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Showing content with the highest reputation on 2021-04-29 in all areas
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8 points
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There are few steps Identify all the maps that are unfinished / broken and make a list Delete or update those maps. Identify textures that need to be replaced with the new ones from delenda est. Write a script to update the pmp files with the new texture references Write a script to update the js files with those new textures. Commit the new texture files Make sure their resolution are consistent eg no more than 2k for diffuse and norm, spec could be smaller like 1k Make sure they are named properly and adjust the scripts accordingly Update the maps Identify sub par props and make a list Delete or update those props. Consider support for Lods. (Optional) browse the map packs around (eg balanced maps), and propose some new maps updated with the new textures.6 points
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Recent changelog: Cheat codes for morale. Type 'moralize' or 'demoralize' on selected unit(s) to fill up or empty morale respectively. Flank morale bonus. Units attacked from the side or behind deplete morale faster. Class morale bonus. Units can have morale influence bonus on specific classes and alliance. Template differentiation. Now units with different classes and ranks have different morale points and significance. Code has been documented for easier modding. Separate Morale and Influence. It is now possible for an entity to have influence without being affected itself. 0AD-morale-system-0.0.1.pyromod5 points
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3 points
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3 points
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Compared to modern games, these really aren't all that "OP" graphics. I'm just using the capabilities already in the engine. The old terrain textures never used the engine's capabilities in any consistent way. EDIT: Combined with some good lighting settings and only using the best assets in the game (the best tree actors, etc.), you start to get a game that looks somewhat modern.3 points
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I plan to integrate those maps and terrains yes. Other maps won't probably get an overhaul soon. (Unless we get more help that is)3 points
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All of this. Also, the worker ele is now worse than previous alphas and almost never trained by the most skilled players. So then how is that when the worker ele was made worse Maurya suddenly became better? It's because the worker ele isn't what makes Maurya good. Maurya is good for other reasons--the main two being that Maurya has archers, which were buffed too much this alpha and hence the reason why Maurya is suddenly very good, and because Maurya's bonus pop cap allows them to have more archers than anyone else. There is already a ticket to nerf archers that will surely nerf Maurya.3 points
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It was just an idea, I know that there are previous versions, since downloading an entire version is very different from a single mod with some art resources, nothing more than a few megabytes.2 points
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Please, clean up the list! Less is more! Although the collaborative effort must be respected and exalted in this project, this does not mean that all visual resources must remain in the game forever. Each thing has its time and space inside 0 A.D. history. There will be times when pieces of code, visuals, music, must be replaced. For now, I think only high quality maps should survive.2 points
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2 points
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@chrstgtr @ValihrAnt Please check out my nerf archer forum. I am experimenting by editing xml files. I need your suggestions. Currently I gave them higher inaccuracy and about the same damage per second. I also added a minimum range. The working elephant is sorted. No need to change it. Just nerf Maurya in other respects and it will be fine.2 points
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My graphics card: Geforce GTX 1060 Not a very good card. I get 120 fps with that screenshot.2 points
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@Yekaterina I'd suggest disabling unit promotions for these sorts of trials. The stat boosts that promoted units get tend to exaggerate small differences in unit effectiveness into the appearance of a decisive advantage (one that might be easily reversed by a canny player in a real game). They also amplify the effects of RNG (i.e. random number generation based variations in gameplay outcome) making it harder to find consistent outcomes to your tests. On minimum range: the emergent routing and kiting behaviors it causes are definitely cool, but they are ruinous to any sort of coherent battle plan that players may try to enact involving melee units. This is probably extremely realistic by the way, but in a game not designed around it, it will also be extreme frustrating. In 0 AD AE, static defense seems to be extremely decisive. I can just imagine the rage a player would feel when they lose a quarter of their army because fleeing archers spontaneously lured them into range of a fortress. It might even make melee units functionally unusable. EDIT: on the other hand, by embracing this sort of thing as a core feature, you might also be able to create some really cool counter cycles based off tactics instead of just unit type. For instance, densely massed ranged-infantry hard counter cavalry by sheer volume of fire -- both in the game as it currently exists and in real life. But suppose you have melee heavy infantry that are slightly too slow to actually catch and slaughter those ranged infantry, but are nearly immune to their attacks because they have so much armor. You could use those heavy infantry to charge down and disperse the ranged infantry, then use your cavalry to get in amongst them and wipe them out.2 points
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Do you think it would be possible/desirable to make the 'New' map selection the default for A25? (returned back to normal for A26)2 points
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2 points
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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).2 points
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I don't log often this days due to heavy work, but man this deserves a medal!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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Perhaps. Luckily though, every past alpha release is still available for anyone and everyone to download and try out if they wish.1 point
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Honestly, I see the m7600 texture much closer to reality than mine, mainly because it depicts successive layers of compacted earth.1 point
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Perhaps an official mod on github (also on mod.io?) With the old works that were part of 0ad one day, in addition to a tribute would be available to future mods or the general public.1 point
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1 point
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This is the hope. It should be that simple.1 point
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@mysticjim, do you take noob vs 2 Very Hard PetraAI replays on SVN as well? ^^ Yes, only two, and we can't even beat them half of the time.1 point
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1 point
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Can the community help? Is there a table of texture x / substitutes for / texture y? I believe that on random maps it would be a very easy thing to do (a modified biome changes several maps at once). I think it would be nice to have some easy requests, but tedious to make so that the rest of the community can help, many want to help this I am sure (I don't want to appear in the credits or anything, just help in whatever way possible for me).1 point
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I can give the ranged infantry some bonus against cavalry. I think pikemen can do the job. I will boost their armour further to make them more immune to pierce. However, this seems like the job of a champion infantry. Currently the pikemen have an attack range of 6 meters (due to their Sarissa) and this is greater than minimum range of archers, so the archer being hit will not try to escape. Spearmen have a range of 4 meters. The archer being attacked will not flee but the neighbouring archers may do. Swordsmen have a range of 2.5m. Any archer being attacked will flee but this will also break formation and the preparation time will make the archers vulnerable, considering the swordsmen can stab once every half second. (normally they stab once per second at a damage per second of 9.8 hack. I made it so that they stab once every half second and each stab deals 4.9 damage) Currently sword cav is more effective than spear cav at this because archers are more vulnerable to hack than pierce. Spear cav is more capable at countering other cavalry.1 point
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We force metadata to be generated. IIRC ther were some issues with it and elexis amde some changes. Replays however are different. I've seen config files being deleted by antiviruses. The person had three installed one of them was a spyware and could only be found by looking in the task manager. Took me an hour to get rid of it using services process explorer and adwcleaner. You can also run the game with the -writableRoot to try creating files in another place.1 point
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Eso sería una segunda versión. Por ahora la v1 tiene el espíritu de ser sencilla. I also have a nomad shipwreck map planned similar to what it happened to Christopher Columbus in 1492 and the Santa Maria shipwreck. You shipwreck on a huge island and create a fort camp out of the remains. The island is full of natives with Stone age technology. https://en.m.wikipedia.org/wiki/La_Navidad I like the idea of creating a palisade fort with the wood of the wreckage of a ship.1 point
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Great work continue with the blender that I foresee great projects ahead! I think it would be nice to have a set of 1 or two player survival maps with gaia units appearing from time to time, this will be even better in the alpha 25 that will have the campaign mode. I played a similar mode at Empires Apart, it's called survival mode.1 point
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1 point
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Your graphics are seriously OP! Thanks! Do I need an RTX GPU for that shader or can I run them on GTX series and lower?1 point
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Somehow I doubt this to be more accurate than the original. Most meshs are to delicate for rammed earth. They are more based on something like the following A rammed earth fortress would be more like Anyway colums are always red as far as I know. Well green for pleasure houses.1 point
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I am beginning to think that we should keep the worker ele. Reducing the total population of Mauryans would be a good nerf and they won't be too OP. If we can also nerf the elephants then that would really balance out. I am experimenting with tweaking the XML files to find an optimum.1 point
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Hello again everyone! I had an idea today to improve the "archery tradition" tech available to some archer civs. I think it should return to being a tradeoff tech like in alpha 23 but with some changes. 0 resource cost and instant research: a decision kinda like the seleucid champion infantry research add a drawback and a bonus with an overall effect depending on the situation in game (not necessarily a buff or nerf tech) The idea is to make archers with archery tradition beat other archers like in a24 by a significant (not OP) margin, but increase the vulnerability of them such that more units or buildings are needed to protect them from melee cavalry or melee inf. potential combinations of improvements and drawbacks: +10 meters range BUT establish minimum range (5 meters) where the archer would go to attack units further away. +10 meters BUT reduce HP (a little) +10 meters +15% damage BUT reduce HP(a little) reduce pierce and hack armor (a little) I think that if archers were nerfed in a25 to a reasonable level, then this upgrade could give some options to civs that would usually get archers, like mauryans. If a maur player is against a cavalry civ, or a civ with no archers, it is smart for that maur player to choose regular archers. But if the maur player is against regular archers, such as carthage, then it is smart for maur player to get archery tradition. But if a25 makes mercenaries balanced and effective (but still more expensive), then the carthage player could pull a surprise by investing time and res into merc shops and merc uprgades and mercs and showing up with mercenary sword cav. Balance considerations: getting this tech would have no repercussions like less training time from cc or resource cost (like a24) hence it should not be allowed until p3. Archer cavalry maybe should not be affected by the change, depending on the combination of buff and nerf chosen by the developers for the upgrade. I posted this here because there are many good ideas for a25 here and because I could find no other channels related to a25 that were open to public contribution.1 point
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The map and terrain overhaul will come with some new and updated maps, some ported from Delenda Est. Perhaps 10-12 new or updated skirmish maps will showcase how the completed map overhaul will revolutionize the look of the game. Work continues.1 point
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The bixie (píxiū) as a mythological animal (a winged lion-griffin-chimaera), yes, that certainly existed in Han China. The Parthians are known to have gifted lions to the Han court, which probably contributed to their popularity. Two more examples of Han statuettes (both under 10 cm), one jade, one bronze: https://www.christies.com/en/lot/lot-6268189 https://www.metmuseum.org/art/collection/search/823655 Bixies as an architectural element is a quite different story, though. Here's how they're used in the 0 A.D. Han mod: One detail that particularly struck me is that stone orb. It's important to realize the dragon, bixie, qilin, and guardian lion are all distinct animals. In more recent times, Chinese guardian lions (shī) were erected in pairs in front of government buildings, the left one the female (yīn) with a cub under her left pawn, the right one the male (yáng) with a cloth ball under its right pawn. I don't know of any bixies with a ball. Nor of large stone animals in front of Han-dynasty government buildings. If you do, please let me know. To summarize, while it's a nice detail, it got the details wrong. I'm not advocating simply removing the stone bixies from the structure: the stone platform and the stone stairs are problematic too. I don't see an easy fix here.1 point
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Recent changelog: Improved fleeing behavior (low morale units flee when sighting enemy or being attacked) Unit Stance change based on morale (low morale units automatically have Passive stance, high morale units have Violent stance). Units reaching maximum morale will cheer. Average morale display on multiple units selection in selection panel. Morale for structures is now supported, complete with garrison morale effect and capture points reduction on low morale. Plans for next updates: Improve performance (currently noticeable in large battles, but should be fine on smaller maps). Rage/amok behavior (raging unit attacks both ally and enemy) Multipliers for specific classes (e.g. cavalry should decrease enemy infantry morale more, or camel's stench should decrease cavalry morale for allies and enemies alike). Player's multiplier (players with bigger city and more kills will decrease enemies' morale more) Complete morale setting differentiation of different unit types and ranks and also structures. (Higher ranks units, champions and heroes should have higher Significance and max morale) Complete code documentation to make the mod easier to use as dependency for other mods. Let me know if you guys have some more suggestions!1 point
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This is achievable using Significance, which multiplies morale regenerate rate effect and death instant morale damage/bonus to nearby enemies/allies. However I avoid editing template files for now to keep compatibility with as many Alpha versions and mods as possible. I'd probably release template changes either as separate mod or as part of City Building mod.1 point
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For a split second I thought this was 0.AD and was like; what.1 point