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Showing content with the highest reputation on 2021-05-09 in all areas
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3 points
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I disagree somewhat. I think the correct solution is to have impassable undergrowth entities, that are much bigger but still gatherable (though generating less wood). A wild forest isn't impassable because of the trees. Alternatively, having more low-trees that block movement naturally would also work.2 points
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Perhaps we can use Mainland, but completely flat without any change in terrain. Also we can use one brown cylinder to represent trees/wood, grey and gold blocks to represent stone, alongside an option to disable ambient animations and animal animations. Maybe such a simple model would reduce the processing necessary? We can even implement Minecraft-like graphics option, perhaps cubes take less processing than rounded shapes. I am not joking, this could seriously be an option for big team games.2 points
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This dude is still going at it? Seems like he does this non-stop for while then. I dont think he even plays games, just comments trash/hate in the lobby. @MarcusAureliu#s Check this comment (and it's date). He's definitely there just to trigger people in a bad way. Needs a proper ban imo.2 points
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Hercynian Forest https://www.wikiwand.com/en/Hercynian_Forest2 points
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2 points
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I've recently played with the Mayas Pre-Classic mod and I noted that the turkey costs 50 food, but you only get 40 food out of it. Is this intentional that it costs more than you get?2 points
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Thanks, i am not serbian myself actually, i am just done with such people in general, so i dont care against whom it is directed. And i dont want people who just want to play 0 AD and actually belong to the targeted group be discouraged from doing so.2 points
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I made a mod (my first attempt to mod) that gives some civs additional cataphract types, in the hope of increasing the types of strategies available. Maceman cataphracts offer high crush damage and extreme anti-cavalry abilities, but at the cost of dealing almost no damage to infantry and relatively weak armour. This is to reflect the anti-cataphract tactic of using a club to bash enemy cataphracts' helmets used by the Parthians and Sassanids. Their crush damage means they can also be used as a siege weapon. Due to the short length of clubs and agility of infantry units, they do very little damage; 1 maceman champion cannot take out 1 spearman. Persians and Seleucids can train these champion units from their stables after researching unlock champion tech. Having access to this unit helps them to assert dominance in the cavalry department and effective ban cavalry from other civs. However, their exact stats are yet to be determined; by default I gave them some pretty extreme values to emphasise my point. Therefore I would like to request the balancing advisors @Lion.Kanzen @Player of 0AD @maroder etc to help me determine their stats. Meanwhile, to strengthen Rome, I gave them an archer cataphract. These units are extremely agile, well-armoured and have a long range, but do little damage (9.5 pierce per second) and are quite inaccurate. Rome learnt this technique from the Parthians after the defeat at Carrhae. They have very short loading time, so they can fire as soon as you order, unlike normal archers who take 700ms to prepare. This unit is designed to be a skirmish force + anti-elephant unit instead of meatshield, although they can survive for quite long under fire. You can troll enemy infantry by drawing circles around them with these and sniping any weak targets. They take quite long to kill an unit but I managed to take out 30 Roman sword champs with 10 of these without any loss. Here is the mod: cataphract mod.zip1 point
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Many thanks to @Stan` for creating this mod. It would be great if we can integrate Han as a formal civ into the next release A25 as they had been a major player in the world's history around 0AD. Hopefully the addition of this civ will attract more potential players. Currently the structure tree of the Chinese civ has already been determined and all of its features have been implemented in this mod: https://github.com/0ADMods/han_china I hereby call upon the balancing advisors @borg- @ValihrAnt @LetswaveaBook @maroder @badosu @Feldfeld @Player of 0AD (sorry if I didn't mention you) to give suggestions on tweaking the unit stats so that they are ready for implementation in the next alpha. There are some quite unique units from this civ and therefore we need to adapt them so that they are a fun civ to play with while being appropriately strong in comparison to the others. I have made improvements to the Chinese language packs to make this more a realistic and authentic experience, while hopefully the game will become more accessible to Chinese speakers out there. EDIT: Stan: Here is a package version of the mod compatible with A24han_china.pyromod1 point
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i searched for this posting i did not found it. cant believe its not a double posting, but don't find it. What particularly fascinates me about this strategy game is that I can play almost everything using the keyboard. this is a unique selling point and probably the property that fascinates me most. ( of course i speaking fom AutoCiv MOD and my config i develop every day a bit user.cfg). before that i played Megaglest sometimes, but the fascination really didn't last that long. That is surely also the reason that I don't play any other games on the computer (except chess using lichesslichchess). i really hop AutoCiv is still there in A25. if not what am I supposed to do here?1 point
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I have read the interesting discussion about moving farm fields away from civic center and I agree with some points of view of both sides. However, it seems to me that many of them at least somewhat depend on the time period (phase) of the game. Based on that I got an idea which in my opinion could both make the game a bit more realistic and create interesting new strategies. The idea consists of two parts. The first is that the civic center would have three different instances with different characteristics. What follows is only a suggestion and its main goal is to illustrate the idea. Village phase: the civic center is all-in-one building, basically as it is now, meaning that it would have the functionality of a drop site for all resources, defensive character, able to train citizens Town phase: the civic center could have mostly technological importance (it seems to me that some civ dependent technologies would be best), it is a drop site for only "expensive" resources (metal and possibly stone and meat), has defensive role (with possibly fewer arrows with more damage), trains citizens but not cavalry anymore City phase: the civic center has mostly territorial importance, does not work as a drop site at all, can only train female and one citizen soldier, looses most (or even all) of its defensive abilities The second part is that the more sophisticated civic centers would require "better" surroundings. For example, there would have to be a market and a temple nearby for the civic center to by in the last phase. Each building could e.g. have a "nice aura" with temple being positive and storehouse being negative. Hence the limit of n buildings required for the next phase could be removed. There could even coexist civic centers from different phases so that you could rule one city and one village while each of them would have its special traits. In that way there could be a very dense and simple society at the beginning and a sophisticated society with at least somewhat realistic city center at the end and it would present the player with the choice of placing the farms next to the civic center knowing that they would have to build a new one somewhere else or demolish the farms to get the upgraded civic center OR build the farms away from the civic center at the beginning. And because this is my first post here, let me thank you for this already great game1 point
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I think we need to increase the tree obstruction size so that we can truly make them impassable, or else just get rid of tree obstructions altogether. Right now, you got the worst of all worlds: Not only do units have to bump around trees affecting pathfinding, they also block building construction an make base building annoying. Also, currently it is nearly impossible to make an impassable forest without using a too many trees (stumps side by side to make a all). Example: The new Hercynian Forest map I'm making for A25. You can see that I am using tons and tons of trees, yet here soldiers can walk right through with no problem. Using any more trees to make it impassable would severely impact performance even on my god-tier laptop. Now, in Delenda Est this is expected behavior, because I've removed all obstruction from trees (you can even build over them), and furthermore I've created "Forest Grove" objects that make units who walk through move 50% slower (and fight 50% worse). That's fine for Delenda Est, but I think Empires Ascendant wants the trees to act like in Age of Empires. Right now, they don't. Even if I increase the obstruction size from w=1.6 and d=1.6 to w=6 and d=6, units still find paths through the forest. This obstruction size also affects the gathering distance of workers. So, I am currently at an impasse.1 point
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Hi, I am wondering how to implement the following: 1) When a player cuts a tree, the tree will fall in some direction. Has any work on this been done? What technology would it be required to implement these two features (C/C++, JavaScript...,)? What would be the best way to start? Thanks! EDIT: Previously, there was a point 2): 2)the tree could kill units while falling, that would have to run away from the falling tree. But this is probably a bad idea so i removed it...1 point
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My two cents: Forest groves all the way. Combined with health variants there are just so much more possibilities and the need the build a new storehouse every minute to avoid transportation time is gone.1 point
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I do believe you could find some discussion on this, but you'd probably have to dig a fair bit. Fact is we also don't have 'impassable terrain texture', and a few other things that make 0 A.D. quite liberal in where you can walk. 0 A.D. isn't too dissimilar from Age 3 in my experience in how forests feel, though maybe trees didn't have obstructions in that game? Don't recall. Anyways, it's not completely unrealistic, and I don't think removing obstruction entirely would be necessary. I don't think most forests being passable is actually an issue, overall. However, I think we should have an easy option to make impassable forests, and that (to me) means undergrowth/old growth meshes to take up space and become impassable. I agree that it's annoying that we don't have that. ---- With that being said, and as I've stated before, I think our forests are pretty bad, particularly on random maps, since the trees are kind of all over the place, leaving too little room for construction and making dropside placement awkward. This ties in with forests being passable/impassable - impassable forests need meshes, and passable forests could probably be sparser (overall reduction in # of trees), but have more wood per trees. Fixing all this isn't trivial nor my priority of the moment, unfortunately.1 point
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@LetswaveaBook your idea sounds like a similar mechanic as the farmlands to me. The difference would be that you would probably don't want to use a minimal distance? I mean yeah sure, as long as it works I am not opposed to it. The only problem is that people don't seem to like "convoluted" bonuses. @hyperion You can build your city as you like, but there is only one way that is hugely benefits you in the game. And to my frustration it is the way that makes the city look like one big farming area. Speaking of UI and communication. How does the visuals of the CC relate to its functions? There is no indication that is has huge defensive capabilities or that it would be a good storehouse. A solution like the proposed farmlands on the other hand, clearly communicate: "this land is good for farming", so I a not sure to what proposal you are referring to in your comment.1 point
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first feedback: I now you gave them extreme stats to showcase a point, put it would be better to start from realistic values. So their speed of should be similar to other cavalry, probably even slower due to their heavy armor. Yours are way to fast The same goes for the attack repetition rate and basically all other values as well. At the moment they are just superhumans. Try to stick to the values that are used in the other champion cav templates.1 point
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1 point
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You could try https://github.com/SlavomirSlovenkai/Kiara and tell me if its worse or better1 point
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1 point
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If min requirement is 1024x768 then gui.scale = 1.4 (1.40625) is the max supported for FullHD displays. So this isn't actually a bug per se.1 point
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That's not entirely true Rendering Simulation (e.g. gathering / attacking) Pathfinder. Map size and max pop affect 1 2 3 (More units, more things to draw → Rendering, more things to compute for unit activity → Simulation, Bigger maps = longer paths, more complex ones).1 point
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No need to write it from scratch, renaming is just so you can let it play against petra. Some old releases of 0ad had more than one ai bundled. Wfg could also organize an AI tournament ...1 point
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I'm a big fan of EE fields spawning around farms. However, they mostly make sense if fields are only allowed one worker or very few anyway. If you only need one farm in your whole city, that is not going to look more natural or realistic.1 point
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I didn´t mean to do it literally that way, but I would rather say it was in the same spirit. We could for example say that fields generated by a granary are a different type of crops, which is gathered 10% faster and where only 2 citizens can gather per field. In that case it would seriously impact city layout as you cannot place 40 citizens around your CC with this method. If you combine it with giving CCs positive auras for buildings, you would give players reasons to do things differently. Ideas for that would be markets near CCs get 5% barter price and blacksmiths near CCs give citizen soldiers produced from the CC a small bonus. That way every player probably wants to build the market and blacksmith near the CC and scarify some farming space. I think we need an entire arsenal of tools to supply a change of city layout if we want to do it an a soft way, since placing farms around CCs makes a lot of gameplay sense. Recap: I am in favor of adding a second way so players get to chose whether they want to use the granaries or the original fields.1 point
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Exactly, I agree: best to leave it just for the animation!1 point
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1 point
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Wie_die_Germanen_gewohnt_haben_(CC_BY-SA_4.0).webm The farm houses in lower saxony are still very similar until today: https://en.wikipedia.org/wiki/Low_German_house Long story short, historically corrals didn't exist, they lived together with their animals. I didn't find this kind of living in any other culture, except maybe the vikings (who are also considered to be germans in the broadly sense). I think the Gauls didn't have these? Maybe someone has a better insight in other cultures? It could somehow distinguish the gauls from the germanic tribes, otherwise they'd be too similar1 point
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1 point
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Using the Upgrade feature, you could toggle between infantry and cavalry versions of the hero (see Delenda Est). Unfortunately, no dismount/mount animation yet, but the feature works reasonably well.1 point
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I am now working on a mod that improves the strategy used by the AI. I copied the .js files controlling the petra bot into my mod folder, but I am not sure where I can change the eco bonus of the AI. Can someone give me a hint please? I have already adjusted their strategy slightly by increasing the number of units trained before phasing up. Here are the 3 easy points I will tackle first: 1. Using enough women for eco (I see some improvement) 2. Not phasing up too early (they phase up at around 60 pop now compared to the previous 40 pop, could do better) 3. No suicide push. (haven't started editing this yet)1 point
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If you think bankers actually support socialism, then you've lost the plot. BUT, THIS ISN'T THE FORUM OR THREAD FOR THIS DISCUSSION.1 point
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I don't think you ever had a socialist government? Certainly Duque isn't a socialist. Anyway, to get back to the topic: I'm not offended by profanity, but if the servers are open to minors, maybe a general rule against profanity and other offensive words like slurs should be stated. And then probably enforced on a per complaint basis. I don't really believe an automated system will work; on the other hand, if only one person is responsible for that stuff, I don't know how well that would work...1 point
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With everything I've read about Columbia in the last decades, I somehow doubt that solely 'progressive and communist words' are to blame for hate and violence...1 point
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I teach the little guys, K-3 computers. We've modded it to take out the attacking (I use the royal "we"), so it's just a civ builder. We play during lunch sometimes.1 point
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The problem with this reasoning is that you can twist it to justify about anything. A community needs rules just as a society does. BTW I am kind of annoyed of the inflationary use of the word "-phobia"/"-phobic" for any kind of disagreement whether it is coupled with fear (the actual meaning of that word) or not.1 point
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I'm a very big fan of this idea, given i want the whole farms-only-around-mill buildings thing anyway. The Reduced price thing wouldn't add much game-play wise though... people would probably just choose the individual farms anyway given we can have 5 people on them and that will sustain you for at least 5 minutes until you need another one. The pay more now for discount 20 minutes from now thing probably wouldn't be favorable. Unless we reduce the farmers to just one of course. We could of course make the CC not be a food warehouse anymore, but that COULD end up with bad results so maybe not. Man EE it's been so long, i need to give you a try again.1 point
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So basically: Give a tree HP and a death animation and you're good to go. It would totally ruin your gameplay, however.1 point
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To keep this discussion productive: I created two versions of farmlands, so that everybody can test how it would influence the game. It is important to note, that both options still allow you to build fields wherever you like (including directly around your CC), but the farmlands should give a strong incentive to build on them and outside of the CC range. Option 1: Player buildable farmlands farmlands.zip can be build by the player (should work with infantry and women) cannot be build in the city Option 1: Farmlands on random map farmlands-on-mainland.zip Works only on the map "Farmland", which is a modified version of "Mainland" To recap, what are the goals and consequences of this approach: more realistic city layout no restriction of player choice, you can still build fields wherever you like if you use the farmlands, farming gets more risky, therefore rushing is easier Notes: [The mods are for a24]. I choose relatively random values for the positive farming aura, so don't get hung up on those. This same is true for the amount of gatherer per field. Also, as I said, I have no experience in random map creation, so don't be surprised if they are not balanced. Further discussion points: size, number and effect strength of the farmlands. So please try it out and me what you think. Is this how you imagined the farmlands? Does this fit into the game? Does it change the strategy too much?1 point
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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.1 point
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They weren't included in A24 for various reasons but I think it's time for A25 even if they are not 100% perfect. There will be more incentive to make them better if they are in the game than if they aren't It might attract artists that are into asian civilizations. It might also attract historian interested in such civs. There is no way it will be ever be balanced properly as a mod. It's cool civ, it's long due. I worked a lot on it too and so did a lot of people. It also breaks the thirteen number of civs :p1 point
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1 point
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I suppose that owing 3.2 million euros to tax authorities is a good reason to go away from your country. He's only a lawyer, he says that my language, catalan, it's a dialect, far from reality, and he doesn't believe in evolution theory. From actual sources of historians, I can recommend: https://www.uam.es/FyL/AyR-ArticulosOnline/1446787203818.htm?language=es&nodepath=Art?culos On-line1 point
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I always say that profanity-phobics make profanity necessary. As long as there are people offended by it, there will be a need for people to provide the required offenses. But yes, consistency, or the lack of it, is a whole other story.1 point
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I'd vote for Palace at Pella. It's 100% Macedonian and not peripheral. Similar to why we want to take the Hanging Gardens from the Persians and give them something more Achaemenid (my vote here is for the Gate of All Nations). I'd love for the core game to ship with a bunch of famous ancient buildings, even if they aren't factional wonders. Altar of Pergamon would be awesome to have. Could even eventually have a "Capture the Wonder" game mode that includes these extra wonders in the game.1 point
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@wowgetoffyourcellphone Use thinner wall of trees but put them on top of each other, as shown here:0 points