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  1. I stumbled over some things they might to be changed and sorry if I repeat anything because I didn't read all comments in the thread. Maybe some of the things can be still added/changed in a25. General things: Cav can be garrisoned in barracks, but Inf can't be garrisoned in Stables, also units rank up when garrisoned in barracks but not when in stables, this is kind of inconsistent. I think there are several solutions. I find it alright when all kind of soldiers can be garrisoned in military buildings and also when the rank upgrade can be achieved in barracks and stables. It would make sense when Inf just could be promoted in barracks and Cav just in stables. Roman army camp should not lose ownership in neutral territory or in enemy territory from alone. Training time of units in the camp is 11 min. Is this on purpose? Other buildings have less training time now. When AI captured my Kush mercenary camp they were able to produce Kush mercenaries. The enemy had Gauls. As far as I know this wasn't possible so far. Is this new? In fights it easily happens that one gather resources instead of attacking the enemy. It would be good if attacking other units had priority before gathering resources. What I mean is, I wish that the mouse cursor would primary choose the enemy unit instead of the resource in front of the enemy unit. Civilisation overview needs to be updated, bonuses changed e.g. pop bonus of Pers and Maury, trade bonus of Mace I miss open knowledge of counter units and fighting bonuses. For spear men there its written 3 vs Cav, but its missing for other units, as far as I remember there are more bonuses, or am I wrong? If Team bonus of a Civ is valid for the Civ itself now, bonuses could appear in structure tree, e.g. Iber cost reduction of javelineer, Kush elephants, Brits healer, Maury temple, ... The stone mine can be mined from 48 men now, making the stone techs needles, you just use more soldiers instead of wasting metal. Why was it changed? Balancing things Archers are to strong, just getting the same accuracy with upgrades wont solve the problem in mid or late game. From P1 to P2 you need 4 buildings of P1, but to change from P2 to P3 you now need just 3 buildings of P2? Feels wrong to me. Should be the other way around. For a later phase you should need more buildings than for an earlier phase. Kush are already strong, so getting the own team bonus will make them even stronger, elephants are very cheap then and they already have stronger rams. This is not good for balance. Maybe normal rams and the elephant bonus would also do it? For Ptol the mercenary with the hero Ptolemy I will be really cheap. 39 M for Inf and 52 M for Cav. I think its good if mercenaries will come back to the game, but I think this might be OP. As someone mentioned before mercenaries which just cost metal you just need trade as economy. Why were Food cost reduced? My general feeling is with the actual changes the game will be much faster than it was before, might even be faster than in a23.
    3 points
  2. I largely disagree. While translation freeze means it's completely fair game, the chances that we do major change after feature freeze are low, and as it turned out for A24, translators usually have quite a bit of work to do anyways. And if tweaks are made, they'll usually be small tweaks that Transifex helps with fixing. Packagers, aye, players, maybe, but 'testers', certainly not. After all, people play SVN. Well, the first few bundles won't be RC but testing bundles, as per the above, so it's logical to not release it 'into the wild' too much. Commits are actually not permitted later, unless for exceptional circumstances, such as fixing a release blocker issue.
    3 points
  3. If the problem is selecting them, we can make their selection box bigger. See https://trac.wildfiregames.com/changeset/25259
    3 points
  4. I think these are all things that would be "too much", from the unitAI standpoint. Players are still supposed to play the game That being said, I think we could have a higher level AI-assistant (that would be an actual AI in coop) for these kind of things in the (probably far) future
    3 points
  5. Totally off topic, but I agree. Right now players don't make sword because melee is generally used as a meatshield and no one wants to waste metal training units that never even make it to enemy lines. If swords are quicker then they would more quickly close the gap and engage in fighting where they could do real damage.
    3 points
  6. The first problem is that the sword is not inherently designed to cut. Some weapons such as the gladius tend towards stabbing. On the flip-side, cutting with some spears is viable. Next off, there doesn't need to be a massive difference between the two. As I would suggest, swordsmen should move a bit faster and have more pierce armour while performing a slight bit better in fights against spearmen. Swordsmen historically were not deployed with the sole purpose of destroying siege weapons. Giving all melee units hack damage would overall be a much better way of streamlining the game.
    3 points
  7. Are the genre becoming without ideas or...? Related topic. Base building and diversity is the key? https://forums.ageofempires.com/t/up-to-date-rts-economy-and-base-build-for-aoe4-a-possible-task/42527/4
    2 points
  8. The date of 6th June 2021 at 23.59 CET has been confirmed for the 0 A.D. Alpha 25 Feature Freeze, a major precursor to the actual release of the new alpha version of the game. What is the Feature Freeze? The Feature Freeze is the point at which new features cease to be added to the new alpha version and the development team focus solidly on final preparations and bug fixes to facilitate the release. What Happens After 6th June? From June 7th to June 13th there will a period of intense testing and bug fixing. June 13th at 23.59 CET – Commit and String Freeze. This is the point where all further changes are suspended, and release candidate versions of Alpha 25 are created and distributed for testing in a controlled environment. This is the final opportunity to discover and resolve any release blocking bugs or issues. Want To Be Involved in Pre-Release Testing? If you’d like to be a part of the critical testing versions of Alpha 25 then please check the thread here; https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/ When Will Alpha 25 Officially be Released? A provisional date range has been decided upon with June 20th being slated as the earliest possible release date and June 30th. Please be aware this is still provisional at this stage and is entirely reliant on a smooth transition through phases described above, with no major release blocking issues being present in the final tested release candidate. Final confirmation of the release date will be announced in advance of launch – ideally 3 days to a week prior, as will any postponement and revised timescales in the event of a major issue being discovered. What Will Alpha 25 Be Named? A final decision on the naming of the new alpha will be made during the Feature Freeze period, but you still have time to get involved. 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 Xšayaṛša, and Alpha 25 will start with a ‘Y’. Check out the thread here; https://wildfiregames.com/forum/topic/35736-alpha-25-name-suggestions/
    2 points
  9. @LangbartIt's been suggested before to add this feature to the game, but it was rejected. There was a ticket created and then closed The link you gave is on a fork of the main repo. There's an open pull request for it at https://github.com/andy5995/CartographyMode/pull/7 . We've been side-tracked for a couple weeks but were planning to do some testing of that patch very soon, then merging it, probably within the next few weeks. After that, I'll submit the update to Itms and mod.io Anybody who wants to test the code as-is and leave feedback on the pull request is encouraged to do so. We'll take any comments into consideration before finalizing the patch. Thanks for your suggestion. I'm glad you like the mod.
    2 points
  10. The soliferreum units have 1 crush, 1 hack on top of 26 pierce. They are the first ranged unit to have hack damage, but you would need a large group of them in order to be effective at smashing structures. The reasoning behind it being their weapon has sharp blades aside of the tip, which can hack / slice. Their large mass also means collisions can crush their target.
    2 points
  11. you were right. I added the executables to exception list in avast and no problem anymore. thanks all
    2 points
  12. the bad archers op siege machines and elephants vulnerable to arrowing archer spam and ranged siege, the cheapest and most efficient tactic. all civs have siege workshop useless outpost unuseful mounted spearmen expensive tech scheme, but allows for full cav, full infantry or mixed tactics as upgrades are global no champions in phase 2 for greeks, macedonia deserves some champions in phase 2 macedonia has nothing to differentiate it from other civs as in previous 0ADs. default unit formation (caused me a lot of suicides) the iberian incendiary ship doesn't effect fire on other ships -.- mercenaries have a high metal cost Roman castrum is almost useless women don't give bonus to men for collecting paper troops do not have any bonus for phase change mercenaries are not allowed to collect resources the good the cost of champions trade nerf slinger nerf slower economy, makes ruhs and early attacks more important for me a strategy game is based on, adjusting to the enemy or terrain and choosing what goes best for your situation. for that the blacksmith system of A23 was very good. and not to mention the troops that the meta has been loaded with in each version. op javelin cavalry op slingers op bolt throwers op op archers ....
    2 points
  13. Hey @andy5995, do you think "Jammyjamjamman" wants to make a patch on Phabricator with his creation? He seems to have put some work into it and I fear it may end up in the graveyard if not added to the game? https://github.com/Jammyjamjamman/CartographyMode/tree/feat/a25-support
    2 points
  14. My Top RSG have been Age Of Empires, Rome Total War, and Warhammer 40, Down of war, first series...with the Ultimate Apocalypses mod...and now post 2020, 0 AD because of the constant evolution in to making it better by its own community... I. find that fact about 0 AD, something very cool.
    2 points
  15. Ptolemaic Cretan Archer (left) vs. Seleucid Neocretan Archer (right) Possible updated look for Seleucid spear cav?
    2 points
  16. A discussion on creating better tutorials for complex games.
    2 points
  17. Do you have an anti-virus? It seems to me that it marks 0 A.D. as a false positive and deletes its executables.
    2 points
  18. For me, and I think most players. (...) is my personal thoughts and suggestions The good slingers nerfed blacksmith upgrade applications. Universal siege shop all civs stables-----> (even if civ is not a super good cav civ, it is an option in certain situations) champion costs mercenaries cost idea ---> (I like the idea for mercs, but buffing the merc upgrade and adjustments to merc cost will help make them worth it) The bad stabilized gameplay "turtle" feeling in most games especially after 16-17 minutes (leads to endless games) archers OP archery tradition lost tradeoff qualities --->(maybe it should be + 20% damage and plus 10 m range but plus min range and minus HP) and free. archer eles too cheap/powerful buffed effective damage, range, and health of forts and towers. archers can kill catas and bolt shooters too easily Metal cost huge for everything, stone excess goes to powerful defenses Mercenaries cost much metal -----> (maybe move some metal cost to an asymmetric increase in food and or wood for different civs/units) size of cities because of many new buildings and stone excess and slow training----> (civ specialization/rushing --> cheaper barracks (sparta) or stable(pers) unit train times-----> (made it necessary to have 100% more barracks on average) I hope this captures many peoples most general grievances with a24, and I want to know if anyone agrees or disagrees with my suggestions! I have seen the changes being considered for a25 and I like the work going forward. Great work!
    2 points
  19. Alpha 25 Pre-release/Release Candidate Testing Thread. This thread will become active as soon as Pre-release/Release builds of Alpha 25 are available. Check back for updates. First testing bundle - revision 25741 Second testing bundle - Revision 25760 First RC - Revision 25799 Second RC - Revision 25808 Third RC - Revision 25840 Fourth RC - Revision 25842 Fifth RC - Revision 25848
    1 point
  20. I am trying to make Age of Mythology mod compatible with A25. However, I have encountered many errors which I have never seen before. It would be helpful if someone can give me a detailed outline of what the mod does, including modifications to GUI and a roster of units /structures.
    1 point
  21. This point has been suggested by Lion.Kanzen before. I haven't noticed a change in game pace, although A25 does feel more comfortable to play with than A24 due to its better pathfinding. We need some good skilled players to test out booming and rushing in A25 to determine just how fast it is and whether that is appropriate.
    1 point
  22. Yesterday I discovered this amazing linux app called Akregator which can give you feeds. I was wondering if it could be used to fetch forum notifications and updates on trac? Also I would like to use Pidgin for 0AD IRC. Can someone show me how to?
    1 point
  23. Working on your other counters right now. Might as well add that to the list.
    1 point
  24. Oh no please don't. That would make you too vulnerable to rushes, and you would be forced to build barracks early, which slows down the overall boom.
    1 point
  25. Right now the berry model problem is more severe than chickens, although chicken problem needs addressing. Bigger selection box would be appreciated. Even better: generate with a mixture of chickens, sheep and pigs. That would settle the dispute for everyone and ancients did have a mixture of farm animals, not just chickens.
    1 point
  26. Well, if I may chime in, I like the chicken - and the rabbits, too. Please consider not removing them. Thank you!
    1 point
  27. hmm I might be understanding the diff things wrong, but I thought I saw one that increases spread by .5 and makes them a bit slower than slingers and even slower than skirms. I think it was -.6/0/+.6. I hope the archer changes are enough to counterbalance the ele changes, because right now if eles were any more op, I think we would ban mauryans in 4v4s.
    1 point
  28. Si pero mientras no se implemente, no se puede diseñar de ese modo.( A mi juicio claro). Usa textura de tierra oscura y se puede usar como variante la arena. Un pequeño atracadero. Recuerda que el concepto puerto/ atracadero era algo grande en aquellos tiempos. Mira la referencia celta por ejemplo.
    1 point
  29. If chicken are too small we should use other animals. But please no monster chicken.
    1 point
  30. Buenos días/tardes ; -Creo que en el Age of empires 2 los edificios cuando se construían sobre un terreno nevado , automáticamente aparecía con los techos nevados ,¿ se podría hacer algo así en el 0AD ? Disculpe las molestias*
    1 point
  31. What would you like lancers to do? Are they not essentially the same as spear? Being solved on phab already. Perhaps add the soliferreum units from thorfinn mod to boost them? @Player of 0AD thinks that Iberians are a strong faction right now. I am rubbish at playing iber.
    1 point
  32. String freeze means translators can now work without worry of it being invalid the next day. So working on it prior is mostly pointless unless there isn't a somewhat mature translation already. To give translators a fair chance to translate give them 14 days between string freeze and translation freeze. RC1 is the first time you can reasonably ask people to test, be it players or packagers. What's with the controlled environment? The purpose of an RC is to release it into the wild What is commit freeze when commits obviously are still permitted later?
    1 point
  33. Here is a collection of proposals on how to nerf elephants from other forums: 1. Decrease health, to perhaps 500-600? 2. Decrease armour 3. Give melee units hard counter against elephants? Maybe 3x like cavalry 4. Elephants are not affected by tech/upgrades What do the balancingf advidors think? @LetswaveaBook @Lion.Kanzen @Player of 0AD
    1 point
  34. Is it just me who thinks the stone thrower ballista feels meh, even bad?
    1 point
  35. If there is a specific topic for A25, please start a thread in the balancing discussions subform or make a diff.
    1 point
  36. The archers are very OP. ( You have to decrease attack rate and speed of movement. Elephants haven't weaknesses against attacks from melee. Iberians becomes a weak faction. Swordman aren't so useful. (Bad role). Lancer haven't a role just is another cab melee spear. The team must have to review all the changes from the A24 templates, To find role errors.( The unit is not effective against the units it is made for)
    1 point
  37. 1v5, if the swordsmen need to spend a little time surrounding the elephant(like 1 or 2 seconds before they are all attacking). if they start with the elephant surrounded, I think 1 swordsmen survives with a few HP. If you have champion pikemen, it 1v7 and the elephant wins. I just ran a test. 1 asian elephant vs 5 swordsmen and the elephant survives with 5HP
    1 point
  38. The problem is we don't support steps for sliders.
    1 point
  39. Options>>> Graphical Settings>>>>>>click GLSL button.
    1 point
  40. Well, to be honest none of the game's buildings are adapted to look good on an Arctic/Polar/Winter map.
    1 point
  41. Deberías probar algo más convencional. No me imagino ese puerto en un terreno de nieve.
    1 point
  42. You can see some discussion here and there The sun rotation is currently not exposed to the simulation code, but it could be. However it seems that changing the sun position seems to have some performance issues. But it can be done like the water on the extinct volcano map. For the minimap we're working on the ability to ping players see https://code.wildfiregames.com/D1751 There are a few tickets but no one is working on it https://trac.wildfiregames.com/ticket/6151 Here is the original plan https://trac.wildfiregames.com/ticket/57
    1 point
  43. @Gurken Khan @nani if you can piece something together with recommendations, I'd be happy to put it on the wiki or in a pinned thread!
    1 point
  44. Yes you got it right. FXAA or MSAA enabled. FXAA won't affect performance at all, MSAA might if you have very low GPU memory or very basic GPU. Water transparency but no reflection or refractions (no transparency is just too ugly to even consider it an option imho). The rest disabled, specially shadows.
    1 point
  45. I think it's because that gathers in a25 try to find another source to gather from (if it's full like 8/8 of a tree) just after assigning them to gather resources, while previously they would only begin the search after reaching the target. They should choose the cloest one from the target but not from themselves.
    1 point
  46. Not only false positives several anti-virus apps automatically mark Open Source programs as not trustworthy. Enjoy the Choice
    1 point
  47. I think the problem is with the elephants. An Indian elephants can defeat 5 champion swordsmen. This means elephants are incredibly cost effective. I think it would be historically inaccurate to do this.
    1 point
  48. How about adding Death Damage effect to elephant? Surely fallen elephant would hurt nearby infantry. Make it non friendly fire as well.
    1 point
  49. -Mercenary camps system. - Trading post - Advanced diplomacy. -Battalions -Advanced Tech tree. -Advanced trading -Player vs environment features.
    1 point
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