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Hi Angen, I see in your profile pictures , that you are one of the designers....so first...I want to thank you and your team for such a beautiful jewel of a Game...0 AD is a dream come true for me....So I want to thank you and congratulate you and your whole team for making such a fun and outstanding game. And to your question... That's a yes....all players will have to fight for resources, so for the relics and treasures across the maps, the same will go for good strategic locations in order to build cities and ports and keep on conquering territories... Most of the locations for those cities and ports will be on locations that represent the real location of those strategic cities and ports across the map as it happened in real history. All players will start with most of the buildings, but not the upgrades, Greeks and Egyptians will start with a wonder... Carthage will start with a super Dock in North Africa with a few trireme and trader ships, and some units made of units from most the Mediterranean and Central Europe, in order to portray them as diversity civilization as the start of the game....because as the Persians, they were... The Romans will start with some 30 units made of Champion swordsmen (Legionaries) Cavalry, a Bimere and 30 female citizens...so they have a lot of units....but they will have to fight their way up against the Gauls in northern Italy and the Italian independent states inside the Italian Peninsula before going after everyone or keeping everyone else for going after them... All in game civilizations will have some advantages and disadvantages base on their geopolitical situation as in real history, forcing each player to think what units to make, where to move it's units in search of resources, and who and where to attack... I want players to think as Kings and generals.... The scenario will have passages across the mountains, treasures, relics, and goals to accomplish for each player before going total war on everybody else.... Expect a lot of sea battles too... I really want the players to fight at sea for resources.... The sea will be packed with them, Islands will have treasures, relics and some will have large resources. I want the scenario to be a challenge and fun one for everyone no matter what faction they choose to play with. The game is for up to 8 players, or for one or a few players against the AL. Everyone can play as The Carthaginians, or the Gauls, or the Persians, Romans or any of the other civilization in a single game or get some friends and play as allies against the Al itself.... My goal as a 0 AD fan is to make a scenario that hold the spirit of the 0 AD engine, and it's designers concept but with a small Rome total war touch to it, in order to make the experience a little more accurate to History and therefore an educational one as well while having fun. As the Ancient History fan that I am, I do really love 0 AD.... And I want to congratulate you so all your team of designers and artist as well once more, for creating this Jewel of a game... The world pandemic running around these days have not been an easy one for me to deal with. But finding 0 AD have made it easier for me to deal with... Your Atlas designer tool is an amazing tool too... It reminds me of the old Age of Empires one...but better, I do really love it. Thank you for your reply and for your contact address... Please, let me know if is ok with you for me to contact you privately, so as soon as I finish the scenario, send you the file, so you can test it, and polish it if you think that will make it better. Once again, thank you so much for your time and attention.2 points
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Upon having thought about this more, I think the better way to solve this problem is to offer more military options in P2. Things like the now gone Athenian P2 champs or the Spartan Skiritai, or the now very weak Gaul Naked fanatics. In combination with more accessible military upgrades it should combine to make aggression in P2 more viable and reward good scouting, but obviously would require a lot of effort and change to get there.2 points
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2 points
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Buenas ; Aquí un listado de los nombres de caudillos lusitanos que pueden ser para la "ia"(inteligencia artificial); 1."Viriato ";-------------------------------(Virilos ) 2." Cauceno";----------------------------( Kaikainos) 3."Césaro ";------------------------------(Caisaro ) 4." Púnico";------------------------------(Apimano ) 5." Taútalo";------------------------------( Teutalus) 6."Curius ";-------------------------------( Coutio) 7." Apuleio";------------------------------(Apano ) 8." Conoba";-----------------------------( Connoba) (los nombres originales en lusitano son motivo de debate) https://www.ucm.es/data/cont/docs/106-2016-05-03-14.Vives.pdf https://ifc.dpz.es/recursos/publicaciones/28/40/05salinas.pdf Disculpen las molestias*2 points
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Better yet, if we make this possible to "reseed" in the Farmstead. So I have made a kind of 'reseeding' concept for my City Building mod. Basically I made fields to have finite resources (default is 1000 grain) and unit assigned to farm the field will automatically rebuild the field once it is depleted. I cannot create pull request to the mod, but I have tested it and so far there is no problem. I attached the mod below. If you want to test, you can set the resource supply to 4 grains or something so you can see the loop. FarmReseed.zip2 points
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2 points
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The Scythians version 1.1 Above: Scythian Commoners (left), Scythian Slaves (right) Above: Skilurus, King of Crimea Above: Tomyris, Queen of the Massagetae Above: Ateas, King of Scythia Above: Scythian Shaman (Healer) MAP OF THEIR INFLUENCE Units Support Units Scythian Peasant Male and Female variations References Resource Wagon Dropsite for all Raw Resources Can "unpack" into these buildings Yurt (+10 to pop cap) Storehouse Can train Slaves once the Trade Depot is built Enaree Shaman Healer/Priest Class unit They wear shaggy clothing, drooping robes, tassels, and animal skins. They have eagle feather or deer antler head gear and carry a stretched leather drum. References Barracks Units Scythian Spearman Spear Infantry Saka Axeman Sword Infantry Scythian Archer (male and female actor variations) Archer Infantry Maiden Archer Female Archer Infantry Less armor, faster speed Only costs Glory resource References Stables Units Scythian Scout Scout Cavalry Sarmatian Lancer Spear Cavalry Massagetae Sagaris Cavalry Sword (Ax) Cavalry Dahae Cavalry Archer Archer Cavalry Royal Maiden Headhunter Female Archer Cavalry Less Armor, faster speed Only costs the Glory resource References Mercenary Camp Units Bosporan Hoplite Hoplite Thracian Peltast Javelin Infantry Tocharian Swordsman Fortress Units Alani Cataphract Champion Lancer Cavalry Extra Armor, slower speed Can upgrade to a strong anti-building attack (flames) References Royal Cavalry Archer Champion Archer Cavalry Extra Armor, slower speed References Battering Ram An uncovered Ram Lower armor, faster speed Heroes A civ bonus for Scythians is that their Heroes are allowed to upgrade to Mounted from Village Phase, while all other heroes in the game have to wait for City Phase. Tahm-Rayiš (Tomyris) Hero Cavalry Queen of the Massagetae, a powerful Eastern Scythian confederacy. Her army defeated Cyrus the Great and checked his expansionist ambitions. Her look is very Eastern or central Asian, in contrast to the more Western look of the other heroes. References Ateas (Ateas) Hero Cavalry United dozens of Western Scythian tribes to form a kind of "Scythian Empire" over his lifetime. Fought against and was killed by Philip II of Macedon. References Skilurus (Skilurus) Hero Chariot King of the Crimean Scythians, whose capital was the Greco-Scythian city of Scythian Neapolis. Warred against Mithridates of Pontus. He has a mix of Greek and Scythian equipment. References Scythian Structures Scythian structures, like the Huns and Xiongnu, can be built anywhere on the map, in neutral, allied, or enemy territory. This is their "nomad" bonus. They also have half the build time and cost. Consequently, they are the weakest buildings in the game, at 50% health of standard. Their buildings are very fragile. These bonuses and weaknesses also apply to their Fortress. Cult Statue: Ovoo This is the "Cult Statue" building for the Scythians (and Xiongnu). Not only does it give a trickle of Glory like all Cult Statues, but also a trickle of free Stone resource. As an additional bonus, Enaree Shaman healers gain greater healing powers when in range of this structure. Wonder: Royal Kurgan tumulus. A large earthen mount with eye candy around it (see how the mound is surrounded by standing stones; we can add additional culture by using the enigmatic Scythian "statues" found throughout the steppe instead of simple stones). Can have various "stages" of construction like the other Scythian and Xiongnu buildings do: Technologies "Fill of Blood" Prereq: Choosing Tomyris Tomyris +25% attack when mounted on her war horse, +50% attack vs. Enemy Heroes. Social Reforms Prereq: Choosing Ateas Scythian Peasants +50% health; Scythian Slaves +100% Loyalty. Greek Engineering Prereq: Choosing Skilurus Unlock the ability for Scythian citizen-soldiers to construct Catapults. Goldsmithing Prereq: City Phase Research at: Forge (the only economically-focused Forge tech in the game) Traders +40% trade profit per trip. Archery Tradition Prereq: Village Phase Research Building: Barracks Archers -50% experience needed to promote, +10% faster firing rate Parthian Tactics Prereq: Town Phase, Archery Tradition, Advanced Cavalry Research Building: Cavalry Stable Ranged Cavalry will automatically kite away from approaching targets if the enemy targets get within 15 meters. Falconry Prereq: Village Phase (also requires Basic Husbandry) Research Building: Civic Center All Structures and Cavalry +25% vision range. Scouts +25% meat gathering rate. Scouts gain a new Falcon prop actor that circles over them. Extensive Husbandry Prereq: Town Phase (also requires Basic Husbandry) Research Building: Cavalry Stable Domestic Animals -25% train time, +25% health. Slave Trade Prereq: Town Phase Research Building: Market Slaves -50% train time. Other civs have to first capture a Trading Post before being able to research this tech. Scythians can research it from their Market. --------------------------------------------------------------------------------------------------- We need to find a Scythians expert to help parse all of the reference material. I don't think it has to be super granular, but I would like to separate everything into some categories: Western Scythians Cavalry Infantry Potential Hero References (Ateas and Skilurus) Eastern Scythians Cavalry Infantry Potential Hero References (Tomyris) Support Units Healers Peasants Males Females Traders Fishing Boat (necessary for gameplay) Trading Ship (necessary for gameplay) Structures Specific Buildings Materials Need to try to find era-specific reference materials: 6th-4th centuries BC.1 point
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I was playing with some friends, and we got a bit tired of needing to build a market to get a upgrade and then seeing what my other teamates see. So i tought: "maybe theres a mod that already have that tech (cartography) researched from the start. Maybe you guys can help me out. Sorry for my bad english.1 point
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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.1 point
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will be more easier to do with upcoming version of blender 2.93 https://wiki.blender.org/wiki/Reference/Release_Notes/2.93/Grease_Pencil1 point
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It would mean that during the Village Phase unit production would be effectively capped. The Town Phase becoming a greater priority of course is one side-effect that it would have. The point is that unit spam during the Village Phase is a thing, and merely increasing training time has not stopped it. I would go for a different approach (like the change to the barracks mentioned).1 point
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That reminds me one of my favourite Bushism: "Keep good relations with the Grecians."—Quoted in the Economist, June 12, 1999.1 point
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The reason that the spam exists is attached to the fact that barracks can carry out virtually an identically economic role as they can to a military one. If units trained at a barracks started at an advanced rank or had a gather rate penalty, both of these would make the barracks a risky investment to commit to early on from an economic standpoint. I have pointed out before and can make the same point again; 0 A.D. has extremely fast training times for their units compared to games such as Age of Empires 2 or Starcraft II, the latter of which is already considered a quick-paced game. If we want to reduce the spam without changing the economic functions of the barracks, simply having a cap of 1 barracks during the village phase would do the job; it would have other effects undoubtedly, but it would "fix" it.1 point
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I love the concept... The Scythian where one the most significant civilizations of their times and made outstanding warriors, specially their cavalry.......By the way, how cool is to find another Kings and generals channel fan as me. it is nice to know I'm not the only one that love and follow that channel. Thanks for sharing.1 point
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@alre If we put rams in p2 (maybe just for some civs, perhaps a well needed buff for mace) then we would definitely need to give all civs some swords unless the ram counters change. In AoE any unit in a significant quantity can destroy early rams before they can take any type of key building, but the threat is still there. In 0ad it can be frustrating to be caught in a situation where even 100 skirms can not kill a single ram before it takes out a barracks or cc. Perhaps instead of making p2 rams super weak in attack (not that they should do as much dmg as p3 rams) they can be made more susceptible to a greater variety of units. Perhaps the general level of balance would be that 30 skirmishers can kill one p2 ram before it takes out a barracks by itself. If we add both these p2 rams and p2 champs to the game, they should not both be accessible to the same civs (Garrison naked fanatics in p2 rams? XD)1 point
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1 point
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Hey guys, Thanks for considering my comments, and it is great to hear the changes in store for fortifications and archers. @ValihrAnt has a great new mod out that brings back ranged unit speed differences, not as severe as the differences in a23 but enough to make a difference. If you guys are opposed and/or not sure about the changes we can arrange a 4v4 or 3v3 to test out his mod and see if we think unit speed differences help or hurt the game. My theory is that since archers are great for defending buildings and for big battles it should be hard to simply cover your territory in towers and forts and be able to defend each one from an attack. Not only have towers and forts been buffed of range and HP, they have enabled/enforced wide-area turtling not seen before a24. It used to be that a fast and powerful attack on a weak point in defenses would lead to a large and urgent threat to the base and economy, but now it results in a 2v1 encirclement of archers/spears. My hopes for a25 are that p3 fighting is as dynamic and exciting as it was in a23, but with the good changes from a24 such as blacksmith and general melee/ranged balance. The changes should encourage movement, maneuvers, and risk taking, not resource hoarding, turtling and endlessly waiting for the enemy to attack you so you can use your local defenses to win that battle. I agree, I think if rushing is a viable strategy, then the games are less likely to reach that endless and inalterable state I have talked about. I think we should definitely still consider the mechanics that cause the game to reach such a stable equilibrium too. Do you guys get what I mean when I say things like inalterable/over-stabilized game state?1 point
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Minimized != paused. Also we don't always know when a window is completely invisible. Also we had crashes on some cards when we do or don't draw to an inactive window.1 point
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My point is it shouldn't use any resources when minimized1 point
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It's not static, you can move your camera while paused, you can use UI while paused. To fix overload one might enable V-Sync or use FPS limiter. If it's all enabled then the hardware isn't good enough to handle its current graphics settings.1 point
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That's because it was not packaged correctly. The mod.json and the folders should be at the root of the zip not in a subfolder. On windows you need to create the zip from inside the folder not by right clicking on it.1 point
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Yes it's possible. It's how it works when using a dev copy. Make sure the zip is no longer there though. One also can create a mod to override the default mod.1 point
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Well there is matchsettings.json next to the user.cfg. But they are used in memory and go through C++ code1 point
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1 point
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Pause render option is possibly useful for fast-forwarding a replay or for catching up as an observer in multiplayer games. Execution speed x0 would be useful for testing graphics option or could be used as simulation pause when opening menus like civ page. Pause as in "game pause" for me is "I do currently something different, don't bother me with sound or high load meanwhile, I'll be back".1 point
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Yeah I'm not against it. I didn't read the ticket no sure what the problem was1 point
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Nothing wrong with adding a execution speed 0x option or pause renderer option (D1217) distinct from pause ... Pause is pausing the game foremost.1 point
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I think the problem is that the game keeps rendering the static image when paused (Because i can use that to test options quickly) @vladislavbelov1 point
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See https://code.wildfiregames.com/D12171 point
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If the game causes noticeable amount of load while paused I'd consider this a bug, maybe file a report if there is none already. To work around it the OS also lets you pause and resume processes or do things like sleep or hibernate.1 point
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Well that means compiling is a dead end and its one of the files in binaries/data/mods/public/shaders. Or possibly a combination of both. If you could install svn on the guilty machine you would'nt have to compile at all.1 point
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I suppose yeah as long as it works enough for the game to crash https://trac.wildfiregames.com/log/ps/trunk/binaries/system/pyrogenesis.exe?rev=253561 point
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Nope. Well you could by tweaking the shaders do some stuff but easily no. Or one needs to add another prop around the base of all buildings.1 point
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1 point
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@wowgetoffyourcellphonecould you open a ticket on the repo and ping "Jammyjamjamman"? He does all the coding for it.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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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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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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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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I late game I send all of my citizen soldiers to battle, except for miners who can also defend home economy at the same time. If my base is raided I just ring the alarm. To prevent sneaky rams I would put some swords into the cc. In most of the TGs I have played most players start to push around minute 15, when they have siege and full pop. I wouldn't call that turtling. I can try to modify the xml file of female citizens to increase their gather rate. Do you think their health needs to be adjusted as well?1 point
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(Just an Idea) There could be a special category for balanced maps for 1vs1 competition and normal maps for players who don't care about feature symmetry etc. who just want to play a beautiful map with lots of things to explore.1 point
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TTS would probably be good for visually impaired players, but I don't imagine there are many of those given how visually-driven RTS' are. Not sure why one would prefer it other than that, as most people read text faster than it is spoken (at least for romance languages). Edit: for things like civic centers under attack and so on, there are sound effects intended to help you identify those already without being as intrusive as a TTS voice. While I potentially support the idea of a voice chat in lobby and of course in multiplayer games, I don't quite understand how the game (or any other system) would calculate "player position" as shown in your example. There are no "player" units in the game, it's not an RPG or FPS, it's an angled top-down RTS. Would it be based on city location? If so, players would spend almost all of the time hard-panned left or right which is not comfortable in headphones, and it would offer a massive unfair advantage to players when trying to find an enemy in the first part of the game; the human ear is sensitive to stereo field changes of less than a degree, so it does not take long to locate an exact position even behind unexplored map. I think it would be better for players to simply be mono, or perhaps locked in a fixed place panned slightly based on which side of the map they are on. Honestly probably the simplest solution might just be to have some sort of integration with a 3rd party voice chat solution like Discord or Mumble or something... that way all that would need to be implemented is a way to add an optional field for users to enter their handles or similar callsign, no need for actual audio infrastructure in the game. I'm not even sure what a built-in voice chat could do any better than such pre-existing solutions.1 point
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Hi guys, I'm new to the forum but not in the game and that is why I felt that something was missing ... And the truth is that there are many changes from the immediate previous version to the recent one. Playing with the Spartans (my favorite civilization: D) I realize that the Stoa building no longer exists. Could someone tell me why the reason for disappearing it? I loved the variety of units on that Civ. Thanks!1 point
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I agree with Thorfinn the Shallow Minded here. We can allow training such champions from the Syssition from the town phase since practicing for war is so important for Spartans. This would also make them a stronger civ than they currently are.1 point
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Historical details don't explain why the Spartans lost their phase 2 building for champion creation. Why not giving them such a building back plus the phase 2 sword champs and the phase 3 skirmisher champs?1 point
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1 point
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That also means Hyrule (I don't have the files anymore) and the Korean mod I made I have to reupload... great.1 point
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The attack plans and general plans. So it only has the current state but not the new movesplanned for the next turns.1 point