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Introduction: The purpose this mod is to clearly define the role of buildings, which then leads to a (slightly) more realistic city layout. It is a follow up to this proposal: https://wildfiregames.com/forum/topic/37294-storehouse-and-farms-rework please look there for additional reasons why I think these changes are good. So please take a look at the following building and ask yourself the following questions: Does this look like a place that you can pack full of soldiers and defend like a fortress? Does it look like a good place to store your food, stone or metal? Well, at least to me it doesn't. And this is imo one of the reasons for the gameplay balance problems. Therefore, introducing a mod, that clearly redefines the role of the basic buildings. Features: The civic center is no longer an all-purpose storehouse nor an easy to defend mini fortress. Its ability to shoot arrows has been removed and replaced by an aura, that increases the attack and armor of soldiers close to it. That is done because it is the center of your civilization, which should give the soldiers a boost of morale and it also prevents you from getting overrun in the first 5 minutes of the game. The storehouse is now the main place to store wood/metal/stone and its cost are reduced to 50 wood. Wood can still be stored in the CC to allow wood income in situations where all storehouses are destroyed. The farmstead is now the main place to store food and its cost are reduced to 50 wood. What do I hope are the benefits? A city layout that looks more realistic (e.g https://en.wikipedia.org/wiki/Roman_Forum) and less like someone decided to turn the center of their city into one giant farming area. Easier to understand game logic. Defensive structures are for defense, economic structures are for economy. Better ability to rush in early game Because I don't want to make two mods, there are also other changes (maybe more unrealistic) based on the following complaints I have read on the forums: Rushing is too hard defensive structures are too effective (e.g. https://wildfiregames.com/forum/topic/37687-lets-fight-gameplay-balance-mod/) Changes: Towers: Towers do no longer have an minimum distance between them, because that restricts player freedom (and I don't like it ) To balance that out , their ungarrisoned arrow count is reduced to 0, because it was imo not realistic that they had a default arrow count (indicating a person inside) but they did not contribute to the pop limit. To have any effect of the towers, you now either need to keep men around or let them stay inside, which should prevent an extreme overuse. The tech is removed, that adds one standard arrow to towers The tech is removed, that gives 40% more arrows per garrisoned soldier The stone tower can now garrison only 3 soldiers (same as the sentry tower) but it is still harder to capture and more resistant. Palisade related: Palisades have very weak crush damage, which means that rams and catapults are way more effective against them Women now have a torch as weapon, which allows them to burn palisades. (A few hits are enough, the palisade will continue to burn until its gone) Here is a test of how effective different unit types are at destroying palisades: test.mp4 Nice new fire effects: showacse.mp4 Here is the mod (v 0.0.3): increased-realism.zip3 points
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I like it. Reminds me of my game play rework I still at times cope with. Are the resources lost if the storehouse gets destroyed? I tried a fully distributed approach in the HybridAI - which is a general term for something currently pretty infamous: distribution. Though it might be interesting to get it to work on the blockchain. Let's see. I went to excess with my changes. Every item was a real physical item. Having to be stored. Processed. (I coded heaps of recipes for that purpose, like how to create dough and bake a cake or bread from it.) This last effort turned havoc on my progress as it resulted in a mega patch due to too many new gameplay features being reworked which resulted in a maintenance nightmare when 0AD introduced random white space changes (and stopped HannibalAI support which deprived me of a running comparison which was quite fun and kept me going as it was something where I could check my algorithms real time until my HybridAI changes to the engine were complete). The smart groups allowed any entity to take control of the group, even replacing each other in case of death. I have put this to use in my drone projects, too. And currently I work on a related arts project with visual magical hp, lotr Mithrandir effects. All people gained experience in what they did. Could become general. With a long white beard. xD Could get abducted and getting hit by a single arrow resulted in being wounded. More realistic. Less speed. Less hectic. More peaceful focus on economy, diplomacy, beauty of the worlds, endeavours. Could truck trees away from a neighboring kingdom to block a high mountain pass. Adding strategic depth. The citizens randomly decided to take a look at a nearby lake or to broom the stairs or dance at the market. The structures [static] should be accessible to units [mobile] I think. Support lines should require protection. Though to avoid micro, all units deal with it automatically. You can overrule it by directions or micro at any time. Though it's fun to see your generals try crazy maneuvers without success. Your changes iron out some inconsistencies (default arrows) and artificial restrictions (structure spacing). It's a good step forward. I wish to see more. I am not up to date. Have a nice time all. Hope you are doing well Yours old odd friend from far away3 points
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@LopessFirst use the python script as mentioned in the first post. Then use the 7 scripts I've attached, that are based on the 7 patches mentioned by @Nescio None of these 7 scripts require an argument. Just use sh D????.sh Each script will look in a "maps" directory relative to your current directory, and change all maps it finds. There will be no messages output by the scripts (unless there's an error). D1009.sh D1010.sh D2234.sh D2254.sh D2774.sh D3012.sh D3097.sh3 points
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I tried migrating this map for a24 but there are still some missing unit/structure messages when it loads. Here's the (incomplete) update... @SSplatYou mentioned bugs in your OP, what exactly are you running into? YingYang.xml YingYang.pmp3 points
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I still have my 0 AD Spanish FB page @Trinketos @Lopess Los puedo hacer publicadores.2 points
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Let me use my imagination a bit, and suggest this: Perhaps you must first build a Settlement structure to found a new village. In this first level, this expansion can't train any citizens, you need colonists to come and build stuff there first. You then later, perhaps after a time limit or perhaps after some other prerequisite, you can use the Upgrade feature to upgrade this Settlement to a full fledged Civic Center. Now you can train units there and possibly now other major buildings like barracks and Fortresses.2 points
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Channel dedicated to the study of Ancient History, with particular interest in the martial field, through a multidisciplinary approach in which the study of sources and the analysis of finds are combined with experimental archeology. All the videos are in Italian but numerous videos include some English subtitles. Gioal Canestrelli is a serious guy with some academic background and a reenactor: https://www.ibs.it/libri/autori/gioal-canestrelli https://independent.academia.edu/GioalCanestrelli1 point
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@Lopess is done, now I need your approval. Eso explica porque no te encontraba Saúl.1 point
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By the way, I can't find how to add you when I search for you by name.1 point
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A mí no me gus FB tampoco. Por la censura y lo de la Big tech.1 point
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civil_centre_battles.xml Actualizado dispara flechas solo adornadas con soldados, menos territorio y solo produce mujeres y esclavos. Utilizando el campamento ptolemaico de forma provisional.1 point
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Lo he estado siguiendo por un tiempo, y qué está haciendo algún tiempo que no uso Facebook como una red social, enviaré un mensaje allí1 point
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hotkey.autociv.session.entity.by.class.select.(Barracks|ElephantStable) <== this works1 point
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Please post the replay of the game in question as our lobby monitor has no access to them on the server side it's a text file and not that big. Enjoy the Choice1 point
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You see that I want to start my own mod but generally I turn them into official projects... Or In the mods of others.1 point
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If I am right, The circle you see in game is the former building range from A23. It doesn't seems to be updated. And it was also just a small indication on A23 because elevation and range upgrade were not taken into account. In A24 you can consider the building range as the field of view of the building except for the fort the range is similar to its territory range.1 point
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Yes please! I would be much obliged. The scenario map is likely best for that. This community is so helpful.1 point
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- make online matches loadable - allow replays from loaded matches - if a match crashes, try to create an automatical savegame from that - make it possible to create savegames from a replay at any point - make a technical solution so that players who quit rated matches and not come back will lose the match - prefer "repair building" over "drop resources" and add a hotkey for "drop resources" - if a unit repairs a dropsite it should automatically drop resources there - implement the autociv mod (especially autotrain and selections) - the Diaspora tech should also work with CCs and worker elephants - change mercenaries stats and their tech back to the A23 state - mercenaries are currently bad units1 point
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thank you: Alt + Left Drag over units on map: Only select military units. ( from https://trac.wildfiregames.com/wiki/HotKeys#Modifymouseaction )1 point
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I am pleased to announce version 0.95 of Aye Pirates is released. Download 0.95 here from ayepirates.com The mod is still for Alpha version 23b It has not yet been tested with the Alpha 24 version of 0 A.D.1 point
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By default it's Alt. Hold Alt and make a box with your left mouse. Women will not be selected. Name: selection.militaryonly1 point
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I like this! Sounds like a good mid-way to prevent the misuse of the autodestroy button. I would argue it could also be a "middle-step" in the conquering process, so to incorporate something similar to the RoN concept, but in a more consistent way to 0ad gameplay: 1. First you neutralize the buildings, they lose owner and return to gaia. This is often the primary goal when it comes to conquer the enemy, especially with turrets and defensive stuff that can be annoying and you just want to have them out of the way 2. Then you can actually "conquer" (or annex) the building to your own. If you fail to do so, the buildings will remain neutral but eventually return slowly to their original owner and you lose your advantage. This would lengthen the overall process of conquering enemy's buildings and prevent too much spoilage of the feature, but still retaining all the original mechanics and without penalizing siege/conquest. I don't know, just throwing ideas there I don't use much the auto-destroy strategy, but I agree is unfortunately prone to be abused in a competitive setting :|1 point