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Showing content with the highest reputation on 2021-04-25 in all areas

  1. Terrain Overhaul has begun for A25 (terrains successfully ported over from Delenda Est to A25 dev version, locally): The current idea is to release the new terrains with A25, and have all the old terrains exist alongside the new terrains for 1 development cycle (A25 released-A26 release), so that map makers and modders (and WFG) can have a whole dev cycle to retrofit their existing maps. Then the old terrains would be eliminated at the A26 release. A26 would include a script to help anyone port over any other maps they may have to the new set of terrains (the switching will be rough approximations).
    7 points
  2. as you know "right click default formatting" please add that "right click default for aggresc/defense/..." maybe also possible to add that in a25?
    4 points
  3. @Stan` good move to be in their balancing stream maybe i can ping a balancing team here
    3 points
  4. Bit late psoting today! But here is some more Sunday 4v4 action, and check out the NROC mod, it's getting better every week ( massive thanks to @Langbart for his outstanding efforts with this!)
    3 points
  5. Have finally gotten into the 0AD Twitter account (thank you, Stan!) and retweeted to TeamYoutube. I've linked them to the website and the wikipedia page (apparently having a wikipedia page used to be an essential requirement) - we'll see what happens next. I'm wondering if it's the lack of updates on the Wikipedia page that may be the problem? It says it's not been updated in a while, although the correct Alpha version is listed, but evidently this is such a minor update as to not count as an update at all.
    3 points
  6. Gaming in Mainland China is mainly dominated by mobile phones, however, there is still a significant number of PC gamers out there, due to the widespread high quality yet affordable computer hardware. In terms of software, Tencent and Netease are the most popular game producers, alongside Steam for most PC players. The most popular PC games at the moment are League of Legends, PUBG and Timi. AoE is also very well known, so 0AD stands a chance. The biggest problem with gaming in China is being manipulated into paying at some stage. Most are free to download but the difficult skyrockets after some time if you refuse to pay. So a no pay-to-win game would be extremely popular. There is definitely demand for new PC games, mainly from the age range 18-22. Children of younger age are controlled by parents and people don't have time for games when they start their professional career. The funny thing about most Chinese games is that a time limit is imposed: each person can only play for a certain quota of time per day (often around 2 hours), and this quota changes for different age groups. Most online games require real identity which is inconvenient. Anonymity in 0AD would be attractive and it would be allowed. Open source games do not have to adhere to strict rules; as long as there is no adult content 0AD will be permitted. MMORPG and MOBA games like League of Legends are very popular, but there are very few RTS games like 0AD. Therefore 0AD could be the first of its kind and would be easier to spread than AoE due to being completely free and easy to download. The hard bit is to get publicity. The trailer is here on BiliBili: https://www.bilibili.com/video/BV1D84y1F7qN @mysticjim If you can let me transport the 2 most exciting videos on your channel that would be great. I see someone has already transported one of Tom 0AD's video there. That one has 250 views. I have around 30 0AD related videos and some of them reached above 200 views as well.
    2 points
  7. Hi, I have a suggestion for player statistics to have 2 totals, 1 for ranked games played, 1 for non ranked/multiplayer There seems to be a phenomina where some players play multiplayer only until they get to expert level, and then go seal clubbing 1v1 on new players to raise their rank quickly without risk, if this suggestion were implimented it would give new players an indication the no rank or ~1200-1300 rank may not be accurate for the player with a low game total shown but 200+ multiplayer games under their belt, and make it easier to find a fair match for us noobs. Thanks for all the behind the scenes work on this game everyone, it's epic!
    2 points
  8. We can switch food to a flow-based economy: instead of 1 unit costing 50 food, we can change it to 1 unit costing 0.5 food per second, with an initial investment of 2 food maybe? This would be more realistic and prevents players from deleting farmers in late game. However, metal, stone and wood should not be flow-based because they are used to construct buildings and equipment; you do not need to repair these often so their flow consumption should be negligible. That is convenient for Macedon, but too cruel
    2 points
  9. Hey, thanks for checking it out I will counter that by saying that you actually need some strategy to hit your enemy on retreat, e.g. putting some units in their path, instead of just getting freebies because the pathfinding is bad. I can see how you could dislike the change, but I think ultimately it's just different, not better or worse. And as you noted formations already allowed this smooth movement, so this is just straightening things out. Yes, that is a bigger concern. I am not certain that it makes them OP, though. There is a limit on the distance at which units push each other, as things start behaving really badly if the numbers get too high, but there's probably room for improvement. The one constraint the system has right now is that static units cannot push moving units, and so no, it can't fix the rams. That is there because otherwise things start going awry quickly, and i've not found a great solution. I am considering reducing the ram and formation "size" for A25 though, since there is a bit of overlap anyways, because I'm generally thinking better movement > some overlap. ---- I think I'll give another look at the numbers when we get closer to the release.
    2 points
  10. This is one of my most disliked changes. Vision tech needs to be restored. Otherwise, it is not worth bothering with.
    2 points
  11. 0 A.D. Social Media Accounts (We need you!) I’ve been given the lovely honor to curate 0AD’s social media accounts. In this capacity, I would love to invite every forum member here at the Wildfire Games Forums to take a look at our current accounts on Facebook, Twitter, Instagram and Mastodon. As you may know, 0 A.D. is completely free, libre, open source and volunteer based. No wages are paid in the development of this game and there is no budget for marketing. Exposure for this project is made up almost entirely of word-of-mouth advertising. We, the fans, are the developers of this game, both here on the forum, as well as on other platforms like trac, phabricator, GitHub and IRC. Together, we are all contributing towards the development of this game, however large or small those contributions may be. Every like, comment and share contributes towards the future of this game that we have all grown to love. The more people know about this game, the higher the odds that we will attract more developers in various fields from programming to art and translations. So, if you haven’t given these pages a visit yet, please take a look. And maybe give us a like https://facebook.com/play0ad/ https://twitter.com/play0ad https://instagram.com/play0ad.official/ https://mastodon.social/@play0ad (open source social media) Other media accounts worth checking out are: The Spanish language 0 A.D. Facebook page: https://facebook.com/0adfanslatino/ (managed by Lion.Kanzen) Our Youtube channel: https://www.youtube.com/play0ad (release trailers and original 0 A.D. music tracks) Our Bandcamp site: https://play0ad.bandcamp.com (0 A.D. soundtrack) 0 A.D. on reddit: https://www.reddit.com/r/0ad/ Another reason I open this topic, is to receive community suggestions, feedback and comments about our accounts. And remember, there is also a lovely thread called “Your screenshots”. Don’t be shy to post some nice shots there. The ones that are exceptionally pleasing to the eye might receive a feature on our platforms. Our current followers, January 11, 2020: Instagram: 3 Mastodon: 22 Twitter: 3537 Facebook: 11,834 As Stan` the Man aptly pointed out to me recently: "" Some free promotional art (Click the image, then click it again to open the original sized file in a new window): Hero Portrait by JustinOperable, backdrop by LordGood. Ashoka the Great: Hero Portrait by JustinOperable, backdrop by LordGood. Hannibal: Hero Portraits by Victor Rossi, backdrop by LordGood. Marcus Claudius Marcellus and Queen Amanirenas: Remember, 0 A.D. and the Pyrogenesis game engine aren't just free. They are libre software:
    1 point
  12. we are going to make a couple of historical corrections and to follow a second stage of development with many fixes. <Reserved space> @Lopess help me with the list of fixes.
    1 point
  13. A number of changes in a24 have contributed to alter significantly the status of stone within the game. While in a23 it was an important resources for all civilizations, in a24, some civilizations might simply buy their way out of stone collection. The role of stone is a complex question since it relates to many balance changes. Starting with some extreme example to illustrate the question: Mauryas can go to P3 and get all military upgrades except will-to-fight for only 750 stones. The player might decide then to add some optional 200 for a palace, 300 for a temple or 200 for an elephant stable or skip them all and go for a fast push with rams instead. Gauls might even need less stones since outside of will-to-fight and defensive structures, only slingers might be useful to spend stones. As a reference point, upgrading stones gathering rates costs currently: 200Wood+100metal / 400Wood+200 metal / 600Wood+300metal. Simply using the resources you would have used to upgrade stones gathering rates to buy stones seems therefore like a good strategy, since it could be sufficient to cover stones needs and avoid the time spent on gathering the resource. Changes that have contributed to reduce stone needs between a23 and a24: - The last wood/metal/stone upgrades stone cost was replaced by a metal cost (150 stones for each) - Stone cost has been removed from military upgrades (1000 stones in total for both melee and range infantry upgrades) - Fortress cost went from 1000 stones to 600 stones and most civilization required a fortress to get their hero/sieges in a23 - Barrack stone cost is set to a standard value of 100 for most civilization instead of 150 or 200 for some civilization Tickets that would affect the current issue: - D307: cheaper economic cost of technologies : 200wood+100metal / 300wood+150metal / 400wood+200 metal - D3680: Remove stone cost from will-to-fight I see 3 critical points for the role of stones: - Limited supply of stones: For some civilization, stone is a rare resource with a limited supply (Ptolemies, Athens…) while for other civilization it doesn’t have more value than wood. Removing stones usages benefits to civilizations with citizen-soldiers with stone cost. The problem of missing stones for these civilizations was however eased by switching to a system in which military upgrades applies to both infantry and cavalry. It allowed for an easier transition from slingers to cavalry/camels (even if it still requires stones to build stables); - Reinforce(create?) a negative correlation between the value of stones and the value of metal: With the change in fortress cost, the reduction of stones alternative usages also reduces significantly the cost of turtling. With too much stones available, there is no limiting factors to the production of fortress and towers. As a consequence of the multiplication of defensive buildings, it also increases the need for metal to build sieges leaving less available to play champions or mercenaries. In a24, it is frequent to see players using about twice more sieges; - Excess stone availability gives an advantage to civilization with range advantages: Since not all civilization have long range units (archers, catapults, bolts…), too much turtling makes some civilization really unpleasant to play in late game. Attacking a players with multiples fortresses/towers and archers that can shoot and retreat as needed to kill the enemy is far from being pleasant when a civilization has a range disadvantage. In a23, the value of stones in team games was usually correlated to the value of metal up until relatively late into the game. Stones would be always gathered and either used or sold for metal at a relatively good price. In a24, its value starts falling relatively fast once p3 timing is passed. In a23, the lack of stones had the advantage of being limiting factor to the spam of the best unit in the game. In a24, the overproduction of stones is extremely unpleasant since it raises new questions such as how to balance towers/fortress. Through my description of this problem, I would like to question indirectly some of the arguments that are motivating changes. For example, if you interpret the lack of metal within the game as being the result of expensive upgrades among others, the current values of D307 can make sense. If instead you interpret the excess supply of stones and too many defensive structures as an important factor behind the lack of metal, then D307 might in fact make the problem worst since instead of buying stones through the market or simply skipping stones gathering upgrades, it might makes sense to gather them and build 5/6 fortresses to force the enemy to waste metal on sieges. Comments on my description of the question?
    1 point
  14. Hello! I checked the hotkeys in-game and in the docu. My game is set to German language, but the hotkeys seem to stick to a US/UK (English) keyboard layout. E.g.: On a keyboard with German layout, the [ (Left Bracket) is on the number 8 key (CTRL+8) and the ] (Right Bracket) is on the number 9 key (CTRL+9). However, in the game, I have to press (on my German keyboard) the key ü for the [ (Left Bracket) and the key + for the ] (Right Bracket), both are left of the # key. Actually, it is the same behaviour as if I used a terminal with English keyboard setting, while using my German keyboard. Hmm, have I explained this in an understandable manner? I hope so. Do you have an idea, if in my case, the problem sits in front of my PC, or if I can change something? Or is there maybe a "bug"? Thank you!
    1 point
  15. Hello! Would you think it possible (and beneficial?) to provide some way to tell mumble/murmur the players' positions? There are mumble plugins for many games, so the players can judge each other's position on the game field when talking via mumble (using stereo speakers or headsets). This is certainly of a very low prio (if not even not worth to further pursue), so please regard this just as a "brainstorming"/idea.
    1 point
  16. Hello, There is many building almost never used because they are not enough useful, it is a bit sad because the art work behind is great. I wish we could find a way to balance them a bit more in order to see them more. Most of them are unique building, they can participate on the civilizations differentiations. Unused building balancing ideas: Theatron : Current one : Bonuses: Structures +20% territory influence raduis Cost: 200 Wood + 600 Stone + 200 Metal On going patch : D3602 / D3563 New bonuses/mechanic ideas : 1 - Ressources trickle -> 1 metal / sec Justification : Cultural wealth. 2 - Faster training time -> reduce the prodution time of organic unit. Justification : Contribute to the well being of the population / meeting place. Balancing proposals : Proposal 1 : Bonuses: Ressources trickle : 1 metal/sec Faster training time : -10% training time Territory increased : +50% Cost : 600 Stone Proposal 2 : ... Edict Pilar of Ashoka: Current one : Bonuses: Traders +20% speed. Range : 75 meters Cost: 100 Stone + 100 Metal Condition: Ashoka the Great is alive On going patch : / New bonuses/mechanic ideas : 1 - No condition required : -> Don't need to train Ashoka the Great Justification : Unify with other civilizations 2 - Building placement : -> Neutral territory -> Ally territory Justification : Trade routes is very often with allies. 3 - Team speed bonus : -> The trader speed bonus works also for allies. Justification : Trade routes is very often with allies. Balancing proposals : Proposal 1 : Bonuses: Own and ally traders +20% speed. Range : 75 meters Buildable on own, neutral and ally territory. No condition required Cost : 100 Stone Proposal 2 : Bonuses: Own and ally traders +20% speed. Range : 75 meters Buildable on own, neutral and ally territory. Condition: Ashoka the Great is alive Cost : 75 Stone Proposal 3 : ... Cothon (Naval Shipyard): Current one : Bonuses: Garrisoned ships +10 health regeneration rate Cost: 300 Wood + 200 Stone On going patch : / New bonuses/mechanic ideas : 1 - Faster training time -> Ships are built faster (training time reduce by 80%) Justification : This building is a ship factory. Balancing proposals : Proposal 1 : Bonuses: Garrisoned ships +40 health regeneration rate. (still slower than 5 units repairing) Ships are built 80% faster Cost : 300 Stone Proposal 2 : ... Lighthouse: Current one : Bonuses: Very Large vision range Cost: 200 Stone + 200 Metal On going patch : / New bonuses/mechanic ideas : 1 - Faster ships movement speed -> Ships moves +20% faster inside the vision range, allies included Justification : Lighthouses mark dangerous coastlines, hazardous shoals, reefs, rocks, and safe entries to harbors Balancing proposals : Proposal 1 : Bonuses: Ships movement speed +20% Very Large vision range (current one) Cost : 250 Stone Proposal 2 : ... Wonders: Current one : Bonuses: Glorious Expansion : +20% maximum population limit (requires the "Glorious Expansion" technology) Ressources Trickle : 1 Food/s + 1 Wood/s + 1 Stone/s + 1 Metal/s Cost: 1000 Wood + 1500 Stone + 1000 Metal On going patch : / New bonuses/mechanic ideas : 1 - Reduce all unit cost -> All unit are +20% cheaper to train Justification : / 2 - Reduce all building cost -> All building are +20% cheaper to build Justification : / Balancing proposals : Proposal 1 : ...
    1 point
  17. Lol yeah, the gold icons could be improved. Well... that's how the classic RTS games are. Yeah, I can make buildings a little weaker. Oops, that's a big one. I'll remove those techs!
    1 point
  18. In addition to the scout / hunter we could think of a fire unit (similar to the Iberian champion?) Or a technology to represent the main characteristic of conquering structures with fire (of course, this act, besides the practical factor, had the symbolic factor of burning an enemy temple or palace). Champion units noble warriors or savvy warriors (the two should be practically synonymous because the nobility was closely linked to war and sarcedocio) They must have beautiful helmets with coyotes, birds of prey and cougars. We must not forget the nagualism that was also present
    1 point
  19. The cursor symbols are great. Scout is fast, I love it. "Autoscout" would be fantastic, like a button to switch and go to any black spot on the map automatically. Maybe I need to get used to it, but "cheese" is the first thing that comes to mind when I see these gold blocks. Only one person is allowed on the field, the soldier can't collect resources, that's both okay. But I can't even build buildings with soldiers, big yuck. I think they should be. The capturing of buildings is gone, but destroying buildings takes quite a long time, unless you have siege weapons. The enemy army took almost 3min to destroy a siege workshop while I pumped out 5 more rams. After researching "Unlock champions infantry" in the barracks, it tells me they are available in the barracks but end up in the fortress. This is your intention, just the info I get from the window is wrong. Thanks for taking the time to make this.
    1 point
  20. I'm not much of a competitor, but I'll hang around the lobby for a bit.
    1 point
  21. @Robin Li How come your Carolignian nubness gets 250 views and my cav rush demonstration only gets 50? ;( Put my archer rush on there please:
    1 point
  22. Why not test for fun ? when we can play multiplayer together?
    1 point
  23. In ancient battles, only a handful of men were usually killed during each battle, most kills were scored while pursuing the retreaters. I don't think we should make retreating easier with this new pathfinder, without balancing things out in some way*. Cutting the retreat with additional forces is helpful and always will, but shouldn't be necessary for inflicting reasonable losses to a retreating force. But maybe I'm exaggerating the role of the pathfinder. *@ChronA already mentioned running charges and directional armor, other options that come to my mind are slowing people down when hit, or having soldiers moving at randomly different speeds when not in formation. That's very possible. Also, I don't see any other way to differentiate the many avaiable formations. But to be honest, I'd like it more if formations had benefits by themselves, rather than being a liability that needs a hard bonus to be useful.
    1 point
  24. Generally judging by the screenshots provided by @Langbart here: https://code.wildfiregames.com/D1490 It looks to me like a improvement to me. But I do see the dense masses that can be formed without the formation. The solution to formations being useless would be the planned formation bonuses: https://trac.wildfiregames.com/ticket/3523
    1 point
  25. It depends you should ask the german reviewers. If you get no answer I can probably give you access.
    1 point
  26. No. But if you find a picture, it becomes clear Language is another subsystem of the game. They are not related. The game should automatically display symbols corresponding to the layout with which it is launched (via libSDL). Do you have exactly one (German) keyboard layout in your system? What operating system?
    1 point
  27. This button is only available to reviewers https://www.transifex.com/wildfire-games/teams/17418/de/
    1 point
  28. Hello, I'm totaly agree with Edwarf. We need give more interest to all useless building. WONDER :First delete the tech for bonus population and replace with a bonus linked to civilization once the wonder is built. A bonus military. Tech proposed by Edwarf sound good too. For a medium cost like 400 FOOD 200 METAL for the tech "Reduce all unit cost", look absoluty neccessary for spam champ and 400 FOOD 200STONE for tech "Reduce all building cost". We can by this way give a strength to civilisation by this way. Below the bonus by civ: TO ADAPT Athens : Spear Infantery +25% HP / +1 Range Attack Brits : Slingers +2 armor pierce + 8% speed attack Carthage : Mercenaries damage +20% et 10 HP / Spear +1 pierce armor Gauls : Looting unit +100% and Cav +15% attack speed Iberians : Skimish +2 armor pierce +1 orther armor and Infantery +5 HP Kushite : Monk +30 HP +2 Heal, Infantery +5% move speed Macedonians : Cav Melee +20 HP / Siege Weapons +20% HP +1 Hack Armor / Crossbow +10 Range attack +5 move speed. Mauryas : Elefant training time -50% / Elefant +3 % HP Persians : Immortal +20 HP + 20% Damage +10% move speed / Les unités infantery melee rang 3 deviennent des Immortal Ptol : Piques +1 hack damage +1 range attack +1 move speed Rome : Sword infantery +50% damage / Heroes +500HP Spartans : Melee Units +10% Move Speed + 10% Speed attack +15% move speed / Ram +20% HP Seleucids : Cav +10% Move speed +10 HP +2 Attack range it also good if ennemy can know you have WONDER. They take fear. If you agree how to implement this? The list of players in a card dashboard that has a wonder? in the diplomacy menu a wonder icon?
    1 point
  29. Hi all, the video is on BiliBili https://www.bilibili.com/video/BV1D84y1F7qN
    1 point
  30. Give unit to ally sould be good !
    1 point
  31. - The working animations could be adapted so that each collected resource correspondence with 1 animation cycle. Exception: Collecting meat from animals, there it could be 1 animation cycle for 5 resources. - the order that a unit should die could be queuable, for example: "build that building, then die" - attacking fields and walls should have much lower priority in the automatical behaviour. Defending storehouses and other buildings in enemy territory as well.
    1 point
  32. he should defend himself even with a stick.
    1 point
  33. Has anyone been doing kitbashing to create hoplites of differing eras? This could be helpful in making some more special units while the 3D artists are away. If forking phases by era is possible, the faction could have at least three kinds of champion hoplites. Like this: Traditional Classical → armored Peloponnesian War → armored Reformed Iphicratean → the present epilektos (light and fast) Hellenistic → logades (armored hoplite in Macedonian fashion) The citizen elite hoplite will then be wearing decorated linothorax, or 10% chance of cuirass.
    1 point
  34. The lighthouse and the wonder changes were two bad changes from last alpha. Lighthouses went from being a critical building to being a virtually useless one. I honestly don't think making ships 20% fast will make it much more useful (and certainly not enough to ever make me want to build one). It also doesn't make sense why it is limited to just one construction but that is a different topic. Anyways, a revision to the old function of the lighthouse (or at least something much, much closer to it than its current vision range) would be useful. Wonders are still useful. The problem is that they cost way, way too much to much and take way, way too long to build. The cost is troublesome in this alpha because metal is so scarce with how expensive techs are (this will be improved in the next alpha, so I am not worried about that part). The build time is troublesome because (1) it just takes a long to build, so any benefits are delayed and (2) a lot of units will be off eco for awhile, so you won't be able to immediately research the tech. Even after building the wonder you still have to pay for a very, very expensive tech that takes a very, very long time to research. All this means is that you have you have a couple minutes of resources gathered just to build it, spend a couple minutes building it, spend a couple more minutes of resources to research the tech, then spend a couple more minutes actually researching the tech, then after the tech resource is completed you have to spending several minutes of resources and training (maybe also build) time to actually get the extra pop. In other words, wonders are just too time intensive and in most games you'll lost before you ever get the chance to actually use the benefits of all your res and time. I don't think making units/building cheaper would be helpful because if you can afford to build a wonder/research the tech then resources obviously aren't an issue for you. Similarly, making building times quicker doesn't make sense because you will have already made all your buildings by the late-stage of the game when wonders are built, so it provides little to no benefit. Before at least you could get an immediate +10 pop bonus, which still wasn't very good to be honest. I would take away the tech research time and provide that benefit immediately upon the wonder being built, make the wonder correspondingly more expensive (so 2K food, 3K wood, 500 stone/metal more expensive), and add whatever fun extra techs you want from that point on (i.e. maybe a super will to fight of an extra 15% or a super super defensive, which gives your units 15% more armour).
    1 point
  35. Yes, because I have no complaints about that from my regular players on my page. The attacks seem to be only with a certain level of player, perhaps competitive. And surely the trolls we know , who obsess over those ranking points.
    1 point
  36. Some people think that the IPs have been recorded from some previous time and are just being attacked. Some people have avoided this by getting new IPs. This makes sense why it would only happen to "good" players because those are typically the ones who have been playing since the problem began ~9ish months ago. Some other people think it is someone with an axe to grind against certain known players. Maybe theories are abound about who that someone actually is.
    1 point
  37. First day on the job. Tweets a threatening message to Youtube on Twitter, purporting to be Wildfire Games! Claims the ultimate power granted to him was way too much! Goes into self enforced exile! It's okay, Stan, I got this ( threateningly brandishes a baseball bat ) Just kidding
    1 point
  38. I like the idea that you come with suggestions as the buildings really help to make civilization unique. I have to would like to see the change for the Cothon. The pillar of akhoska seems fairly situational anyway For the Lighthouse I think it is enough to give them speed only for merchant and fishing ships. For military ships it might be to much. For the Theatron my suggestion is: Reduce stone cost to 200, make them available in p2 and give them territory root. I once opened a tread on the apartment building and trying out the polling system. However that suggestion was disliked without giving any explanation in the comment of the dislikes.
    1 point
  39. We can't be sure, but probably halfway in size between the Macedonian pelte phalangite shield and the "hoplite" aspis (to show a progression; larger to smaller; Hoplite aspis -> Iphicratean pelta -> Macedonian pelta). The model can also be used for Tarantine and other Hellenistic cavalry. @Nescio is free to disagree.
    1 point
  40. Yeah, the name "0 a.d." was a coup in passive marketing. It shows up at the top of any list it's in. Its removal from the YouTube games list was a bit of a blow. Thanks for trying to get it reinstated.
    1 point
  41. I have spotted a pattern, not sure if you have also observed this: When I host a game with mostly pro players (>1400), DDOS is very frequent (about half or a third of the time). When I play 1v1 DDOS rarely occurs, although it did happen a few times when I challenged pros. When I play a TG with all nubs (<1300) I have never experienced anything like DDOS, even if it is 4v4. Therefore the DDOSer could be targeting the good players only or games that contain many good players. The DDOSer uses fake IP addresses to flood routers with packets. When I tracked them down with Wireshark I found packets from many countries at the same time. Perhaps the DDOSer knows the IP of some unfortunate players and attack them whenever they are online. When I inspected the contents of the packet I found maths questions like calculating large numbers and Fourier Transform.
    1 point
  42. Here are another variants of that champion unit. He [most right unit] is not exactly fitting in.
    1 point
  43. Ideas proposals to make it more "realistic" : Taxes : Every unit gives a metal trickle. Food consumption : Every unit cost food (negative food trickle) -> once you reach 0 food your unit start to die. (inspired by "Cossacks"/"American Conquest") Every unit are train as simple citizen, In order to get soldier you have to send your unit to your barracks to get equipement and military training. In other word training a soldier cost a citizen. (inspired by "Cossacks"/"American Conquest")
    1 point
  44. Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 24: “Xšayāršā” (pronounced: Khsha-ya-ṛsha), the twenty-fourth alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after Xerxes the Great, ruler of the Achaemenid Empire from 485 to 465 BC. Youtube: PeerTube:  Easy download and install Download and installation instructions are available for Windows, Linux and macOS. 0 A.D. is free software. This means you are free to download, redistribute, modify and contribute to the application under the same licences: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. Top new features Balancing adjustments Building snapping Renderer improvements Hotkey editor Formation improvements Status effects (and modifiers) World population setting Lobby improvements In-game user interface (GUI) improvements Unit behaviour improvements Reinforcement-learning interface Art: new models New Skirmish maps Under the hood Balancing adjustments With the help of several of the top-ranked players in the A23 lobby, hundreds of balance tweaks have been made in the past year and almost all units and structures have been adjusted. The end result is a sleeker, more balanced gameplay experience in A24: Civilisations have been rebalanced, giving players more viable choices. Late-game has been reworked substantially, with less snowballing and more viable champions, which means more variety. Heroes can only be trained once per game, so you’ll have to know when to use them. All civilisations now have a stable, for training cavalry and chariots, and an arsenal, for constructing siege engines. Fortresses can no longer train soldiers but have a territory root, making them more defensive structures and better at protecting your base. Female Citizens and Citizen Soldiers can now place the foundations of all structures. Many, many other small tweaks and corrections. Building snapping City-building fans will enjoy this new option: you can now easily place buildings next to each other with snapping! This functionality can be toggled with Ctrl, and you can choose whether you want it on or off by default, so it is, as always, up to you. Renderer improvements This release introduces anti-aliasing in the renderer: you can choose between no anti-aliasing, FXAA and various levels of MSAA, if you have the GPU power for it. A Contrast Adaptive Sharpening filter has also been added to the engine. For using these options we recommend your system supports OpenGL 3.3 or later versions. The ocean shader also received some tweaks, most importantly near the edges of the map, which now looks better Hotkey editor This new in-game editor will make it much more accessible to change your hotkeys. Further, the hotkeys have been reworked to use scancodes, so the default hotkeys will be compatible with any keyboard layout! Formation improvements Alpha 24 gives you new tools to work with formations: you can now pick a default formation to put your units in when given “Walk” and “Patrol” orders, and you can also choose to automatically disband formations when your units are ordered to Attack or Gather, etc. Status effects (and modifiers) Modders will like this one: you can now give status effects to your units, changing their stats in various ways. Stat modifiers can also be applied directly by triggers and in other ways, without having to hack around auras or technologies. 0 A.D. does not yet use them much, but this really gives you more power to make new custom maps and custom game-modes without having to create a lot of new templates, e.g., tower defence mods. World population setting Despite our best efforts, the game can still lag when there are a lot of units on the map. World Pop (Population) gives you one way to still have epic fights but good performance: choose a maximum total pop which. When one player is defeated, their share is distributed among the remaining players. Start a 4v4 with 150 pop-limit each, and the last 2 players can have 600 pop between them! Will you keep that poor enemy alive to hinder your opponent or can you use the extra population capacity? Lobby improvements This was requested a lot: you can now host password-protected games in the lobby! This makes it easy to play with your friends without having to find your external IP or setting up your router. Further, we’ve also improved your security by hiding the host IP until players have successfully joined your game, which drastically reduces the risk of DDOS by hostile players. In-game user interface (GUI) improvements We strive to make the game more accessible and easier to use, and this release is no different: You can easily see your number of active gatherers under the resource count. An overlay with ceasefire time has been added so you don’t get caught out. Tooltips in general have been significantly improved, in particular the resource gathering rates. Map browser For those looking for an alternate way of picking a map to play, Alpha 24 introduces the "Map Browser". Accessible from a button in the Match Setup interface, users can navigate through maps a little more intuitively than using a dropdown menu. Catafalque overview Those who play the “Relic Capture” gamemode will no doubt be aware that the "relics" in question are Catafalques - reliquaries of dead heroes encapsulated within wheeled carts - and each of these has a small selection of beneficial auras. Alpha 24 introduces a "Catafalque Overview" screen, accessible from the "Learn to Play" submenu of the Main Menu, which makes it easy to learn their different characteristics. Civilization overview The long-existing “Civilization Overview” screen has had some background improvements. Because most of the information is now pulled from the game files, it is now considerably more accurate than in previous Alphas. Game set-up There have been a few added capabilities to the game setup, such as choosing the landscape of random maps when several are available, and a more obvious indicator that the game will be Rated for Online Play. Unit behaviour improvements This alpha improves on many small things: Ship pickup has been improved and should require less micromanagement. Units no longer ‘slide’ at the end of their movement, and movement in general has been improved, with far fewer cases of units being stuck. Cheering has been reworked: instead of cheering when receiving a promotion, units now cheer when all enemy units in sight have been defeated. If you’ve played MP, you might have seen an annoying strategy called ‘Dancing’ where enemy units would easily avoid arrow fire and force you to micromanage your archers. This is no longer possible, making the game more fun for all players. Packing/Unpacking behaviour has been improved. Reinforcement-learning interface Reinforcement learning is a Machine Learning technique that can be used to train AI to play games, and now 0 A.D. has one. We’re excited about this new possibility, because the extensive and easy moddability of the game means you could set up many kinds of complex environments and RL agents without having to recode everything from scratch. We invite any AI developers, researchers or anybody else to help with our AI. More could be found in here. Art: new models The new art developments are too numerous to list individually, and include reworked meshes, animations (including new idle, attack, defence and gather animations), textures and materials for a large number of units, as well as new models, including new horse models, textures and animations, new shield models and designs, new helmet models and variants, especially for the Romans, Gauls, Britons and Greek civs. Many new and improved unit textures, weapons and props for a number of civs including, among others, the Persians, Iberians and Carthaginians. The Ptolemies now have a few more historically accurate Hellenized building models and the Britons have a new blacksmith, while the Gauls have a new, more historically accurate wonder and an assembly building that can train trumpeters to intimidate the enemy. New scaffolding, dirt and decal textures for buildings have been added. Many of the ships in-game have been entirely remodeled from the ground up. Siege artillery has been completely remodeled as well, including considerably improved animations. There is also a lot of new and improved flora, including trees, bushes and grasses. We have new cliffs, new particle actors for snow and clouds and a few new terrain textures, as well as new sounds, and voices. There is a brand new welcome screen, and there are also many improved icons, and unit portraits for the GUI. This is in addition to a myriad of smaller fixes, corrections and optimizations. For more screenshots and details on the new art in this release, see our last two development reports here and here. New maps 0 A.D. Alpha 24 has been enriched with 7 new skirmish maps. Atlas Valleys, Farmland, Obedska Bog (day/night), Oceanside, Sahyadri Buttes, Temperate Roadway, Vesuvius Under the hood New Requirements: Windows XP, Windows Vista, and anything below macOS 10.12 are no longer supported. The game also now requires SSE2. Furthermore, while ARM macs are supported, unfortunately the code running on them isn’t native yet, so users on this platform should expect a performance loss. Several modules of the game have been partly rewritten or extensively modified for Alpha 24, which will make them work better and make it easier to extend them in the future. Notable examples include the GUI GameSetup pages, the UnitMotion component, and the renderer has seen plenty of changes with the removal of the OpenGL 1.0, 90’s style “Fixed-Point” pipeline. Which in turn raised the lowest supported version to OpenGL 2.0. In addition, we started to fully use the ARB shader pipeline.(Modders, all of this means you will also find there are plenty of new cool things you can do!) Alpha 24 sees the adoption of Visual Studio 2017 as the main Windows compiler (Alpha 23B had Visual Studio 2013) , and we have upgraded our version of C++ standard from C++11 to C++17, allowing us to write faster and cleaner code. This release also saw major upgrades to many core libraries we use. Alpha 23 was released with Spidermonkey 38, released alongside Firefox 38 in May 2015. This time, we’ve upgraded to the last “ESR” version, Spidermonkey 78, released in June 2020! This means we can use newer Javascript syntax, and the engine bindings have been upgraded. Other libraries have been updated on macOS and Windows, which let us support more platforms but also required us to drop some. The name Xšayāršā Xšayāršā (pronounced Khsha-ya-ṛsha; IPA: /xʃajaːr̩ʃaː/) is a transcription of the Old Persian name (x-š-y-a-r-š-a), better known by its Greek spelling: Xerxēs. Xerxes I the Great was the ruler of the Achaemenid Empire from 485 to 465 BC. We decided to name Alpha 24 after this inspiring ancient ruler to celebrate the ancient Persian civilisation, and to reflect upcoming changes in the internal governance structure of 0 A.D. The Persian Empire was considerably larger than any preceding state anywhere in the world, and its administration system would have a long-lasting impact. It consisted of about two dozen satrapies (provinces), which were former kingdoms or conquered peoples. Each satrapy was headed by a satrap (governor or viceroy) and supplied the Persian King of Kings (emperor) with a yearly tribute and troops, but were internally largely autonomous. This organisation outlived the Achaemenids and was continued under the Macedonians, Seleucids, and Arsacids (Parthians). Xerxes inherited the empire from his father Darius I the Great. He continued his father’s reforms and expanded the imperial building programmes. Early in his reign, he led an ultimately unsuccessful invasion of Greece, with victories at Thermopylae, Artemisium, and Athens in 480 BC, but defeats at Salamis, Plataea, and Mycale in 479 BC. The rest of his reign was largely peaceful. The Persian Empire arguably reached its zenith under Xerxes. What’s next? This release cycle is the longest we’ve ever had as you no doubt noticed, and it was a bumpy ride. Despite this, we’re hoping to get back to a more regular schedule now. As usual, for the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter Y. Keep it original and related to the time frame portrayed in 0 A.D. (c. 500 BC – 1 BC). Post your proposal here ! For press/media inquiries, please DM @play0ad on Twitter.
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  45. 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
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  46. either that, or a specific one for each civ. That would give room for differentiation. Additional gameplay bonus: You need to scout more even in the late game and if you see your opponent is building a wonder you need to go for a big push to prevent it. So it would add a new dimension to the usual fighting.
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  47. You need to replace count="9" by count="10" in the following lines in gui/summary/summary.xml: <repeat var="x" count="9"> <object name="titleHeading[x]" type="text" style="ModernTopLabelText"/> </repeat> ... <repeat var="x" count="9"> <object name="Heading[x]" type="text" style="ModernTopLabelText"/> </repeat> ... <repeat var="x" count="9"> <object name="valueDataTeam[i][n][x]" type="text" style="ModernTopLabelText"/> </repeat> ... <repeat var="x" count="9"> <object name="valueDataTeam[i][x]" type="text" style="ModernTopLabelText"/> </repeat> ... <repeat var="x" count="9"> <object name="valueData[n][x]" type="text" style="ModernTopLabelText"/> </repeat> You might also want to adjust some padding/margin/width values in layout.js (in the same folder) to fit better on screen.
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  48. Still working on this. Will eventually make a separate Git repo after A24 is launched. Recently worked a bunch on the Nubia terrains. Compare:
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