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Showing content with the highest reputation on 2021-04-15 in all areas
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A preview of Morale System on Gaul (me) vs Rome (AI) swordsmen fight. 0AD 24b. Due to UnitAI that makes units in formation break formation while attacking, manual interventions are needed to ensure the Gaul swordsmen to stay in formation.4 points
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Fireraiser fixed and pushed to repo. Any other fixes or bugs? Can bundle soon if not.3 points
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While that might be the case, 0 A.D. reflects empires generally at their greatest (in which the exact time is admittedly a bit arbitrary). During that time Seleukids, Ptolemies, Carthaginians, and Indians all used elephants in a variety of battles; having them decrease in value doesn't really line up to me at least.3 points
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I don't like the A24 ones, so I kept the A23 ones for visual detection reasons (A24 kind of blend into the terrain comparatively). Feature, not a bug. Straggler trees no longer impede building placement. It's not feature complete though, as I would like the tree to turn red when the building preview waves over it. Which map? What errors? Thanks. Quite a lot to unpack here. Siege Towers aren't feature complete. I may make them unbuildable for now. Catapults aren't balanced yet. Most buildings can't be captured to make the capturing mechanic more targeted. Buildings and projectiles. Again, I've not fully balanced anything yet. The hero is for you to choose your strategy. There are other ways to counter what your enemy is doing. Will be fixed. A match can play out in about 40 mins. Similar to AOE2.2 points
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Yoda - Jedi Master Yoghurt - a food produced from the bacterial fermentation of milk Yogi - an anthropomorphic cartoon bear. Who liked picnic baskets. Yellow Bile - a humor believed in medieval physiology to be secreted by the liver and to cause irascibility Yellow Fever - an acute viral haemorrhagic disease transmitted by infected mosquitoes. Yellow Weather Warning - Lowest level of warning for extreme weather conditions, below amber and red. Usually means there will be flooding in parts of Wales. Yowsers - a slang amalgamation of 'yikes' and 'wowsers!' Popularised by the cartoon series, Scooby Doo. Yowsers, I just made a mess of my trousers - someone exclaiming in reaction to a recent unexpected/scary event that they may have soiled themselves as a result*2 points
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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).1 point
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Download to test: https://github.com/JustusAvramenko/theban_greeks Ready for testing! Works with Alpha 24. Adds the Theban civilization to the game as a playable faction. They include 3 new heroes, 2 champions, custom actors, a fix for the plumed Boeotian helmet, 2 special technologies, a team bonus, and more! Will release on Mod.io in 2 weeks or sooner if all the bugs are ironed out!1 point
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Heavily inspired by the morale mod: https://wildfiregames.com/forum/topic/37755-morale-system-for-0-ad And this idea: https://wildfiregames.com/forum/topic/38187-give-elephants-area-damage/ I want to explore a new mechanic for elephants. (Just for fun, so the effects may be unrealistic) Original version, now outdated: Historically elephants were especially effective against cavalry, because if the horses were not used to the presence of elephants, they would get very nervous and flee when they saw something that big walking towards them. This would disrupt the battle formation and cause disturbance in the enemy lines. I am basing this mostly on wikipedia quotes, so if some of the historians want to explain more if this is historically accurate or if these are just some anecdotes, feel free to do so Therefore the Idea would be that elephants have an aura that changes the stance of enemy cavalry to passive and forces them to flee. It should only affect unhabituated / basic rank cavalry, as the horses loose their fear over time. So advanced /elite cavalry is not affected. Current Version (V 3.0.0): Elephants have the aura "Fear" which affects a random percentage of all basic rank enemy Infantry and all of the basic rank enemy cavalry. The affected units get scared and will flee, but they try to attack again. Every time the elephants get hurt (under a certain threshold) there is the probability that they also get scared and fall into rage. So you have no longer control over them and they may attack your own units. scary-elephants.zip battle-test.mp4 So let me hear what you think about it Thanks to @wowgetoffyourcellphone and @azayrahmad for the tips.1 point
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My suggestions, not in any particular order: Yama - Means "twin" in Sanskrit. This is the name of the Hindu god of death. He is also regarded as the first mortal being, or in other words, the first person to die. This name is related to Persian Jam. Yewubdar - Means "beautiful beyond limits" from Amharic ውብ (wb) meaning "beautiful" and ዳር (dar) meaning "limit, horizon, frontier, shore". Yaw - Means "born on Thursday" in Akan. Or maybe: What was the name of Jesus? Yeshua, Yashua, or Y'shua? Yashua is not an undisputed form, but due to the absence of Hebrew vowels is variously rendered Yeshua or Y'shua or Yahshua.1 point
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I've been trying to edit the files unit_advanced.json, and unit_elite.json. Specifically these lines: { "value": "Resistance/Entity/Damage/Hack", "add": 1, "affects": "Melee" }, { "value": "Resistance/Entity/Damage/Pierce", "add": 1, "affects": "Melee" }, { "value": "Resistance/Entity/Damage/Crush", "add": 1, "affects": "Melee" }, What I want is to have the +1 resistance also apply to ranged units. However when I make it so it also gives melee units double the added value. I'm a total noob at this, but I have a suspicion that melee units also count as ranged units perhaps, and that's why the change is applied twice on them? I have tried changing "Melee" to "Melee, Ranged", as well as duplicating all 3 lines and swapping "Melee" with "Ranged", and I end up with the same result of +2 resistance for melee every promotion. EDIT: I figured it out. It was because I made duplicates of the files as backup. Just adding "BACKUP" at the end of the file name wasn't enough. Sorry for wasting anyone's time!1 point
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Oh my bad. The version on top (HEAD) is the one I used for my build. I've started reading some introduction to git and will hopefully learn faster. Just need to see how I do 'git reset --hard a24b' correctly, so that it works (tomorrow, though). Have a good evening - and thousand thanks for your patience and very helpful hints.1 point
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Oh, if you can use the terminal you could have done git reset --hard HEAD git pull to make cloning faster do git clone url --depth 11 point
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@alre you convinced me. Version 2 is out with the following features: The fear aura affects all enemy units who are not used to the presence of the elephant. Means it affects all basic rank units (cav & infantry). When the elephants are too hurt, they can fall into rage and attack your own units. The aura works not on all individuals, only on a random subset. @Sturm I made it work The aura no longer changes the stance to passive. It forces the units to flee, but they will come back and try to attack again. @wowgetoffyourcellphone I updated the video, so you can have a look. Hope it is more realistic now.1 point
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That means you reverted too far to A23B instead of A24B :/1 point
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If you do git pull you'll have the latest version which is "A25" (not in those tags, also refered to as master)1 point
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You can't. You can clone it twice though. But if you find the commit that fixed it by slowly reverting to the A24b tag, you won't need to compare the files. just give us the number bisecting.mp4 In your case you know that master is good, but that a24b is bad1 point
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1. Is it really fixed. On the laptop that consistently crash running the game with GLSL on, does using the development version fix the crash. In other words can you play on the crashy laptop with GLSL on with the dev version1 point
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This was the first commit for a25 https://github.com/0ad/0ad/commit/934feaa9207b6000f9a319760e865f1e5ff491d I think he asked about build of the game with Release assuming you used Debug setup for building the application.1 point
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My point is that, in my opinion, with this mod the game will feel even less realistic, not more. There are two main innovations in your mod, one is about effectiveness of ele against cavalry, and the other one is about rendering panick in horses. First of all, we shouldn't prevent cav to manouvre near to elephants. From a realistic point of view, that shouldn't be a problem until the elephants don't form a complete barrage - that would really make impossible for cavalry to pass. I'm doing some research on ancient battles where elephants and cavalry interacted, and I think it would be fair to give elephants attack bonus against cavalry, and little more. Since cavalry is faster, this should rarely make the difference, and that is true to the fact that elephants were deployed preferably against infantry, not cavalry. Cavalry was decisive in many battles were elephants were also deployed, like already mentioned Zama. About horses panicking in general, I like your implementation, but I feel like it's a bit out of place. Not only horses, but also men and elephants can panick, in particular elephants were reportedly easy to stress out and panick, much more than horses, and soldiers themselves were scared by elephants, when used against unexperienced fighters, or people who didn't know them. Again, I think a simple attack bonus fits a lot more into the game. I'm not strictly against introducing panick mechanics, but they shouldn't be that impactful, unless you have a whole morale system to manage, like @azayrahmad's. Otherwise it's disproportionate and excessive, not realistic in my eyes.1 point
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Regarding the historical background, I found a relevant article from WorldHistory.com (previously Ancient.eu). Excerpts: So I guess this mod is pretty spot-on, at least according to the article. I think I just got an idea on elephant morale for my mod...1 point
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Hello, I'm have recently learn the C++ language and I want to contribute to the 0 ad developement. But when I try to run update-workspaces.sh, I have always the same error : Makefile:270: recipe for target 'output/debug/FCollada/FCollada.o' failed make: *** [output/debug/FCollada/FCollada.o] Error 1 make: *** Attente des tâches non terminées.... Makefile:270: recipe for target 'output/debug/FCollada/FColladaPlugin.o' failed make: *** [output/debug/FCollada/FColladaPlugin.o] Error 1 ./build.sh: 28: ./build.sh: die: not found ERROR: FCollada build failed ... I have downloading the O ad folder with Git and SVN, but this does not change. I hope I wasn’t wrong when I post this message here, if not, don’t hesitate to tell me, I am happy to learn For information, I have Ubuntu 18.04.5. Thanks for your help ! PS : sorry for the bad english I'm French... full_output1 point
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@alre That's why I said this mod just improves the realism (a little bit). I don't claim that this is the historic ground-truth. It is just an interesting mechanic that I thought would be fun to use in this case. @Thorfinn the Shallow Minded already implemented It only affect basic rank cavalry. The idea is that the horses habituate to the presence of the elephants after some time and are not scared anymore.1 point
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They look great. I think you need to weld the seams on your helmet and shield models though. Aliasing gives them a bad line along the edges of the shields and the front of the helmet.1 point
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I'm honestly unsure about this feature as well, but it would be interesting to make it so that advanced, elite soldiers, and champion have resistance to this.1 point
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Right, you forgot that this suggestion was made years ago. In blizzard games like StarCraft and Warcraft, which give you have abilities in which you can perform certain actions that modify the use or attack of the unit for a certain or certain time. There are actions that are passive and other active. The one with the elephant and other units would create fear for a relative time if you or first press the ability button (active) while playing, but it would be for a short period mostly to make a psychological impact, As more or less would happen in real life because if not as they said above it would be very op the elephant unit.1 point
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No. that doesn't make sense, and if it happened in real life, the elephant would defeat the siege ram.1 point
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I try to prioritise community patches in my Review Queue. If you have trouble settings things up, feel free to ask! (Easier on IRC: #0ad-dev.)1 point
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Well you'd think so, but there are multiple types of players, and some like to zoom in1 point
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Reading the wiki/Phabricator article helped me and it also taught me how to use Arcanist to upload my patch. You would need someone to review your patch, here is a quote from a former developer describing the situation: PS: Wiki doesn't seem to work properly at the moment, archive.org might be a temporary solution. Also I can't review your patch, I'm just a player/ tester and someone who learns JavaScript by modding the game. I mostly just test patches for @wraitii or @Freagarach and write my results in Phabricator.1 point
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The top of the walls following the slope of the terrain, units walking on top of the walls, and siege towers putting one's units on top of enemy walls are three things I wish 0 A.D. had too. Even those palisades look more natural (no “palisade towers”).1 point
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I suggest the Greek hero Ὑάκινθος, mostly transcribed Hyacinth. The important Spartan festival Hyacinthia (Ὑακίνθια) is based upon this mythological persona. Hyacinth was one of Apollo's lovers. He was tragically killed by Apollo, but "revived" afterwards as a flower. This flower was regarded as the most beautiful flower in Ancient Greek Culture. The concept of decay and renewal (Spring) is linked to this hero and the flower named after him.1 point