolution), hotkey Shift+F2.
    2 points
  12. 2 points
  13. OMG, what have they done to my Ptolemäer?!! The Civilisation is completly mixed up. New Pictures for Units and Buildings. All Civilisations are nearly the same. New Bugs, Bowman now dont work. I will not play Alpha 24.
    2 points
  14. 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.
    1 point
  15. I was wondering if anybody has the time and will to help me out with this because i have absolutely no knowledge about blender, textures etc. Currently there is no available sheath for daggers and i'd like to add them to my mod if someone would be willing to make them. It would be nice if they could be worn on the chest, but on hip would be fine too (prop point = sheath_01/02_L/R). It would be important that there is also an empty version of the sheath, just like some existing swords already have (sheath_xiphos, sheath_xiphos_e). Then as a sidenote, the sheath for the falcata is not working properly. They currently clip through the sheathes. If somebody would be willing to fix this i'd really appreciate the help. Files/paths for ease of access (from svn): art/actors/props/units/weapons/sheath_falcata.xml art/actors/props/units/weapons/sheath_falcata_e.xml Thanks in advance
    1 point
  16. In this analysis I will list out the strengths and weaknesses of each civilisation (based on my opinion). Each strength and weakness will be weighed and given a score. Each civ will have a total score for both Mainland and navy. However, this is only theoretical and things will vary in actual battles; with an appropriate strategy and adequate skills the lowest scoring civ has a significant chance of defeating the highest scoring civ. Skill and strategy matter more than which civ you play as! The weightings are based on my personal preference and I am open to suggestions. I am not taking team bonus into account yet. Civilisation Total score (Mainland) Naval strength Athens 1.5 3 Britons 2.5 1 Carthage 5.5 4 Gaul 2.5 1 Iberia (Lusitano) 3.5 2.5 Kush 5.5 1 Maurya 6 1 Macedon 2 1 Persia (Achaemenids) 4 2.5 Ptolemies (Egypt) 4 4 Romans (Generic) 2 3 Seleucid 4.5 3 Spartan 1 1 Mauryans: Strengths: Worker elephant helps with boom (+2) Archer civ - spam infantry archers and spearmen to protect the archers. There is also a champion archer (maiden guard). By the way ‘Visha Kanya’ means poison girl, they were not soldiers but more assassins or espionage agents. (+2) Asian elephants and archer elephant - new strategy. (+2) Sword cav + champion sword-woman = good defence against siege (+2) Weaknesses: Poor quality houses - need designated house builders and worker elephants can no longer build. (-0.5) Difficult to manage for new players - need to manoeuvre worker elephant. (-1) Rubbish heroes (-0.5) Kushites Strengths: Free Priest - can be used for scouting and healing wounded units in a rush - makes them better at rushing and better at defending against rushes. (+1.5) Quite fast boom (+0.5) Mercenary camps can be built in neutral territory - allows for sneaky strategies and diversification of army composition (+2) Temple guards (champ swordmen) can be trained from temples - allows for spamming (+1) Assyrian rams (does more damage than other rams) (+0.5) Diverse infantry (+1) Weaknesses: African war elephant (+0.5) Require a lot of metal if going for mercenaries or champ spam. (-1.5) Not sure why there is a mercenary javelin camel that has the exact same combat stats as a regular javelin cav (0) Achaemenid Persians: Strengths Kurush is a very good hero who can train immortals - use immortals as front line attack (+1) Asian elephants (+1) Diverse cavalry: Parthian archer cavalry combined with sword cav is strong. Also has 2 champion cavs. (+2.5) Assyrian rams - more damage (+0.5) Triremes can train marine cavalry (+1.5 navy) Weaknesses: Slow boom, vulnerable in early game (-1) Carthage: Strengths: Still a very good naval force (+3 naval) Good variety of siege: lithobolos, oxybeles, rams, elephant (+2) Diverse army from embassies (now you can build 3 of them!). (+1.5) Sacred band is very powerful (+1) Strong wall (+0.5) Spam archers and spears then outflank with melee cav. (+1) Weaknesses: African elephant (+0.5) Needs metal for mercenaries (-2) Slow boom (-1) Ptolemies: Strengths: Cheap buildings - saves wood - faster boom. Compared to A23 they are more durable and can be built faster. (+3) Extremely fast boom with slings and house spam (+1) Archer camels + pikes in syntagma formation is strong once in substantial numbers. This does not require any metal! (+1) Pikemen boosted by hero. Pikemen also rush resistant. (+1) Diverse mercenary available (+1) Diverse siege (+1) Overpowered in naval maps: lighthouse, Tessarakonteres, quinqueremes (+3 naval) Weakness: African elephants (+0.5) Pikemen and mass camels are slow to manoeuvre. (-1) Need designated house builders - slightly reduces workforce in early stage (-1) Anti-ram depends on elephant and mercenaries (-1.5) Dependency on mining (-1) Seleucids: Strengths: Asian heavily armoured war elephants with Seleucus Nikator (elephant champ) (+2) Decent siege (+0.5) Strong melee spam (+1) Mercenary swordsman runs faster than average (+0.5) Navy is still above average (+1.5 naval) Rapid expansion (+1) Strong cavalry: cataphract, Dahae horse archer, archer chariot (+1.5) Weaknesses: Mercenary archer + swords can only be trained from colony (-2) Note that Seleucids need a lot of food. Iberians: Strengths: Very strong defence, needless to say (+3) Strong melee infantry (+1) Fire javelin cav is strong against siege and buildings (+1.5) Fire ship is extremely irritating to opponents (+1.5 naval) Weakness: Slow boom (-1) No long range units - weak against archers protected by fort or pikes in field combat (-1) Athens: Strengths: Decent siege (+1) Sword cav brutality (+0.5) Scythian archers = 2 regular archers combined. Also gym allows champion spam (+1) Significant naval bonuses (+2 naval) Weakness: Requires a lot of mining - soldiers are working on mines instead of fighting (-1) Britons: Strengths: Celtic brutality. Sword cav + spam slings/spears (+1.5) Buildings cost only wood - saves stone (+1) Free war dog (+1) Weaknesses: Lack of diversity (-0.5) Removed bonus - slower boom Poor quality buildings (-0.5) Gauls: Same as Britons except no free war dog Naked fanatics not very useful because requires phase 2 Macedon: Full range of siege (+1) Champion crossbowmen are cheap, mobile options waiting to be developed Now has sword champ - has anti siege Companion cavalry and champion spears are decent (+1) Weaknesses: Mercenary Siege workshop does not stand out Romans: Still good siege options (+1) Hit and run cav (consular bodyguards effectively counter archers) (+1) Nerfed entrenched camp but can still sneak attack (+0.5) Good at defending Superior rams (+0.5) Navy is still strong (+2 navy) Weakness: No long range units (-1) Spartan: Strength: Strong infantry, especially hoplites and Skiritai (+3) Weakness: Weak cavalry (-0.5) Extreme reliance on metal (-1) No long range unit, but can counter with spearmen meat shield and champion hoplite (-0.5)
    1 point
  17. hi i found out that my config was changed automatically to gui.session.attackrange = "false" that's no problem i think. i am interested to understand wahts gui.session.attackrange = "false" is doing. thanks
    1 point
  18. Fue el primer link. Lol. Leí la información por encima, y sobretodo veo las imágenes y lo de los juguetes que me interesaba bastante. It leaves me thinking sometimes that not everything is said with these civilizations.
    1 point
  19. Maybe in that we can leave it as it is, but if we put both types of ram it would be something like "more correct" and "less correct". Most likely, Mesoamericans used ladders, engineering against walls, fire attacks and eventually towers with launchers on it.
    1 point
  20. They have. @Lopess
    1 point
  21. Some cool things I found in pdfs about trying to decipher the ancient Zapotec glyphs. In red are possible clubs / spears with one side coated with obsidian (which makes me believe that nothing would prevent a club with both sides) The central figures are apparently noble warriors or warrior priests using for the exfoliated of their victims, in their hands a small shield and perhaps an atlatl ?? In this second image we see in the center what is probably a royal couple worshiping an ancestor. underneath well-armed warriors with padded cotton armor, many wearing pastas with cotton covers.
    1 point
  22. Puede haber un upgrade , de cazador a Melee y viceversa así tenemos que na unidad en Terra Magna con los Xiongnu.
    1 point
  23. "Ritualized Warfare" - All citizen-soldiers -25% xp needed to promote to the next rank.
    1 point
  24. @Lopess crees que el cacao les serviría de algo? The Zapotecs developed a very varied agriculture. They cultivated several species of chili, strawberry, pumpkin, cacao and, the most important of all: corn, which at the beginning of the classic period gave sustenance to numerous villages. In order to have good harvests, they worshipped the sun, the rain, the earth and the corn.
    1 point
  25. Yep, this is exactly how every other alpha's release was handled as well. The only reason this one felt different or "unexpected" was the unusually long development cycle. Players were treating the gameplay as a "done deal."
    1 point
  26. It's not your fault, you do a lot sometimes, more than we ask of you, you give the best of you.
    1 point
  27. @feneur could you please lift @German007 post limit? thank you
    1 point
  28. I have a friend that speak nahualt so she can help us to record some of this voices, I going to send this list https://open.spotify.com/show/6sdoJn6IXki9IIdu4uvmij
    1 point
  29. Already implemented in Delenda Est and it works great. Adds diversity back to the Carthaginian military buildings, and may give a reason for the base game to unlock their Archery Range.
    1 point
  30. There are several 0 AD groups already on discord. https://discord.gg/ztUnc2dg https://discord.gg/xgpMArvu https://discord.gg/jywnFzFA And several others Those are all private though, it would be good to have attention not divided amongst all of them and have something like a "offical 0 AD discord group" by wildfire games, which is linked of Wildfiregames social media, website etc. new people wont usually search whole forum to find some links. There sharepics/posters announcements text, post etc could be posted by ppl with such skills and then added to other platforms by private people. You could post news about tournaments hosted, games dev news, new alphas, screenshots, etc. which is partially happening already on 0 AD Fb, but all could use content and spread elswhere.
    1 point
  31. First of all I don't see any reason to compare a free and open source project with a corporate, big-budget product. Second - one needs to look at 0ad not just as a game but as an interdisciplinary art project that is a collaboration between different artists (IT, historians, graphic designers, translators, writers and so on and so on...) If somebody is unhappy with how the PR is being managed and wants to push more capitalistic, neo-liberal path of teasing and waiting to build hype for a few months before a game is released - one should not criticize but make constructive suggestions with some objective examples of similar types of projects - and that is for sure not age of empires 4 In my opinion free form art like this should not be advertised by being a tease because it is not here to make you pull your wallet or make you anxious in waiting for it to come out - the community is too small to be teased like that and let down once the alpha released does not fulfil their expectations - imagine a world in which you had constant announcements on weakly basis on all social media and you get into a game and it is not something you are happy with - one must ask himself a question "is it morally right to tease people who like this project with something that they know is not a polished product and is still in development?" - after you ask yourself such a question then you might be more sympathetic with the developers choice of just putting it out - less build-up of expectations = less false promises and less overall unhappiness with the next stage of the game - because it is not a finished product you cannot expect it to be represented as such and build hype around something that will be changed/fixed in a few months or a year
    1 point
  32. Giving them crush damage does sound gimmicky to me (See Obsidian Arrows Technology). I would prefer something along the lines of them having longer range; that was a key advantage that Xenophon mentioned. Throw in some extra pierce damage and you have a reasonable upgrade in my mind.
    1 point
  33. Another problem is that interesting mp games are played on mainland instead of nice looking maps
    1 point
  34. Shall we make posters of 0AD and post them on Instagram and other social media platforms? This should gain us some recognition and attract more players? I can start spamming Instagram with 0AD content and I will tell my friends to do the same as well. I also think it would be a good idea to make a 0AD group chat on Instagram and Discord (or snapchat etc) for players who use them?
    1 point
  35. Battalions make it less painful to micro, and with that system in place there is possibility for active abilities and to highlight importance of units. In RTS like 0 AD and AoE 1 skirmisher feels worthless, especially when the typical pop cap is around 300 (or more). Losing a unit feels painful in Warcraft 3, even more so in Total War. Also, in say a 50 v 50 archers engagement players focus attack killing 1 by 1. That is not historically accurate. I'm not advocating battalions to replace individual units, but getting back to the topic at hand, if the forge mechanics were to be expanded upon, especially referring to the idea of armaments as resources, then something else has to be simplified. You can't have a game where you micromanage everything.
    1 point
  36. - Go to your mods path (see here) - Remove any file or folder with balanced_maps or balanced-maps in the name - Download the latest development version: - Create a folder named balanced-maps and place the file there - ???? - Profit By the way, this is the development version, so if you're having trouble with this procedure (which I don't recommend if you want your 0ad clean of buggy code) I don't recommend proceeding. There are 2 fixes that still require being completed, a crash on map browser due to map icon loading doing huehue brbr stuff and the game stanza messages to avoid nobs trying to join host without mod.
    1 point
  37. Worst building is definitely the corral
    1 point
  38. Just to be clear, this thread is not about putting changes into the main game, this is about adding stuff to my personal mod. It's about adding realism and will be a complete rebalance. Also for me personally its realism/strategy > micro. Especially if its worth it putting the effort in.
    1 point
  39. Updates: Helmet of heroic units inspired by the murals of Monte Alban, they are 11 rain, 13 night and 5 Jaguar. Beside allied units / mercenaries Mixteca and Otomi. Mercenaries units.
    1 point
  40. |0| I made the mod off SVN, not A24b -_-' I'll fix it.
    1 point
  41. Practicing more with Atlas, I made this spiral mountain path. Ideally it would go around the mountain 2 or more times... but this is good enough for proof of concept, if any map-makers are looking for ideas...
    1 point
  42. One thing to keep in mind is Balearics were a separate people from Iberians. Iberians themselves were not particularly good with slings; they use javelins way more.
    1 point
  43. at least the Romans in that series were authentic, I didn't see it but in its entirety, the Romans look authentic. Germans look viking Series (bunch of LARPs). i never expect anything from Netflix.
    1 point
  44. What about slingers, they seem quite capable of taking down elephants. How does champion infantry perform? Sure that's absolutely true, but just realize that most people don't see the game as some sort of mathematical equation. Casual players tend to be roleplaying, pretending to actually run a small kingdom, build a "city", raise an army, defeat their dreaded enemy in glorious combat, while taking in the views and such. Not looking at stat sheets. The game needs to be intuitive. Some tangential stuff: The other day I played a +2 hour game with some noobs that barely understood how to play. But they seemed to be having a lot of fun, just building their little settlements. There wasn't a single real battle in the entire game. I also just followed que and built a lovely little city, just for fun. There was literally no point to this game whatsoever. Yet it was one of the most relaxing games ever... A lot of people play like that. I've introduced the game to a number of real life friends and even relatives over the years and none of them ever play MP. They just enjoy casual fun, spending hours on a single map, building their perfect little town, enjoying the beauty of the maps and admiring the 3D models from all angles. They just want options and variety, even if they're not very useful, or even not useful at all. On the top of their wishlist are things like roads, different types of, walls statues, temples, monuments, plazas and gardens and other beautifications and unique buildings and stuff like that, and large unit rosters, functional formations and plenty of researchable technologies. Like, a lot. Some of it, more realistic or feasible than than the next. Stuff that would be utterly irrelevant to MP, but could still, to a degree, be accommodated in the game without compromising MP balance. It doesn't need to be all or nothing. It's possible to create a very full game that satisfies most casual desires, while still offering the more streamlined experience for competitive players just by virtue of them knowing which units and tactics are good for winning competitive matches and ignoring the rest. The casuals don't care about a few underpowered units or useless, frivolous buildings, and really expensive techs that no sane person would spend resources on in a competitive match. On the contrary, they love the availability of choice. Not: realizing that they've built, recruited and researched everything they could in 30 minutes or less. Don't get me wrong. The game should absolutely be well balanced. But it should also be intuitive, and facilitate this kind of roleplaying fantasy through immersion. For example, competitive game speed is too fast (almost stressful) for casuals, but not fast enough for competitive players. Unnaturally fast moving units, or superspeed animations are really immersion breaking for casuals. It's a really big no-no, but competitive players always want it even faster. But the game-speed can be manually adjusted, so this shouldn't even be a problem. The default speed should obviously look natural, not unnaturally rushed, because it looks weird and even stressful. Competitive players often have a different idea of fun and intuitive gameplay, and often loose sight of what is fun and intuitive (and immersive) for casuals, and that's something important to keep in mind as well. As for the historical accuracy part, I often see unhistorical (and unintuitive) stuff slip through, while very juicy historical details that could make every tech tree unique are more or less ignored. I think we should just get together and make a list of possible historically inspired techs and then pick and choose from them.
    1 point
  45. A very strange opinion for a historical RTS, imo. It's also empirically true that the vast majority of players aren't competitive multiplayers, but casual players who love to build walls for a variety of reasons. Anyway it's clear that the game's balance still needs some work, and that civilizations need to be diversified more, but as I understand, that was always in the works. Alpha 24 was just a first big, and necessary step towards addressing some longstanding gameplay issues, laying a foundation for future work. Also, the lobby isn't exactly an official discussion platform for game dev. I can understand it's a good place to get some quick feedback from competitive players, but if your serious about development, you should use either the forum or https://code.wildfiregames.com, so that whatever is discussed is archived and easily retrievable and reviewable. Lobby discussions are far too perishable, and probably too biased towards competitive play. I mean, I'd hate to wake up one day to a 0AD without walls because I missed some random lobby discussions. Just my two cents.
    1 point
  46. Certainly any feedback is very useful (mainly what is wrong), but it is fair to bring some improvements too, like: 1 - stronger cavalry 2 - ranged units weaker 3 - champs back to the game 4 - spear cavalry attacks correctly now 5 - cant dance 6 - hero cannot be trained after dying 7 - melee units chasse easer 8 - formation works better etc.., etc... It seems to me that there are more positive changes than negative ones, so I think we are on the right track. What I can recommend to you is to keep playing and maybe have a different view.
    1 point
  47. Interesting 3D model showing how a mixed type of rampart was built (mixture between Altkönig Preist walls and Murus Gallicus rampart)
    1 point
  48. Thanks for a the investigation Mac Users definety wi thank you keep up the great work.
    1 point
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