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Hello everyone, We're happy to release the first testing bundle of 0 A.D. Alpha 25 (name to come). Keep in mind, this is not a 'Release Candidate' yet, and so some bugs are to be expected. We provide this in the hope of finding and squashing them efficiently. If you choose to test, please keep that in mind. Downloads - Current bundles are for SVN revision 25741 (See below for updated bundles) Linux data and build MacOS Windows Things to note: Translations are not complete & may be buggy -> Play in English for now. Mind your mods -> they might introduce issues or Out Of Sync. Save your A24 config file somewhere, ideally. Currently known issues: As reported by Valihrant and experience by wow, there is a weird issue where units in formation get 'stuck' in running speed. This will be fixed, but it's not yet in this version. Groups of 2 units can overlap. This will also be fixed, and doesn't happen with more than 2 units, it's a simple configuration issue. The replay filter in the replay menu appears to have some issues There are a few others that shouldn't affect play much, see the Milestone for details. Big screenshots are broken in the game. What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes Update your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.5 points
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Don't know By the way the autotrain ignores unit limits. For example you can train multiple heroes. Huge bug3 points
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I think we're going to go with Yauna - still a few days for a late change of heart on our end, but it's looking unlikely. See reasoning at https://code.wildfiregames.com/D4130 I do agree that the naming scheme is getting quite awkward - That being said, we've got only 2 letters left, and I feel it's natural to finish what we started. We'll see what we do once Z rolls over, as names in AA are unlikely3 points
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Note also that you can disable the 'Pushing' behaviour on an individual template basis by adding "<DisablePushing>true</DisablePushing>" to the UnitMotion component of the template. Depending on player feedback, we might do it for rams/eles & possibly ships. Edit: though I wasn't particularly aware this was possible in A24, which you seem to suggest? If so, A25 might actually help a bit, though there will be more overlap in general, it should be smaller overlap.3 points
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Zyraxes: Bonus to archers, cavalry archers and arrow-shooting towers. Burebista: Bonus in territory extent and bonus in capture. Decebalus: Bonus in training speed for infantry.3 points
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I was wondering if some heroes should be reworked/ buffed. Heroes that come to mind are those that I personally don't see much : Agis of sparta, Pericles for athens, Hamilcar of carthage, poor Alexander of macedon, any iberian hero that ins't Indibil and lastly, the bane of the jews , Antiochus IV. While with some civs i don't see heroes poping up, with others I see the whole roster. I would like to hear the comunity's views on this and if you go the less popular heroes perhaps say why. And going into A25 it think it is a good time to have this discussion.2 points
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Buenos días/tardes -Sigo con el desarrollo de los edificios , aquí un avance ; Fortaleza lusitana -Las actuales texturas no pertenecen al juego y por eso hay que sustituirlas por otras que sí lo sean y de similar aspecto. Ahora las mayores complicaciones son que los edificios sean compatibles con el juego a nivel informático pero las estéticas ya están terminadas. Disculpen las molestias*2 points
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The bundle is now available: https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/2 points
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It definitely feels much less frequent than it was in a23, but that might also be down to Hannibal not being around for his antics and inspiration to others to replicate it. On playtesting A25 units seem to bunch up a lot closer than in the current release and it can get quite difficult to tell how many units there are, but stacking doesn't seem possible beyond 2 units. Also, I managed to get a bug @wraitiion r25745. Basically, I can get units to switch from their normal walk speed and animation to the running speed. So I can move across the map much quicker or have gatherers move at hyper speed. The way to replicate is to set units to formation, click them around in the middle of the formation and move them to no formation whilst units are in the running animation. The speed remains after attack move or other kinds of orders, garrisoning. 2021-06-08_0009.zip2 points
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It is fairly well established that perioikoi served in the military. I'd recommend browsing through JSTOR to see. Over time perioikoi, initially meant to supplement Spartan numbers, increasingly made up the military and even integrated into Spartan units. Neodamodeis were in all likelihood far less common as they represented a route for social advancement for helots, something that Spartans feared. If Neodamodeis were to be introduced to Sparta, it would be reasonable to allow them to be trained through Brasidas.2 points
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I'm working with him to fix the lusitanians first. The models are not game ready...2 points
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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 258481 point
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Sometimes I train Caros instead of Indibilis because he is the only Iberian hero which can make soldiers stronger. And he can turn a fortress into something very terrifying. I think that both Antiochos are good. The one gives a good cavalry bonus, the other is good against siege and is a superb siege tower support Further bad heroes: Themistocles Xerxes Leonidas (radius too tiny) Ashoka1 point
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No todos son selvas. Si ves las fotos que tome es bosque. En las tierras altas de Centroamérica son bosques templados.1 point
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Hay unos que son mas pequeños que una gallina como la Iguana, que por cierto, hay gente que hace sopa con ellos.1 point
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I created a mod a while ago to test some ideas about game balancing and I would like to put some results here. The original description is I also played game with Yekaterina and Valihrant to test if it is viable while not OP. The game I would like to mention against Yekaterina went according to plan. I was playing Seleucids against Ptolemies and at minute 10:30 I had allready a military colony at her door and 25 advanced mercenary archers were getting their first kills. On the flip side, she collected 16815 resources while I had 14000 at that point. The game ended in p2 with a successful mercenary rush. The game I would like to mention against Valihrant went different, where I played as Carthage and he as Sparta. I made some mistakes in execution. If you rush, you are putting yourself behind in workers for the opportunity to do damage. the rush did not do significant damage. With superior number Valihrant was able to beat me in p3. Valihrant showed two concerns about the mod. The first one is that the rusher falls behind to much in population, which the recording disproved. The rusher falls behind, but not overly. The second concern was that quick mercenaries might be used not to rush but at a later stage as a quick reïnforcement for panic defence and thus increasing the capability to turtle. This second concern was not being tested. The replay leads me to think that if the strategy for a p2 rush is well executed, it can be a proper strategy, while Valirhant showed that the defender is able to resist. Again thanks to Yekaterina and Valihrant for trying to test this mod. I also linked the game with Valirhant and if there is any desire for it, I can do a commentary on the game on my youtube channel to show how viable the strategy is under the conditions of the mod. 2021-06-08_0002.zip1 point
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Take time/ tomate tu tiempo. Te diría que te ayudaría con las texturas, pero estoy apretado de tiempo.1 point
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Before Spanish arrival (1492). Basically from prehistory to 1492. In theory all animals were there before 500 BC. I'm going to ask Trinketos for the list.1 point
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This is on purpose to not make it OP. Valihrant seems unconcerned with them, feel free to voice your opinion at D35991 point
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Esa fortaleza esta hermosa. Me imagino que más adelante mejoraremos la textura para darle más variedad.1 point
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- autotrain disfunctional because the repetition is done before something is trained, not after - elephant archers not nerfed? very OP - sometimes the AI hords rams and does never move them1 point
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I would suggest two: one that they can start looking (but where we're explicit that further changes might be necessary) and one where we say it's String Freeze, go crazy. At the very least, the first one could tell them that they might need to clear a few hours in their schedule in the upcoming works. Certainly did not help I mean this is more or less what we're doing, but the fear is that people might mistake test bundles for actual alpha bundles (which have been tested), and then report bugs after-the-fact, which will simply waste everyone's time. Likewise, someone who doesn't know the game might get the impression that it's buggy, when they in fact just downloaded an alpha of the alpha. We're definitely going for a more porous definition than that, but it's partly because 'release blocker' is very arbitrary anyways. The plan is a minimum of 1 week, but 2 is more likely. Unfortunately, we have some pressure to move forward as we're stuck with a single SVN branch.1 point
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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. Well, string freeze is the moment I'd send an email to translators asking them if they could take out some time out of their schedule. As this may take a few hours giving sufficient time seems a matter of courtesy. Could it be the reason tweaks might be necessary is deciding on a release name late and misspelling it trice? The test bundles are the same as releases in terms of packaging I presume. So what you call them doesn't really matter for the sake of testing, though giving them a proper label can only help. 0ad version scheme is a bit messed up as rc comes after alpha after all. Using a traditional version scheme the next release should be 0.25.0 instead so you could use the version suffixes more naturally. What I don't get is why you'd not want as many testers as possible, i.e releasing it into the wild. This doesn't make sense to me whatsoever. Commits are actually not permitted later, unless for exceptional circumstances, such as fixing a release blocker issue. Commit freeze if taken literally is tagging the release. Feature freeze is what I'd expect to be the the border between normal commits and commits to fix release blockers only. If FF means you can still commit anything that isn't strictly a feature like rewriting the engine you are bound to be in a mess. This could well mean content and gameplay changes will be done till the last minute putting a lot of burden on those responsible for communication and media. If indeed CF has that meaning then the release should be at least 2 weeks after, better even later, though you don't have to go as far as the kernel with 8 weeks.1 point
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I have done some wikipedia reading and the perioikoi were a free class, associated more with trade than with war. Sparta does have the perioikoi trader. If I am correct, the class of neodamodes is represents warfare activities better than perioikoi. My naïve suggestion would thus be to rename perioikoi hoplites to neodamodes hoplites. Is there any reason to use the term perioikoi hoplites?1 point
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Overlapping is a "bug" (sometimes is on purpose) and is determined by the pathfinder and the obstruction simulation. From what I've seen in alpha 25 svn units now overlap much more so the problem is worse in that aspect but on the other hand you now don't get the "congestion from hell" you usually get with big armies.1 point
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Can have a few sources, but the problem is twofold: - Unit pushing allows some overlap, though units in the same spot should push each other away in A25 (may/may not mitigate this) - The rams are much bigger than their actual pathfinding size. You can play with the settings in pathfinder.xml, but unfortunately increasing clearance doesn't work that well.1 point
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Knowing how much @Nescio was a good nitpicker, I would be surprised if there are any issues like this remaining for the Hellenistic factions.1 point
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I refuse, and I suggest you to read something more rigorous than wikipedia, like Thucydides or Herodotus. Or to check the accounts of battles directly, if you want to stick with wikipedia.1 point
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Please can you send me these models? The are amazing and I would like to implement them into the mod. Thanks.1 point
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@Ceresif you are using TortoiseSVN on windows just right-click on the svn root folder and"SVN Update" not with the GitHub repo though as the binary is not mirrored to it you have to do the compile with Visual Studio. Enjoy the Choice1 point
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Ok, I imagine it is a frustrating bug, but there are many issues that are more exciting/rewarding to work on, like new artwork, game mechanics, pathfinding, balance ect. This is like people who played cyberpunk 2077 complaining about small gaps between wheels of car and the road (if you get the reference).1 point
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I totally agree that siege towers (and for that matter archer eles) ought to be more interesting/dynamic units. History is definitely the right thing to use for inspiration in this regard, but we should not be slaves to it. I do quite dislike the way elephant archers are used in a24, as simply meatier archers. I think making siege towers garrisonable with a variety of unit types could be fun/ interesting and owe to their flexibility (I'm no historian but it seems people can't quite agree with what should go in them, so why not any ranged unit?), we would need to be careful with the accuracy while moving (decrease), range and repeat rate values to make sure it stays balanced. Elephant archers and siege towers remain great topics for discussion during a25.1 point
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Maybe they just have another interpretation of 'support' than your cowardly approach? (Still on a24) Today I just ordered my whole army to capture a CC, and the healers were doing some stupid running around the building, lol. In general I think it's ok if they heal each other, but I'd wish they wouldn't run away while on aggressive stance and that they'd have some sense of priority when healing.1 point
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At first this seems outrageous, but is actually hella logical. This also opens up a bunch of possible strategies that are out of the envelope due to building constraints on going p2/p3.1 point
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Yes, I always facepalm when I see the healers healing each other while the army dies o when you send an attack order and all units including healers go to the front lines XD instead of healing position.1 point
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Snapping: Territory decay: Triremes: Roman army camp: Autoqueue: Carthage Sacred Band: Catapult: Embassies & Mercenary Camps Experience trickle: Fishing: Forge: Gathering: Kush Pyramids: Outposts: Palisades: Quinquereme: Resource counter: Map flare: war elephants whales Forge Formations Biomes Iberian Fireship Tresures Barracks Cavalry stables Elephant stable1 point
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Well, to be honest none of the game's buildings are adapted to look good on an Arctic/Polar/Winter map.1 point
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Buenas ; -Creo que la facción tracia podría ser la excepción a la regla de que los edificios no cambian en cada fase , ya que hay muchas referencias diferentes para los tracios y al mismo tiempo el intento de introducir a los Odrisios que eran tracios pero con una arquitectura diferente me hace pensar que para ellos si podría ser posible esta cualidad. También podría ser una Bonificación de facción , que en cada fase los edificios fueran un poco más duros ya que los elementos de construcción son más resistentes pero también un poco más caros. Edificios para la "Fase 1" de 3 fases; (Las estructuras también podrían cambiar de formas al cambiar de fase no solo lo harían las texturas) -Almacén ; -Casas; -Centro urbano; -Corral; -Cuartel; -Granja; -Murallas; -Puerto; Torre defensiva pequeña; -Aldea; (No añadí decoraciones porque eso lleva más tiempo y quería presentar mi idea lo antes posible y si es descartada pues no perdería el tiempo con algo que no va a hacerse realidad y si es aceptada los incluiré) Referencias; -(esta última es la referencia para los colores) Disculpen las molestias*1 point