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Hi Everyone, I am working on a map project with the Atlas editor for 8 players or against the AL. I named the Scenario 0 AD Empires at War, and this scenario cover the period of 300 BC to 250 AC, In the Mediterranean and Central Europe during those times.... The concept for this scenario is to put all players close to the Geo political situation of each of the main 9 civilizations of the Mediterranean and Central Europe during that period. For example... The Athenians start in Greece and have all the buildings including a wonder, so the Egyptians as well....but can they keep it??? Because they are surrounded by other civilizations that have some new advantages to take on both... Or you can play as the Gauls...in their case, they are surrounded by other hostiles tribes, and will have to defeat them all in order to expand, same for the Romans, who start with a strong army, but a little city in the center of the Italian Peninsula, and will have to deal with other Italian states in their borders before taking on everyone else... Those are just examples of the Geo political situation of those civilizations in the scenario. Each player will need to conquer a couple of Buffer states close to their National borders in order to expand and fight other players. I am looking for players with experience, so they can help me with suggestions and map testing... I am new at 0 AD...got the new 24 version of the game a few months ago, I already played a few games with the AL to learn the ropes... But it is the scenario editor what really got me hook , because of all the beautiful scenarios and art that can be created with it... I am a lover of Military History, and specially the classical age... And 0 Ad as game have become a dream come true for me... I love the game..... Here is a preview of the whole map for the scenario, I have been working on it for 3 weeks and is not ready yet... I am adding a lot of stuff, from relics and secret passages to fauna according to the different regions of the map ... The Map is a gigantic one by the way pack with small fauna details. Here is a panoramic picture of how is looking so far, all comments and suggestions are welcome... Thank you all for your time and attention.5 points
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Rnaged infantry is that bit bloated , recently i've been trying out army compositions without any ranged units but i tell you it's really hard to win but satisfying although only the civs with a lot of options like seleucids can do it. i just love the look of the catphracts and the thessalian cav3 points
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Imagine you'd have to do the A23 -A25 leap alone with custom js components remplates and AI. Without intermediate steps it's nearly impossible to test things still work.3 points
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I got some issues updating to the Leap 15.3 Beta RC, so that will have to wait. However, I tried to install 0 A.D. on my secondary Linux PC with only a 4 core AMD and it works there! So at least I can test it there (v. 0.23)! Thanks for helping! Regards, Oak2 points
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I think the rammed earth section in the bottom right should be closer in color to the plaster texture in the upper right. The 3rd super tower could be another special building for them. Perhaps a build limit of 2 or 3 in City Phase, and uncapturable (gotta destroy it).2 points
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In my experience, wonders actually get built when a game effectively becomes 3v4 because one player either resigns too early or can't sustain full pop ( because border/at a new base or they're just not very skilled). The extra pop from a wonder allows one of the three remaining players to get extra pop and break the stalemate (Sometimes it works. Sometimes the player invests too much, ignores his allies too much, is unable to adjust to the new eco, and loses.) So the "extra" pop isn't actually more than the game is set up to sustain. Also, wonders are generally built late game after a lot of game features (i.e. lots and lots of trees) are removed from the map, which decreases lag. What often actually causes lag late game is players building a ton of walls, which increases lag a lot. Corrals can do it too, but there is a ticket to limit the number of animals and fix this. This is removing something that already works and replacing with something that we do not know whether it will or will not work. Extra population works. I see no reason to remove something that works. Adding extra techs is fine. But we shouldn't remove good features just for the sake of replacing good features with new features.2 points
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Good job. This is a good compromise between accuracy and game design. Personally I approve.2 points
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One of the bigger gameplay issues that 0 A.D. has, in my opinion, is that booming = turtling. It means that every game is a complete boomfest to the lategame with little to no aggression after the occasional early rush. The problem stems from citizen soldiers and the fact that they are the best economic and military unit available at the same time. The solution I've got is to increase the gather rate of female citizens to be equal or greater than that of citizen soldiers. This should offer a dilemma between picking a safe approach with citizen soldiers or taking it risky with a women boom to have better economy. Similar in lategame, do you opt to have all women on economy to be able to field a larger army or have soldiers on economy and be safer from raids, or do a mix of units?1 point
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@m7600 use this material And bake emission instead of AO ao-as-emissive.blend1 point
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Hi , Thanks for replying...I think that probably like a month... I need to be sure that the game will run without warnings about missing stuff and things like that....I still learning the ropes as I go with the game so the editor as well.... And thank you so much for sharing those links...I will go and check them out for sure...Thanks.1 point
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I think that's much better, and I like how you added the water staining from the other section. Anyone else?1 point
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If you want to proof that the gamma function for factorials actually works, you will not only get an integral by parts after doing partial integration, but you will even apply a proof by induction on it. So those who were think ¨Ah, @#$%¨ actually are a bunch of pussies.1 point
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I think it is good for the game to have rushing be more viable, and to make being unprepared for rush more risky. As bad as I am at rushing or being rushed, I think it helps to offer different strategies. But if you are seeking to eliminate the turtled gameplay that is currently in alpha 24, the best way would be to adjust unit stats, building stats and resource needs. The game should go from being an overstabilized system to a neutral system, or perhaps it should even have some mild aspects of instability. In a23 an enemies mistake would not guarantee victory but provide you an opportunity to press your advantage. In a24 a mistaken play or a 5000 IQ play both means that both parties retreat, rebuild back to 200 pop and then the game is the same as it was before the commencement of action. Most of all I just want to know if people understand what I mean, agree with me if this is a problem, or have other solution ideas.1 point
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Good assessment of the problem as always. But I don't think this proposal will work. The reason why players boom the way they do is because small rushes aren't effective enough or quick enough. Players can boom women until they make a barrack to make men. If a rush comes at that point they can fend it off with production from the CC/barrack. And if a rush comes before a barrack is up then the rush is so few men that it doesn't do enough damage and can easily be fended off with just a few men being produced from the CC. The difference in men and women training times also make women much more effective since they are both cheaper and quicker produce, so rushes have to kill a lot of women to be effective. I also think this proposal would actually backfire because most players will do the boom and reach late game earlier (because of better women) at which point they can punish players that slowed themselves by rushing. I think a better solution is to make rushing less economically costly, so rushing players aren't so far behind booming players. I think this can be done in three main ways: Increase loot for kills: this will make good rushes much more effective since you will have a better eco because you rushed. It will also punish bad rushes, which is the way it should be. Most importantly, this won't change the incentives for players to make more men early just to fight off rushes (i.e. this means rushes are still possible because players' won't turtle from the start without any penalty). This is my preferred change. Increase men's gather rates and/or decrease women's gathering rates: The change in rates would need to mostly occur with wood. This means that rushers would have a better eco because they had more men than women early. But, as I said above, this will also result in some people making men for the sole purpose of fighting off rushes, which means booming will still equal turtling. Make women and men's training times the same: This will mean women are less effective at booming, so rushing won't be as costly from a unit production time. But again, this will also result in some people making men for the sole purpose of fighting off rushes, which means booming will still equal turtling.1 point
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Divide the citizen soldier unit class into two archetypes: 1) The "commoner" light infantry/cavalry which will be comprised of all the ranged citizen-soldiers, plus any melee citizen-soldiers not equipped with a large shield or substantial body armor during their Basic rank. These guys can be left as they are. 2) "Landed" heavy infantry/cavalry is everyone who is left. They get their economic utility soft-nerfed by having their resource carrying capacity reduced by 50% and their movement speed reduced by 3. However, to make it up, they get +10 pierce armor on top of whatever they have now. Voila! The problem is solved but citizen-soldier concept remains intact.1 point
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Dedicated workers could possibly have technologies in later phases that boosts their output; that could ensure that they would be more efficient workers in the late game but not make them a go to unit in the early game.1 point
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That's my point. Most TGs there will be no action until the 15 minute mark because aggression just isn't viable due to booming being unpunishable as it's effectively the same as turtling. It makes the game quite boring.1 point
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You're welcome Ah I didnt know that, we don't have that many OpenSuse testers reporting back.1 point
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Hi @Lion.Kanzen & @Stan`! thank you for caring to give me instructions, it's appreciated! OpenSUSE 15.3 is a Beta, but I'll consider that, since I don't use this computer for work anymore. It's two months before the release date, so it should be working quite fine... Regards, Oak1 point
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Hi @Oak Welcome to the forums, and thank you for your interest in 0 A.D. You need to update to OpenSuse 15.3, as this version of 0 A.D. is now outdated, and doesn't support Ryzen CPUs. AMD changed something in those which broke the game.1 point
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Terrain cannot affect the simulation directly so you need to have special maps a bit like Delenda Est Farmfields where you put a speficic entity.1 point
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Good question. But if you can defeat 2 very hard AI bots at the same time then you are definitely not noob! You need 1300-1400 player to do that! Join the lobby, Freagarach!1 point
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sorry but Carthage have swordman as mercenary, I don't see useless, at least that unit.1 point
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I agree with nani. In some random maps players of 1 team could be spawned all in a cluster at the centre, in which case this pointing system is useless. In more extreme cases 4 players could all spawn on the diameter of the circle, which messes up the pointers. Telling your teammates position and discussing which strategy to adopt is crucial. You still need to scout to find out which enemy is next to you, which will determine your strategy. Maybe your teammate knows that enemy's playstyle.1 point
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In some maps the players are indeed placed like that but you cant assume it, so I don't think is a good idea.1 point
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Procedural generation of buildings using blenders geometry nodes (no tutorial, but maybe someone has not yet heard about it) :1 point
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Ok, thank you. I guess for today I call it a day (as the hotkey.session part is a bit difficult for me). Please see what I have managed so far (knowing that there might be mistakes and there is lots of room for discussion, amendments, and additions): EDIT1: Sorry, I had to reupload. EDIT2: When I look at it, I think that hiding the key letters/symbols might be beneficial, as the layout itself explains it already. There is (from my perspective) little reason to show Q, W, E, ..., Bright-, Ins, etc. Hiding these would leave more space for the 0 A.D. game settings and make them also more readable. Futhermore, the layout of the legend for the mouse could be amended (which is not under my control, though). Please let me know what you think - even if you think this is of no use at all. Then I still learnt something from it. keyboard-diagram-0ad.html1 point
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I agree there too, I mentioned that I am not sure I wanted to see them used more simply because I am not sure they fit this thread. Wonders aren't really used frequently simply because if you can win with it, you might have won without it in most cases. This part refers more to the thread mentioned by maroder. I don't think changing the function of the wonders should make it more used by itself. I also agree that currently they are useful as tiebreaker. I would add there that they should make sense as an instrument to punish turtling. If you notice that the enemy invest a lot of resources into defenses, then making a wonder should make sense as a strategy to punish someone sitting back. If there wasn't the issue with slingers civilization, I would have suggested to rise the importance of stone in their cost from that perspective to force a decision between getting multiple fort/towers and building a wonder.1 point
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I think that's why they were made to have the exact same foorprints as the level 1 houses, so they could be upgraded to the apartment.1 point
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Yes, that's the scene. This is Pontius Pilatus who talks about that guy to his soldiers and Brian.1 point
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I guess it could be a gamesetup option for the tech to be autoresearched @nani?1 point
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