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Showing content with the highest reputation on 2021-03-28 in Posts

  1. Overview This mod adds morale system to 0 A.D. Please read an overview of morale in Wikipedia page here. This mod tries to represent military morale and to some extent also employee morale (for workers). Morale system here is inspired from a mix between Total War and Stronghold style morale. So basically the higher the morale, the better your units at gathering, building, and fighting, and vice versa. Morale is influenced by unit's health, being attacked, being near other units, etc. On a very low morale, units will flee the battlefield. I originally develop this mod for Happiness system in my City Building Mod, however it became more complicated so I decided to release it separately as Morale system. Therefore, this mod is designed to be as bare-boned and customizable as possible, so it will be compatible to many mods, although the mod should be quite playable as it is. Features Every unit has morale icon to represent its current state. Some aspects that can influence unit morale: Presence of other units on viewing distance. Allies increase morale and enemies decrease morale. Being attacked. Arrow shots would decrease morale, even if it missed. Health increase/decrease. Morale would increase/decrease accordingly. Unit death would cause significant morale decrease to nearby allies and vice versa. Low morale can cause a unit to have decreased gathering rate, building rate, and attack rate. Extremely low morale cause unit to flee from enemy and became passive. Units reaching max morale would cheer and start becoming violent. Structures can also have morale. Structures with low morale can have reduced attacks speed and also slower training and research time. Garrison units with high morale inside for increased morale. Some variables that can be customized for further modding (mostly need to edit component variable but later planned to be customizable via template): Significance (the higher unit significance the higher influence it has on nearby units) Range (by default it uses unit vision but can be altered) RegenRate (default morale regenerate rate) etc (please look at Init function of Morale.js) Installation Clone or download the mod from GitHub page to My Games/0ad/mods folder. (I will add mod.io link later) Contribute This mod is very much a work in progress. Everyone is certainly welcome to contribute by testing the mod and tell me what you think! If you found issue or have some ideas you'd like to implement, feel free to discuss here or even create Pull Request to the GitHub repo. I also currently have no access to a better quality computer to create high quality screenshot/video preview, so you can share your screenshots here as well! Credits Thank you very much to: @Freagarach, @wraitii for helping out on problems I encountered with some components (see the discussion behind the scene here) @Grapjasfor letting me adapt his Wounded feature from Grapejuice mod (another interesting mod you should check) @wowgetoffyourcellphone for arrow morale damage suggestion and fear units (implementable by Significance, but not yet).
    7 points
  2. Happy Sunday everybody! This is actually the 40th consecutive Sunday I've broadcast since I started the channel. We're getting within site of the first anniversary!
    5 points
  3. Hi, Is it possible to add a team population game parameters ? (like world population but per teams) Is it possible to make a simple team game rating system ? which can be improved later ?
    3 points
  4. autociv 1.03 Improved: Lobby: wont lag when opening from in-game after a long time. In-game: Multiple hotkeys won't be called simultaneously anymore. If you find some that still do post them in this thread. https://trac.wildfiregames.com/ticket/6123 https://trac.wildfiregames.com/ticket/6064 @Player of 0AD https://trac.wildfiregames.com/ticket/6092 @Imarok
    3 points
  5. A not very serious and quick attempt, I used the British texture, so I understood the sides of the kurgans that could be made of terracotta (??) and the entrance to stone walls, or without entrance. Which would be the best? I believe it must contain enough props to not be too "poor" in detail. I accept criticism and beautiful reference images.
    3 points
  6. After a brief hiatus, I am back with the next one. Only a few more to go! Macedonia 32 - A Band of Heroes (Part 1, 328 BC) After defeating Spitamenes' rebels, Alexander took some time to govern the newly founded empire. Alexander spent a few week in Maracanda (modern day Samarkand) to assemble his empire's administration and court. Anyone who was anyone was there, from Greek and Macedonian nobles, Egyptian warriors, Persian satraps who are loyal, even Indian royalty. One night (after heavy drinking), Alexander's court wakes up in disarray -- Alexander has been kidnapped! You rush outside the palace and there is chaos in the street -- the local guard is desperate to repulse the assailants. Playing as Alexander's most trusted warriors and guards, your job is to repel the attacks, find Alexander and free him! Hints and notes: - It is best to complete all "side quests" before proceeding with the attempt to free Alexander - You can trigger a conversation with the allied commander of Alexander's forces by walking near the camp's "mercenary camp" building. If you choose to wait, come back in a bit to trigger the same conversation. - After rescuing Alexander, you will need to destroy the enemy "mercenary camp" building to defeat them AI Settings: All AIs should be set to Sandbox.
    2 points
  7. I imagine you invest a lot of your time in 0 A.D. content, and likewise we invest a lot of our time in 0 A.D.. it's easy to let things get a bit personal in these cases I think this thread has been quite productive overall. ---- I would second Freagarach - reach out to Sundiata (who I believe is quite busy lately) & see.
    2 points
  8. Let's Fight 0 A.D. is an open-source RTS game (https://play0ad.com/) Let's Fight is a 0 A.D. gameplay balance mod for Alpha 24 (Xšayāršā) Motivation Currently the meta of Alpha 24 is skewed towards turtling via walls, towers, and forts. This problem is exacerbated by the advantage that archers, units that already have high range, have over other ranged units. This mod aims to provide gameplay that is more rewarding for aggressive players and roughly equalize the strength of civilizations to allow for a greater variety of strategies. In particular, there is an emphasis on encouraging players to utilize different strategies depending on the civilization and situation of the game. Several balance changes in this mod were based on discussions in the "Gameplay Discussion" and "Balancing Discussions" sub-forums. Installation Drag and drop the pyromod file over the 0ad start icon or open the pyromod file with pyrogenesis.exe The mod will be downloaded and you will be taken to the "Mod Selection" page (if not, then click "Settings" -> "Mod Selection") Click on the "letsfight" mod in the "Available Mods" and click "Enable" in the bottom left Click "Save Configuration" in the bottom right Click "Start Mods" in the bottom right If you have an older version, go to your local mods folder (https://trac.wildfiregames.com/wiki/GameDataPaths) and delete all other versions of the mod before downloading a different version If you're still having trouble, see https://trac.wildfiregames.com/wiki/Modding_Guide#Howtoinstallmods Updates Thanks to the 0ad community for their feedback. Some people have had questions about the changes or wondered about the justifications. The reasoning behind each change is placed in brackets behind each bullet point. v0.2.3 Gave auras to Chandragupta Maurya and Agis III Buffs to auras of Pericles, Arakamani, and Alexander III Increase damage of melee infantry and cavalry [Thanks @borg] Decrease armor of pikeman [Thanks @borg] Increase crush damage of catapults [Thanks @maroder] Fixed fortress, civic centre, and military colony minimum distance [Thanks @Nescio] Limit of 1 fortress and 10 towers for each civic centre [Thanks @Nescio] Group armor of buildings based on economic, civic and military, and defensive classes [Thanks @Nescio] New stable technology for Britons to increase vision range of war dogs Buff to team bonus of Britons All Changes Thoughts, Comments, Suggestions? Discuss! I've tested this mod against the AI, but the best results are from real players. Try some games with other players and then let me know what changes you liked and disliked. Feel free to make other suggestions that you would like to see in this mod after testing it out. letsfight_v0.2.2.pyromod letsfight_v0.2.1.pyromod letsfight_v0.2.pyromod letsfight_v0.1.pyromod letsfight_v0.2.3.pyromod
    1 point
  9. The wall_tower errors are now fixed.
    1 point
  10. Buenas , -Estoy trabajando en algunos bocetos de "Edificios especiales" , pero me está costando más de lo que pensaba , y al igual que pasa con las casas o algún otro edificio , estoy creando de 1-4 modelos para cada estructura dependiendo de los vestigios o reconstrucciones que corroboren que son Xiongnu o de ese período y región ( es decir , no voy con rapidez pero no me detengo) -Cuando tengan la suficiente calidad como para ser presentados con un mínimo de rigor y estética , los presentaré . Disculpen las molestias*
    1 point
  11. Es un bonito comienzo
    1 point
  12. Reading all this, it seems we're quite on the same page. The devs are in for some fair (as in honest) attention on other platforms and you have had the courage to stand up and say "Okay, I want to give it a shot."; to me that sounds like a match. I'd suggest you get in touch with @Sundiata to see what has been done/can be done, wait for @Stan` to come back to discuss any implemtation and (very important) join #0ad-dev once in a while (preferably during the CET zone) to get yourself updated on the status of development. There is indeed a list on trac, but nothing beats some good old contact with some real dev I am by no means trying nor willing to replace @Sundiata, but riding a tandem just makes the ride easier, as long as you want the same direction (and to me it seems you want). PS Disclaimer: I'm in no means high enough in the hierarchy to make speak on behalf of the entire team, I've joined it merely a year ago ^^ So take this as a personal suggestion.
    1 point
  13. @maroder - Nicely put, very diplomatic I'd also like to re-iterate, again, this isn't an attack on the devs or trying to put anyones nose out of joint. Evidently there are some strong opinions, and maybe some misunderstandings or clashing philosophies on the subject. And I agree with @maroder- people are playing, so it you're right, the existing approach - it's not a failed strategy. I'm just not sure it's enough anymore or a modern enough approach for contemporary digital landscape we find ourselves in. More than anything, I worry 0AD will fall victim of it and gradually become less relevant and ultimately never achieve the visibility or get the level of recognition it deserves as a project. That would be a bit, well, heart breaking, really.
    1 point
  14. Hello all, Okay, I'm struggling a little here - I don't want to come across as argumentative, or belittle anyones efforts in the project - but reading through the replies - I think we're talking in really crossed purposes here and could end up going around in circles. In general, I've held the belief that 0AD as a project does not communicate effectively with it's wider audience or wider potential audience. I'm not talking technical, not in any way. I'm talking about the weekly/monthly type of comms and announcements that a project could be expected to put out in short, understandable, digestible form, across the mainstream social platforms - if for no other reason than to make it clear that the project still has a pulse. I'm talking about engaging with people you wouldn't otherwise engage with, maximising your reach - getting fresh eyeballs on the game. People who may not actually care one jot about the finer technical detail. What is it, what does it do, why should I play it, is the project heading in an upward trajectory, whats the latest? And quite importantly, the next iteration of the game is scheduled at this time, and these are some of the new things you'll be able to do. Maybe you'd class it as 'filler?' Just noise to throw out into the echo chamber the fill the gaps when otherwise there isn't much to report?. Well, like it or loathe it - it works, it reaches people and they engage back. I keep seeing the same comments - either 'why have I never heard of this game before' or 'I used to play this a while back, but I thought the project was long dead, not heard anything about it in years.' Usually after they've accidentally discovered a random piece of third party content for the game. No amount of claiming that those people weren't looking in the places that suit you will change the fact you aren't reaching a huge swath of your potential target audience. You are not putting information in the right form, in the right places in the right way, at the right time, with the correct frequency. Your forum posts, wikis, lists and announcements do not and will never reach them using that approach. You're persisting with a 1990's approach to communication! And the bits of social media that do happen are so rare, there are endangered species of animals with greater presence and visibility! In response to the claim that PR isn't a priority because the game isn't finished. It's a bit late for that, you're 24 alphas into the project, the genie is out of the bottle and you can't tell me that as a project you don't want as many people playing the game as possible? I'm assuming returning it to a closed alpha comprising of nothing but 'power users' is firmly not in the future plans? (or have I missed an 'announcement' about it!) With regards to the actual launch of A24 - okay, I get that after the difficult dev cycle, I can understand you were nervous that you might launch it and then suddenly discover a game-killing bug and have to backtrack. That would have looked a bit bad, but with hindsight, look - the game still works, testimony to the devs and their skills - would it have been as much of a mess and PR disaster as something like Cyberpunk 2077? A free, niche open source game - come off it! It would have had as much detrimental impact as a fart in deep space and you'd have patched it within a week. Would it really have hurt to announce it properly? And on a more general basis - would it really hurt to talk to people on a more ongoing, general basis? I think one person could do that for you giving up on average a couple of hours a week. How much more dev time happens per week? It's a drop in the ocean in comparison and should be a no brainer for the potential benefits it could bring. I'm at a loss as to how you can't see that. I spend more time editing my videos than that (cue someone shouting that I should spend longer doing that and less time writing this!) Cards on the table then - would you like me to do it in an official capacity? Do you want me to prove to you by a clear discernible set of metrics that developing a proper communication strategy and putting it into action to engage your community in a modern, professional and inclusive way works? I'd love to give it a go.
    1 point
  15. A sneak peak of the next update. What it shows: Units will switch to melee attacks on walls (because ammo is valuable). Aesthetically weapons will be sheathed/unsheated when switched (no animation). Units have ammo bars (pink) Military structures & forge have a re-arm aura, some buildings have a large aura, most buildings have a small aura. This aura will only work if you have at least one forge Showing the re-arm aura in action (+ icon) What it doesnt show but does work already If the current target is to close they will automatically switch to melee attacks If there is a champion counterpart of that unit type for that civ, soldiers will have a 4th rank. When reached, they turn into champions (without status effect attacks) Units will be rebalanced according to their visuals ingame. I will work with a point system for this. Example - movement speed: Base speed will be something like 18 for infantry units and will be reduced with the armor they wear as following: Material Cloth: none Leather: -0.75 Chainmail/iron: -1.5 Shield: small -1, large -2 Eligible Parts: Helmet, chest, arms (as one), legs (as one), shield I will also work with the same point system for attack speed / ressistance (but different numbers). Primary melee units will probably receive an health bonus (as is). This means units will be rebalanced per civ differently, and even more specifically, per rank. (read more on github - planned features) 2021-03-27 17-09-27.mp4
    1 point
  16. https://phys.org/news/2021-03-ancient-genomes-decline-scythians.html Ancient genomes trace the origin and decline of the Scythians Generally thought of as fierce horse warriors, the Scythians were a multitude of Iron Age cultures who ruled the Eurasian steppe, playing a major role in Eurasian history. A new study published in Science Advances analyzes genome-wide data for 111 ancient individuals spanning the Central Asian Steppe from the first millennia BCE and CE. The results reveal new insights into the genetic events associated with the origins, development and decline of the steppe's legendary Scythians. Because of their interactions and conflicts with the major contemporaneous civilizations of Eurasia, the Scythians enjoy a legendary status in historiography and popular culture. The Scythians had major influences on the cultures of their powerful neighbors, spreading new technologies such as saddles and other improvements for horse riding. The ancient Greek, Roman, Persian and Chinese empires all left a multitude of sources describing, from their perspectives, the customs and practices of the feared horse warriors that came from the interior lands of Eurasia. Still, despite evidence from external sources, little is known about Scythian history. Without a written language or direct sources, the language or languages they spoke, where they came from and the extent to which the various cultures spread across such a huge area were in fact related to one another, remain unclear. The Iron Age transition and the formation of the genetic profile of the Scythians A new study published in Science Advances by an international team of geneticists, anthropologists and archeologists lead by scientists from the Archaeogenetics Department of the Max Planck Institute for the Science of Human History in Jena, Germany, helps illuminate the history of the Scythians with 111 ancient genomes from key Scythian and non-Scythian archaeological cultures of the Central Asian steppe. The results of this study reveal that substantial genetic turnovers were associated with the decline of the long-lasting Bronze Age sedentary groups and the rise of Scythian nomad cultures in the Iron Age. Their findings show that, following the relatively homogenous ancestry of the late Bronze Age herders, at the turn of the first millennium BCE, influxes from the east, west and south into the steppe formed new admixed gene pools. The diverse peoples of the Central Asian Steppe The study goes even further, identifying at least two main sources of origin for the nomadic Iron Age groups. An eastern source likely originated from populations in the Altai Mountains that, during the course of the Iron Age, spread west and south, admixing as they moved. These genetic results match with the timing and locations found in the archeological record and suggest an expansion of populations from the Altai area, where the earliest Scythian burials are found, connecting different renowned cultures such as the Saka, the Tasmola and the Pazyryk found in southern, central and eastern Kazakhstan respectively. Surprisingly, the groups located in the western Ural Mountains descend from a second separate, but simultaneous source. Contrary to the eastern case, this western gene pool, characteristic of the early Sauromatian-Sarmatian cultures, remained largely consistent through the westward spread of the Sarmatian cultures from the Urals into the Pontic-Caspian steppe. The decline of the Scythian cultures associated with new genetic turnovers The study also covers the transition period after the Iron Age, revealing new genetic turnovers and admixture events. These events intensified at the turn of the first millennium CE, concurrent with the decline and then disappearance of the Scythian cultures in the Central Steppe. In this case, the new far eastern Eurasian influx is plausibly associated with the spread of the nomad empires of the Eastern steppe in the first centuries CE, such as the Xiongnu and Xianbei confederations, as well as minor influxes from Iranian sources likely linked to the expansion of Persian-related civilization from the south. Although many of the open questions on the history of the Scythians cannot be solved by ancient DNA alone, this study demonstrates how much the populations of Eurasia have changed and intermixed through time. Future studies should continue to explore the dynamics of these trans-Eurasian connections by covering different periods and geographic regions, revealing the history of connections between west, central and east Eurasia in the remote past and their genetic legacy in present day Eurasian populations. https://advances.sciencemag.org/content/7/13/eabe4414
    1 point
  17. They are the old mycenaean of the aristeia made by the Lordgood, I just created them the simulation files for the alpha 24.
    1 point
  18. Eles são divertidos e estão quase completos em suas estruturas, talvez eles poderiam ter uma chance no aristeia mod. They are fun and are almost complete in their structures, maybe they could have a chance in the mod aristeia.
    1 point
  19. I think we can do some better work on our modding documentation. Here are some things that ought be done IMO: Improve the wiki. This is a major thing and where I think the community (y'all) can help out most. We have some resources, but it's not very up-to-date or exhaustive, unfortunately. Modding_Guide is the main page: I think the tutorials aren't very obvious, the rest of the content seems quite good, but perhaps some should be split off since it's the main 'modding hub' page. Review Mod_Layout GUI_-_Scripting_Reference < this is still somewhat relevant, but should be renamed & updated & simplified. CreatingNewUnits < This should be really useful, but it's fairly outdated & starts with the command line, which is no longer necessary ModdingGuiAndSimulation < these are, in fact, two rather different topics. It'd be good to expand & create a simple tutorial on how to create a new component Edit: in fact there is https://docs.wildfiregames.com/pyrogenesis/writing-components.html We need a "How to debug your mod" page. There is no information on how to create your own messages. Edit: in fact there is https://docs.wildfiregames.com/pyrogenesis/writing-components.html I think the high-level overview of the project & its ECS is also somewhat outdated. Better C++/JS interface documentation: Some of it can be on the wiki: How to use the range manager? How to use the Modifiers manager? & all other system/C++ components. Some of it should probably go into improving docs.wildfiregames.com Maybe we ought to auto-generate a list of 'Engine.XX' functions, too. Or at least document what exists now. We could definitely use a list of messages somewhere. Some of this only developers will be able to do. Some of this you can help with (mostly the Wiki). I think it'd be great if people added their own frustration to this list, so that we can have a good idea what ought to be added.
    1 point
  20. Is this perhaps the most suitable wonder for the Xiongnu? https://en.wikipedia.org/wiki/Noin-Ula_burial_site "one is an exceptionally rich burial of a historically known ruler of the Xiongnu, Wuzhuliu, who died in 13 CE" https://link.springer.com/article/10.1007/s10814-011-9053-2/figures/3
    1 point
  21. Preclassic Maya mainly Nakbe, El Mirador etc. moddb download : https://www.moddb.com/mods/mayas-0-ad
    1 point
  22. I kept mobility for the houses and dropsites. So, you can swap back and forth from an ox cart to a house, back to an ox cart, and then to a storehouse if you wish.
    1 point
  23. Have you worked more on this? Looks good.
    1 point
  24. It looks like it would be great for a Cult Statue.
    1 point
  25. Maybe that structure could be used as a cult statue (if civ is added to Delenda Est).
    1 point
  26. More Wallpaper worthy stuff:
    1 point
  27. I believe that for gameplay purposes they should have such a capacity, even if it was a ferry for transport, because the Xiongnu, however nomadic, would not be in the Stone Age, besides they had a good relationship with the ancient Koreans, in addition to a war and bribery relationship with the Chinese.
    1 point
  28. The Xiongnu invaded Japan? I like the idea, it is only difficult to find reference for historical mercenaries linked to the Xiongnu, especially for a naval expedition. It could be solved if the mercenaries instead of being related to the faction would be linked to the map.
    1 point
  29. The Xiongnu did eventually manage to set up a naval force to invade Japan by capturing Chinese docks, ships and engineers. Therefore, we can give them a 'mercenary dock' and a 'mercenary warship' and it would still be historically accurate. But, this warship must not be too strong and it must cost a lot of metal because it is mercenary.
    1 point
  30. I believe that it is important to discuss the accession of these three heroes to the Xiongnu in addition to the adoption of a simple port and a transpotador / merchant ship (it could be a ferry or the Chinese merchant ship) thus making this civ playable on water maps even if in a way weak since they are a semi-nomade civilization of the steppes. I believe that a shaman on horseback would be a nice touch and a good difference for this civ. Any ideas against that or improvements?
    1 point
  31. In Seleucus' and Ptolemy's time, thureoi were not yet introduced to Hellenistic warfare; that would be the around the time of Pyrrhus's Italian wars. So if you choose Seleucus, the thureos spearmen should be replaced with hypaspists and skirmishers with akontistai. Maybe the former can have a fourth rank (like the centurion) which wield silver shields. These make sense since you already put Macedonian pikemen if you chose Ptolemy.
    1 point
  32. Next up: Macedonia 29 - Battle of Jaxartes (329 BC) After securing Alexandria Eschatê, Alexander's forces continued to battle the Sogdian rebellion. The Sogdian leader Spitamenes was besieging Maracanda in the south; at the same time, an army of Saka mounted nomadic warriors appeared north of the Jaxartes, eager to join in the struggle and take away the loot. The Macedonian king sent an officer named Pharnouches south to confront Spitamenes, and personally attacked the Sacae in what was to become a sensational fight. The Jaxartes is wider than a bowshot, which meant that the Macedonians could board their hurriedly prepared ships and rafts in safety, but that they would enter the Sacaen field of fire halfway across the river. Your advisors suggest two strategies to pursue to cross the river effectively: 1) your rafts should make a landing en masse, and 2) use your siege equipment to provide cover fire -- we may be able to eliminate some of the archers before they realize their bows and arrows are useless against our catapults -- we just need to find a good spot for our siege equipment that can target their archers from our side of the river. Your ships and rafts already have some troops loaded but you may want to load additional ones as soon as you can. You can "signal" an order for all your vessels to automatically head to the other side of the river by destroying your outpost (click on it and click on the delete button). AI Settings: all AIs should be set to Sandbox
    1 point
  33. A Spy/Assassin unit would be awesome. Perhaps a train limit of 1 or 2. To enemy players, your unit would look like one of their own, but to you the owning player it would look like an unsavory cloaked figure. They could have a few special abilities: Report Garrison in an enemy building reveals its Production queue and garrison to you Has no cool down time time, the Spy can move from building to building at will Sabotage Task your Spy to sabotage an enemy building. This reduces its health by 1000 hp (or a percentage), and cancels its Production queue Defensive Buildings, Civic Centers, and Fortress are immune, but Wall Gates are not Has a 5-minute cool down time Bribe Much like the Bribery feature in the diplomacy tab, it gives you the vision of the bribed unit. Bribe it twice and you can own and control the unit. This could have success rate applied to it. If unsuccessful, your Spy may then become visible to the enemy. Has a cool down time Assassinate Kill a target unit. The greater the health, the lower possibility of success (or we can base success rate on unit class). If unsuccessful, the target unit can fight back. Has a cool down time Hmm, it's not so big of a departure I don't think. It's additive, not subtractive. Your gatherers are still tasked to chop the trees and groves like you would in AOE. If anything, 0 A.D. already forces a big departure from AOE gathering by making it primarily territory-based. My idea gives back the ability to gather outside of your territory by using mechanics (such as capturing and auras) that are already in the game.
    1 point
  34. Hahaha I love that .. But unlike @DarcReaver I want free will to form battalions. (optional) Great writter. One of many tnings I need to learn to do and practice instead just give defensive behavior. 95% done wih my lang.
    1 point
  35. borges, one year has passed, tip list need to be bigger stronger sexier and larger!
    1 point
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