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  1. Added a minimum distance between forts and civic centres , no plz !! What the problem with fort area the CC? u can't twice buiding in same time, and imagine if you play little map? no spot for build fort
    3 points
  2. battles in filthy poverty your empire is surrounded by filthy squalor and mud, while in the center of the map a rich king with mercenaries, and elite units live in absolute abundance, game of treachery and game of thrones, as well as filthy squalor. lead your empire out of the mud and into the world of marble and gold. battles in filthy poverty A25.rar
    3 points
  3. I don't log often this days due to heavy work, but man this deserves a medal!
    3 points
  4. 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).
    2 points
  5. I only meant a small one, very small one..... such that people don't put their fortress just right next to the cc.
    2 points
  6. Alternatively, since there are sound notifications upon finishing buildings, technologies and units, playing with sound should do. Problem is, those notifications are in the same category Action as selection sounds and voices, which are much more repetitive, so I'm working on turning down Gain to 0.1 for the latter. I also found that RandGain must be 0 for the change to take effect. 0 exp in modding, but here we go..
    2 points
  7. I reproduced your setup, and indeed on A24 I got a lag spike now and then. It's the Pathfinder this time, in one case I got a single pathfinding call for a single unit that took 8.5 seconds. It seems to be caused mostly by AI units trying to go to their garrison ship. I've investigated, and it's a bug (really, more like 'bad logic/unexpected edge case', that creates nonsensical requests. I'll fix it for A25. Edit: unfortunately I don't see an easy way to avoid the issue on A24. You can play smaller maps or avoid islands (since I think ship transport is basically the only situation in which it really happens), or just use A23 for these type of games, or just endure the lag. It'll be long, but occasional.
    2 points
  8. Hi everyone, I am happy to present a 5-part campaign titled "Macedonia: Rise to Power"! The campaign covers the times of Philip II and ends shortly before Alexander the Great gains control of the kingdom. Some screen shots are included later in this post. The scenario files for A23 can be found here:; https://github.com/SciGuy42/Macedonia_0ad For A25, conversion is still underway. The first 5 missions have been converted and can be found on the a25 branch of the github: https://github.com/SciGuy42/Macedonia_0ad/tree/a25 To install, you must download all files from the maps/scenarios/ folder in the repository and place them in the /maps/scenarios folder where your custom scenarios built with atlas are saved at by default. On Linux, this should be at /home/<user>/.local/share/0ad/mods/user/maps/scenarios. Note that for A25, you also have to put the Trigger.js file from the repository into your custom mod folder. Most of the scenarios rely heavily on scripts so make sure to also download the .js files which also go in the maps/scenarios folder containing your scenarios. The scenarios feature more or less typical build and conquer mission, as well as sieges and battles without much building involved. Make sure to read the text in the description of each mission before you play it. Often, there are intelligence reports that can be quite useful. In many cases, there are multiple ways to approach the mission strategically. The AI should be set to Petra, I recommend Medium or Hard difficulty with Balanced option. It's totally fine to play it on easier difficulties as well, especially on the first try. Hope you enjoy! I am definitely looking for feedback -- there may certainly be some bugs or inconsistencies or issues -- please make note and post! I am looking to do a round of updates in about 2 weeks but need to take a break now. If my wife hears the opening music of the game one more time, I'm in trouble UPDATE Nov 2021: - The campaign is now complete with 45 missions, starting with Phillip's rise to power and ending with Alexander's death. Conversion to a25 from a23 is currently underway. UPDATE Oct 2 2020: - Added Missions 16 and 17, covering Alexander's conquest of Tyre. Also made small changes to some scenarios based on feedback from the users. UPDATE July 27 2020: - Added Missions 11-15 covering Alexander's conquest of Asia Minor UPDATE June 19 2020: - fixed some of the winning conditions bugs that were reported - added support for difficulty levels -- switching the AI between Medium, Hard, and Very Hard will now often result in effects beyond gather rate (e.g., more troops garrisoned in enemy towers, better starting teach for enemy, etc.) - Enemy units that spawn and attack now usually march in formation - Added wall towers to fortified cities and settlements I will shortly be posting the next set of five missions. Thanks for all the comments and private messages. And here are some screen shots: UPDATE June 25 2020: Added the next set of 5 missions, comprising Alexander's Balkan Campaign. Features a naval map, new scripts and triggers, and another siege. Enjoy! Some screenshots (minor spoilers): Some screen shots from missions 11-15: Shots from 16 and 17, the conquest of Tyre:
    1 point
  9. if there was a timeout for the duration of a game, i would use it very often. sometimes you only have half an hour or at most an hour and you already know that before the game. the best calculated summary should win. is that possible to program that as mod?
    1 point
  10. What are good "game"/"Server Names"? is is not mandatory and not to be criticized if you use a name that says nothing. But sometimes I get frustrated afterwards. I think it's nice if you use a name that roughly describes what is maybe special. What you think? For e.g. i like to use: 1v1 2xSpeed unRated CheatsNO random map pingMe - don't EXIT->Resign first thanks 2xSpeed unRated pingMe CheatsNO randomMap - don't EXIT->ResignFirst thanks 2xSpeed pingMe randomMap - don't EXIT unrated game for drunken idiots - ping me by typing my name What you think if somebody unselect 'Diesable Spies'? Or set max Pop to very low? All happens to me and i was to lazy to read the config (this morning example ;-( :-O https://youtu.be/zAWKMY5hV4U ) I am almost always surprised to start a game where I suddenly have 50,000 resources. I think it would be nice to have this in the game name as well. What you think? spontaneous reconfigurations: Or set always to ready. suddenly you play total unwanted Civ in other map ==> because of spontaneous subsequent reconfiguration, one second before the game starts besides eating i want to do a little obseverity and look at games that are about to start. when i join, the number of players allowed is increased. often I even play along. is actually nice. food then just gets cold. not bad, you can warm up again. ==> could help to set Just_Spec: https://wildfiregames.com/forum/messenger/11047/
    1 point
  11. Parades pequeñas. Y ladrillo sucio e irregular en delenda est hay una textura así.
    1 point
  12. I know how I want it. A combination of these 2. The Ugly Second Floor of AoE TW
    1 point
  13. if I will play online it would be: Time to die. Noob looking for a beating Is my first time in A24 please be gentle. I'm mobile gamer please be patient with me.
    1 point
  14. I feel like the game could use more event notifications. Possible options: "Enemy sighted!" includes a minimap flare "{playerName} has started building a Wonder." "{playerName} has finished building a Wonder!" Any other possibilities?
    1 point
  15. "Rock" for stone, "ore" for metal, "Civil Centre" for Civic/Town Centre. Loads of things named counterintuitively. But they *are* there!
    1 point
  16. @Lopess I want a CC The most ugly historical correct CC. From mud , stone and rotten wood.
    1 point
  17. Nice. You could make the presence of a hero give a morale boost, while his/her death would cause a morale decrease.
    1 point
  18. Thanks for the reply @wraitii, ill take it in consideration.
    1 point
  19. thanks for tips. i think batch sizes of 10 is in most cases the last update. i did some tests wit barracks (with houses its useless): 01 02 03 04 05 06 07 08 09 10 (<== batch size) 19 22 24 24 25 24 28 24 27 30 (stooped by pop max about 330) 40 46 48 52 55 54 56 56 54 60 (stooped by pop max about 500) 47 54 57 60 65 66 70 72 72 70 (stooped by pop max about 700) 54 62 66 72 75 78 77 80 81 80 (stooped by pop max about 800) 56,62,64,69,72,75,78,84,80,90 (stooped by pop max about 823) from https://www.wolframalpha.com/input/?i=55 60 66 68 70 72 77 80 81 90 (<= corrected) Improv 1 1,09 1,10 1,03 1,03 1,03 1,07 1,04 1,01 1,11 Improv 2 1,09 1,20 1,24 1,27 1,31 1,40 1,45 1,47 1,64 55 30 22 17 14 12 11 10 9 9 <= loops finised compare first loop, women batch from 2 cc' s (1batch 10batch): 6 10 ==> Improv 2 = 1,66 compare first loop, women batch from 2 hauses' s (1batch 10batch): 10 10 ==> Improv 2 = 1 (btw 3hauses have same speed then 1 cc !!) Some insignificant errors in the measurements now corrected (with a speed of 0.1 i was not fast enough to read off). maybe you want to do it better;)? test starts in minute 28 if you want run the replay by yourself: commands.txt metadata.json
    1 point
  20. 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.
    1 point
  21. 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
    1 point
  22. 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!
    1 point
  23. @Freagarach& @wraitiithat is really encouraging to hear, thank you.
    1 point
  24. 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
  25. 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.
    1 point
  26. is 0ad24 batch training different to 023? i used AutoTrain to check the benefit fo BatchTraining in 024. i surprised not found a significant benefit by training wimon from hauses. Baracks was a bit better. https://youtu.be/w-WfvmdYQLI
    1 point
  27. Hi Yet again another player quit before losing the game, username is @Swapnil @user1 Regards commands.txt metadata.json
    1 point
  28. Sorry to have to keep you waiting. I'll fix the meat icon and remove the ability to "delete" an entity entirely. And I'll ping you when it's done
    1 point
  29. @Lion.Kanzen @wowgetoffyourcellphone Total War Rome Remastered
    1 point
  30. "Metal/Stone Mine has been depleted!" "Hero_Name has arrived on the battlefield!" "Our nation's Hero has died!"
    1 point
  31. Yes, please! Also for phase advances.
    1 point
  32. Variation in tech trees? They either block out some paths or they don't. There's no actual thought given to it. They essentially used an rng to decide what gets what. Except for britons being similar to gauls, there isn't much similarity to civs, all play differently. AOE is a great strategy game. No doubt about that. However, civs aren't unique, not as much as 0AD. And I only pointed out the non-uniqueness of civs in aoe, nothing else. You aren't countering my statement, you're just stating another fact. Also, if the pilums were used as one time throws, it doesn't make it a primary. Considering the sword is used for pretty much the entire battle. Heck, I didn't even say that the spear was used more than the sword , quite the opposite tbf. I said " gameplay > realism " . Spearmen aren't totally ineffective, just lesser effective . Spearmen being too effective would render siege useless. And then we can all make a thread called " ArE wE oKaY wItH hOw SpEaRmEn WoRk?". There are just so many things in the game that aren't realistic. Why don't we all make threads for those too? My first post was quite polite, he acted unnecessarily hostile. And the balancing team is comprised of borg, ValihrAnt, etc. Basically the top 1% (in terms of skill) of the community. They can mistakes too, obviously. But considering a24 took 1.5 years to come out, that is very unlikely. Rigorous testing, loophole fishing, you name it the units have undergone all. Like I said, gameplay over realism. Fine tuning units is barely an objective. This thread is meant to solve a problem that doesn't exist. Many things in 0AD are unrealistic, but we don't have threads for that. Reason? It's a strategy game, not a grow your empire and kill the bad guys simulator. Even chess, possibly the most know strategy game doesn't make real life sense. Why can a pawn only move forward? Why does the knight move like that ?, etc. etc. cheers , facts
    1 point
  33. After going through the absurdity of your posts, I think my brain automatically filtered out the ____. From a game experience point of view, I don't see how any of it hinders fun for the sake of gameplay in anyway. Have you even played the new alpha? Alpha 24 is officially out too, play it. Is your perfect scenario of 0ad a game where all units are replaced with one singular unit and all civs are essentially a reskin of one another? Check out AOE 2 for that. And coming to realism, first of all, realism is indeed a big part of this project, easily the most historically accurate ancient rts out there, but at no point can realism be a bigger priority than gameplay. Gameplay first, while doing the best to keep it realistic. Also, honestly, I don't see what you fail to understand. A swordsman can outperform a spearman in a 1v1 in real life too (owing to the mobility and the versatility). However, in real life sword wielding required much more skill and were more expensive. Siege received nerfs , mass catapults doesn't even work now , which used to be the ideal-noob-turtling-Roman strategy. Also, capturing has become a better functioning mechanic, a great alternative to siege. And wdym by "notorious" combo. What's the rocket science involved in pairing up two village phase units with great synergy. If it isn't unbalanced, what's wrong with the combo? . "Camels have a weakness???" Wuhaaat! Guess what, every unit has a weakness. And this might blow you away, but according to recent leaks and rumors, every unit has a strength too ( ikr, I couldn't believe by ears). Rams will become unnecessarily underpowered if spearmen ( an ideal trash unit) got too effective at taking it down. It's understandable why you're probably ~800. Unit counters is quite basic and quite intuitive if you click on "learn to play the game"---> "structure tree", then just hover over units. Don't worry, I used to be quite bad too but instead of blaming the system, I tried to understand the system better. Welp, I am still not too good, but I have basic game sense. Rest assured, the game is in great hands and the balancing team did such a great job ( even art and other teams) and fixed unit dancing, the cheapest and least honorable of all techniques I am not even hyped for AOE 4 anymore. As for your last point, I can clearly say you haven't played enough 0AD to start threads about such topics. Not that you're totally wrong about infantry being mostly fodder, but really, launch 0AD more often than once a lifetime .Spec pro games. tl;dr: a24 nerfs siege quite a bit. having spearmen being able to effectively take down siege would make rams a waste of metal.
    1 point
  34. DE will be creating a progression for rams. First, it's a log carried by soldiers, then with an upgrade it becomes a covered ram. Perhaps EA can do something similar.
    1 point
  35. I think this manual should be more prominent to get more people playing the svn version, pin it or put the link to https://trac.wildfiregames.com/wiki/BuildInstructionsGettingTheCode
    1 point
  36. Yes. Ideally the ram would be "dead" the moment enemy units reached it. Properly it should be guarded with meat shields but for the scale of at most a couple hundred fighting units it's a compromise with gameplay. Ironically it's one of the few siege units s that makes sense to be capturable. I think I didn't understand this comment. Most RTS in the medieval era have rams that can be killed even with arrows. Would be nice to have flaming arrows or a torching mechanic for melee units to kill rams tho
    1 point
  37. New players on the forums yes, on the lobby Ive never seen a single complaint. If it's player error, it should be addressed by informing the player better. For defending against rams, we may also consider giving more civs easier access to sword units (or new upgrades or whatever) It's refering to the historic reason why they were buffed (it's a big part of the announcement and even in the trailer...). Siege engines were inherently incapable of breaking well fortified players and then games could not conclude. Now it's the better player (or AI) being able to destroy the opponent, fortified or not. One requirement of siege balancing is to not have walls become useless nor overpowered, but just right. Walls are quite effective if they are used correctly. It's just that a big army is more useful first and then the walls come after that, economically. What do you need a wall for if the player can just walk around it. If you make walling too cheap, then it will be too easy to fortify and possibly result in a stalemate. If players want to have walls before they have an economy to afford them, they usually do contracts to first build a base for some time (if they didn't discover the ceasefire setting yet). Possibly. (Note gates are incentivized already to be attacked, as they have less HP.) I wonder if it isn't the AI spamming rams that people complain about, rather than multiplayer. The AI does economic cheating, so it might be that this is one source of the issue.
    1 point
  38. Preventing 100 lines of complaint each day for half a year is worth a lot of additional testing time. So I agree that the question is whether there is gross imbalance. It takes a number of matches, not minutes to test the balance, i.e. more hours. Sometimes balancing issues are unambiguous, but I have seen many balancing discussions about concrete balancing patches on code.wildfiregames.com (not the forums) where one gets 15 opinions by 10 players, so increasing the pool to 100 players might give you 200 opinions. So unless it's unambiguous, one might have to work with forensic evidence or trust. Players who are the most competitive ones in the lobby have the best qualification to judge, it was them fixing the grossly imbalanced units in the last alphas. I'm not even trusting my own judgement in most cases. Being able to download and install mods easily is extremely powerful and can help if there is a grossly imbalanced unit. Unless everyone is using the same balancing mod however, one doesn't have the freedom to chose the lobby games, not the freedom to chose with whom to play (which is one of the most decisive factors as to why people play currently). My impression was that it was just right, maybe 15% off in the attack speed, but not so much more. You have to consider that they have to be able to break multiple layers of walls, not only some houses and a CC. In particular their attack speed is comparable to elephants no? So isn't it rather a problem of missing swordsmen of the defenders? They melt within few strikes if one hasn't neglected that the enemy will have to train rams. (What does seem overpowered are massed ranged siege engines - one can't get even get close to them with a huge army before everything died off. Rams seem like the best unit to counter in my experience. But the problem of massed units is universal, so not sure what one could do there.) Anyhow, I put my imaginary money on the players better than me to judge that
    1 point
  39. Balancing is very delicate, I don't want to burn my fingers with that unless there is powerful evidence for the balancing not resulting in 10m high waves of complaints. It's easy to type a different number, but it takes the best players of the lobby to determine if it should be 10% greater or smaller.
    1 point
  40. You need also to add a TrainingRestrictions / BuildRestrictions Category to the limited unit (The one you will use in EntityLimits). That http://svn.wildfiregames.com/entity-docs/ will help you. (not up to date).
    1 point
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