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Showing content with the highest reputation on 2021-05-04 in all areas

  1. Hello everyone, I have an Idea for cavalry gameplay that may help with realism and the dancing/ turn time debates for cavalry. I am quite excited about it. I noticed that the iteration I used of @ValihrAnt mod had a slower rotation rate for cavalry than other units. I am thinking that adding acceleration to cavalry movement could be a great thing, even if it is challenging to program and a somewhat distant vision (I am not smart computer man). I am thinking that when moving in a straight line, cavalry should accelerate until they reach max speed. Perhaps cavalry should start off as fast as a spearman but then reach max velocity after somewhere between 1 and 3 seconds. If unit rotation can be made to happen while moving, and is tied to unit velocity, then depending on how the pathfinder calculates the turn the unit will make, the horse slows down to a pre-calculated velocity for that turn of a certain radius. If a player wanted to reduce how much the cavalry slowed over a given path, the player would avoid using waypoints, which shortens the radii for which turns happen. If the ordered movement was greater than 90 degrees in either direction from where the cavalry face, then the cavalry would have to do a (current speed) stationary rotation. Example: cavalry attack group of archers/spears, cavalry try to run away, so they start from fighting position (stationary), rotate to face the click, and then accelerate away. Exciting Benefits of cavalry acceleration: 180 degree turnaround for a group of cavalry, like in a retreat or an attempt to turn around, is slower and potentially costly (entrapment). Cavalry are more disadvantaged on clogged parts of the map than infantry. Players using cavalry would need to be more careful not to get trapped or engage a bad environment. Players could not use the fast disengagement speed of cavalry as a crutch for bad fight decisions. Cavalry would no longer be used the same as infantry but with higher hp and speed, and would now be a more complicated choice to make. Cavalry would be made to have higher damage to account their more restricted usage envelope (disadvantages would peak in cities and forests). Cavalry would be given a greater top speed such that for the standard ~1200 player, their speed would be the same as it is in a24 on average. Could create cause for " heavy cavalry tradition" or available for civilizations that have spear-cavalry: free, instantaneous, p3, tradeoff tech: citizen spearcav +(1 to 2) pierce and hack armor, +3 seconds of acceleration time (from spearman infantry speed to maximum cavalry speed). Also, it would become harder to use masses of 100+ cavalry because the cavalry would have to turn around more things, meaning that 25-45 cavalry could be very effective as part of a diverse army. This change would also make cavalry less spammy and less OP in large numbers, but also more powerful in smaller numbers (this would also encourage p1 rush which is very weak right now). Creates a high skill ceiling unit rather than simply a stronger, faster version of the corresponding infantry unit. Makes it possible to use pikes (which should be better than spears vs cavalry, but maybe worse against other melee) against cavalry by flanking and encircling a group of attacking cavalry before they have the chance to accelerate away. This should not be easy in every situation, but more likely in suitable environments. I think many of you may say that even if this is possible, that it is too complicated a mechanic to have in the game. I disagree, if there are good animations like horses leaning into turns, rearing to turn around as they do the stationary rotation (like in the movies), people will understand the limitations of horses fairly quickly and won't be that upset about the changes. If it is super frustrating to use horses because of how much of the map is covered in cliffs, trees, and cities, then perhaps making tree-bunches smaller (more wood per tree) and cliffs smaller would mean that general movement is easier and then also more possible for cavalry. Another change that will help this is reduced city size (in a24 slow train times and new building types (arsenal and elephant stables and cavalry stables) and defensive building spam have practically doubled the size of cities from a23. These map simplifications and changes would make more space and make the map feel bigger and less frustrating anyway, even if there is no cavalry acceleration. I am curious to see what you guys think! And especially from the smart computer people who know how to do these things, how challenging/ possible would this mechanic be to create?
    3 points
  2. Sneak Peek of 0 A.D. Alpha 25 A provisional date of June 2021 has been proposed for the ‘Feature Freeze’ – the point at which new features for the upcoming Alpha version of 0 A.D. stop being added and the development team focus solidly on bugfixes. This is not the release date. The feature freeze is one of the precursors to release, with the specific launch date to follow. You can find more information here. First Impressions of Alpha 25 Be sure to tune into the Tom0AD live stream on YouTube on Friday 7th May 2021 at 9pm CET to see a preview of the latest development version of Alpha 25 in action. The broadcast will feature Tom and fellow YouTubers, Alistair Findlay, and Jim Cogan (0AD Newbie Rush) putting the dev version through its paces live on air. And there will also be a live Q&A session with 0 A.D. Developer, Stan`. New Features Following closely on the heels of Alpha 24, this latest iteration of 0 A.D. will look to further build on functionality and further expand the existing feature set while also fixing existing bugs. With a shorter planned gap between alpha releases this time around, most of the proposed additions are subtle and geared toward small improvements in the current and future player experience rather than headline features. But there are a few notable things to look out for. Single Player Campaign Support: The ability for 0 A.D modders to create their own single player campaigns will be added. Alpha 25 will only include the base functionality for this with full campaigns scheduled to be added in later iterations. Improved Multiplayer Responsiveness A technical improvement that players may ‘feel’ rather than see, this is another progressive improvement step to smoothing out multiplayer gameplay and enhancing unit pathfinding. Before commands in multiplayer were processed twice per second, now five times like in single player. Ongoing Balancing Changes Numerous changes to balance of the game by way of micro adjustments to various civilisations, buildings, and units. For a full list of all proposed features/changes visit the Alpha 25 Wiki page. Get Involved! Your Chance to Name the New Alpha Every new iteration of 0 A.D. gets a name, and this is your chance to contribute your suggestions. The Alpha 25 Name Suggestions thread on the 0 A.D. Community Forum has been open since January 2021, but there is still time to vote for your favourite and put forward your own suggestions. 0 A.D. release names start with the letter of the alphabet that corresponds to the release version. Alpha 22 was Venustas, Alpha 23 was Ken Wood, Alpha 24 was Xšayāršā, and Alpha 25 will start with a ‘Y’. Check out the thread here.
    2 points
  3. How about code which is already there: https://code.wildfiregames.com/D3200? Should be reasonably similar to what you describe here.
    2 points
  4. Small note: if you have more than 1 computer in household, ip may differ everytime you start your computer again and connects to internet
    2 points
  5. Hmm, I read through some of the comments on that link, and it seems fairly accurate to what I was describing. Any chance someone could make this into a mod so people who are interested could take a look at how it goes in game. I'm imagining you have cavalry going at full speed and then some spears block your path and you have to choose whether to skirt by them and go to whatever is behind them, or turn all the way around and go through the process of stopping and turning and accelerating away. Players could do a 180 turn without stopping or slowing by simply making a series of clicks in a circular order.
    1 point
  6. Battle Mod is now available from 0 AD mod section page. Thanks to @Itms
    1 point
  7. conflicts with patrol : hotkey.monitor.quickShowProduction = "Shift+P" ==> hotkey.monitor.quickShowProduction = "" then you could patrol your horse complete around your cc for example BTW any idea only select idle womens ? ==>thats not easy. you always need on mousclick too probably. i rember i asked that before here. its prop not possibly without work into c++ source
    1 point
  8. Mention to 0 A.D has the end with bonus games. Min 35:39
    1 point
  9. Work at at a sample resolution e.g. 1024 so you can downscale it if need be.
    1 point
  10. I know, but probably to the point that they're not noticable anymore (since that is kind of the request). I've been playing with a lot of different values when this feature was introduced (and when critique came during the dev-cycle) and for me the current ones are really a minimum.
    1 point
  11. Please do note that for casual players (the few I know of) the rotation times really add some immersion.
    1 point
  12. If we chose Yangtze (or YangZi), I could include the ChangJiang map from Delenda Est into the maps update.
    1 point
  13. this is how the unit currently looks
    1 point
  14. Nice to see this kind of news again
    1 point
  15. I just bought a Raspberry Pi 400 and found this game on the "Recommended Software" list, and I thought it was really good. It made me happy and nostalgic for the early games of the 90's, 2000's that I played on my mom's computer, like Age of Empires. The build I was playing was from 2019 so I figured I could download a newer one from here, and here I am, expressing my gratitude towards the team for making this really special gem. I hope it comes to fruition and that the hard work pays off, and I just wanted to let you know that at least you made one person happy today :D Greetings from Mexico.
    1 point
  16. No need to pay tribute to Age of Empires, 0AD > AoE, so it's more like AoE needs to pay tribute to 0AD.
    1 point
  17. The Sheikah Cadre The Cadre is the ruling body of Hyrule's seven Sheikah Clans. Composed of the elders of each clan, the Cadre forms a council that is moderated by the high Maz Koshia, or eldest Monk. While each clan has their own laws and acts with a degree of autonomy, the rule and order of the council can and will dictate what the Sheikah as a whole do. HISTORY The Sheikah as a people are ancient, dating back to the times of Akkala. While records of their deeds are few, many legends surrounding the Sheikah placed them as mediators between Hyrule and the Oocca. The Divine Oocca would use the dark arts of the Sheikah as an instrument, rooting out corruption and demons. This role seems to survive into modern day despite the absence of their Oocca masters. The Cadre's goals are not explicit to outsiders, though it seems in general they wish to direct history and avoid cataclysmic disaster and change. To accomplish this the Sheikah have adopted extremely subversive and secretive methods: Spying, bribing, black mailing, and assassination to change the course of events rather than military or diplomatic might. If there is a great and powerful monarch in Hyrule, odds are the Sheikah are responsible for putting them there and keeping them alive. THE SEVEN CLANS The Cadre are currently composed of seven Clans. Throughout history there were many more, and indeed there may be additional clans that have long since departed Hyrule. Each clan operates much like an independent state with oversight from the Cadre council. They provide resources through tribute, as well as spies, information, and soldiers. The Sheikah Cadre's military is small but highly disciplined and skilled, due in part to the long lifespan of their people. It is usually segmented and broken between each clan, but multiple clans will form combined armies when directed by the Cadre. PLAYSTYLE The Sheikah are few in number, but their soldiers are generally stronger than those of other armies. Within the Cadre's roster there is a high emphasis on speed, dealing damage, and most importantly: stealth. Many Sheikah units have the ability to hide under the noses of enemies, which can lead to many sneaky strategies and circumventing enemy armies. For more details on the Sheikah Heroes and their unit roster, check out the spoiler below:
    1 point
  18. I think Yangtze is a good name, as the river is important to one of the world's ancient civilisations (which still exists). Would you think it is more appropriate to adopt YangZi instead as this is the standard Pinyin form? The current Chinese name of the river is ChangJiang (long river). There are a few other options to consider: Yoddha: the OP Mauryan Maceman champion Yudhpot: the Mauryan name for heavy warship - suggests more focus on the naval aspect of the game as it is currently a bit neglected
    1 point
  19. While it has a lot of votes, i don't think Ygdrasil is the best choice. Since it is something from Norse mythology; and does not have much to do with the game's setting.
    1 point
  20. Buenas ; Desarrollé un poco más el Centro Urbano; (Espero que guste o que sea lo que está buscando) Disculpen las molestias*
    1 point
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