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Showing content with the highest reputation on 2021-07-01 in all areas
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In the summaries for each game there is always an 'unit captured' list but it is always empty, because the game currently does not allow units to be captured. Clearly the ancient devs wanted to implement such a feature but never managed to do it (or it was removed for some reason). To make this column not obsolete I have the following proposals: 1. Allow Carthaginians to capture gaia elephants and then upgrade them into war elephants at the cost of some metal and time. I believe they actually did this. 2. Allow enemy mercenaries and auxiliaries to be captured. Traditionally mercenaries were never loyal and would defect to whoever gives them higher pay, and riot when there is no war. 3. Allow gaia women and gaia troops to be captured. I have already made a mod that does this. But I would also like to consult our balancing advisors. I know weirdJokes is very against this idea, but I would like to hear from others as well. @Lion.Kanzen @BreakfastBurrito_007 @maroder @LetswaveaBook@nani @chrstgtr Also any suggestions from our historians would be helpful @Thorfinn the Shallow Minded2 points
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I'm surprised the lobby doesn't kick the game (after a grace period) when the host is absent.2 points
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In some cases, from being mercenaries they became auxiliaries, you have to define that in terms of the game. "auxiliary recruits were mostly volunteers, not conscripts." https://en.m.wikipedia.org/wiki/Auxilia2 points
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I always missed a more interesting dynamic when capturing an enemy CC, such as unlocking a local troop. For example, when capturing a cc from a Greek civilization, it is possible to train a number of Greek Hoplilite mercenaries. I always missed a more interesting dynamic when capturing an enemy CC, such as unlocking a local troop. For example, when capturing a cc from a Greek civilization, it is possible to train a number of Greek Hoplilite mercenaries.2 points
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there's no game where you don't see that. I keep saying that cultural values are formed in the family. Sometimes I play Among Us in Spanish and the talks are sometimes pornographic.1 point
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I am thinking about a special unit with the single purpose of capturing elephants. This unit is able to dodge angry elephants and capture it from a distance, meanwhile it cannot engage in any other combat.1 point
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this theme gives more options to certain factions, especially Carthage. what if when Carthage: captures an Iberian, Roman or Celtic barracks/stable, it can make mercenary troops from those buildings, instead of regular troops or both? with elephants unless it is a hero or special troop, capable of capturing GAIA elephants, in team games, it can be very OP...1 point
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It would really be something like this, the name mercenary was what I found the closest in current reality (0ad). The fact is that after a conquest most of the time the conquered tries to bring to himself most of the good conquered warriors the rule was that, the extermination that was the exception. We currently exterminate even the innocent and defenseless enemy wheat fields even after destroying their cc.1 point
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___________ New dynamics are required for mercenaries. One of those is training in captured buildings, another would be hybridization. An evolution of a unit if you mix 2 cultures like a Persian pikemen under Alexander. There are many factions that mixed their troops, several Hellenistic took Roman-style warriors and in other cases Eastern cavalry.1 point
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Well, we could let all civs capture elephants (that is easier for me to program ). But to convert a gaia ele to a proper war elephant we can make it very costly in time, so that you cannot mass to many elephants all at once. True. I guess I will leave mercs alone for now. But their huge metal cost discourages me from using them.1 point
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I like the idea to convert mercenaries for money. see here for a concept mod: I also like capturing of eles. imo they could have a much more interesting dynamic. Disagree. You can change the usefulness of mercs to accommodate such a mechanic (and not to forget that there already have been huge changes to the mercs for a25). For the eles: yeah that is a concern, but there are surely ways to make it not too op.1 point
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Hello! Would you think it possible to add another speed variable, slower than walking? I thought that thus, maybe units could be made slower when crossing e.g. swamps or deeper (not too deep) water. Or does there exist something like this already? Maybe hurt units could then be moved at a slower speed, too, or units packed with berries, corn, other kind of food, stone, or metal (because of the weight) on their way to the CC, harbour, etc. Would this have too many side effects on balance? What do you think in general about speeds?1 point
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Slowing down hurt soldiers has sometimes been proposed, that would have deep strategic gameplay implication and I'm quite usure about it, but we could try it, and see how it plays out. Instead, I would love to see some terrains slow down armies. One obvious choise is marches like the ones in the map Rheine marshland, another one is when climbing up hills. This would add strategic depth to gameplay, but it indeed poses a new problem for the pathfinder. Talking about the pathfinder, does anyone here know about the open source game BAR (beyond all reason)? It features acceleration of units, and elevation affecting units speed.1 point
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@feneur @Grapjas @m7600 I have the icons from my post as png with 96*96 and transparency around the circle, so if you want to use them or continue to work on them just say so.1 point
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I never looked into it, but from guessing I would say that the speed in the animation file is the speed at which the animation is played at and the speed in the unit template file is the speed at which the unit actually moves in the simulation. So you have to change both, until they speed of the animation looks good in combination to the speed at which the units moves. So I would guess that the speed in the animation file is a unit of time (probably seconds) which controls the length and therefore the speed of the animation and the speed in the unit template is an actual speed (meter per second or something like that).1 point
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I wonder why haven't more historical YouToubers use 0 AD footage for documentary. While it is understandable that Total War games have more epic and realistic scale to depict historical battles, they are less effective to depict strategy/tactics. The good ones usually just use squares, but I've seen someone use goddarn Rise of Nations screenshot to depict Battle of Pharsalus. I think perhaps there could be 0 AD Historical Background video series (could be posted on YouTube and 0 AD website) where each historical map is used to recreate the historical battle on it with narration (or just captions). Of course these videos should have been approved by 0AD historians first.1 point
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Thank you as well Grapjas Searching the thread back I see that it was your original suggestion1 point
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I believe recently someone declared here in the forums that the only viable way to scale 0AD was to edit a .cfg; since I can't find her post I can't reference it. (Notepad++ was what I thought of bc that's what I would use.1 point
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This guy calls 0 A.D. a strategic masterpiece, so let's give him/her some views and likes!1 point
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Thank you Ceres for pulling back the veil a little on getting the svn. Despite including cmd line utilities while installing tortoisesvn my 64bit windows 10 installation was having none of it using the command line. I launched tortoiesvn then setup a new project and pointed at https://svn.wildfiregames.com/public/ps/trunk/ which it contacted successfully but soon realized it hadn't downloaded anything. This morning I noticed the tortoise listings when right clicking on my created directory(maybe after the extra reboot from last night) and saw 'create repository here'. Clicking this indeed created a local depository, though still empty. I went back to right clicking and now noticed 'SVN checkout' and throwing caution to the wind I clicked it and it downloaded the repository. (I did get some clues from the tortoisesvn online manual) Clicking pyrogenesis.exe brought up the game which made me disable autociv after which I spent a pleasant morning playing 2 4X4s with the AI. I will likely post my impressions elsewhere, but my final question is: To download further revisions do I use SVN checkout? Will launching from the depository pyrogenesis automatically recognize the changes? PS I saved my .cfg file in a safe location but I don't think I'm going back to A24 again. Thankfully my beloved Romans seem to still be able to get the job done in A25 thanks again!1 point
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Couldn't wait for full release, so for the first time I've downloaded latest RC and granted only played a bit, but it seems to run better! Framerate seems to be more consistent and stable. Tonight I'll see how it runs with much more units and AI players. Can't wait to see full Alpha v25.1 point
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Resetting ratings is too drastically. A symbol which shows inactivity is a better way. There is another value which is the uncertainty of the ratings. Inactivity could increase this value day by day a bit, and in general if the uncertainty is higher than a certain value, ratings could be marked with a "?" to show that the rating is uncertain. Don't reinvent the wheel, just learn from the rating system of Lichess.org, a free chess site1 point
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There is a more fundamental problem with the rankings. The ladder is based on 1v1 rated games. A lot of players (also those in the top 100) don't play a lot of rated 1v1 games. This is the reason why the podium almost didn't change. You don't often see players rated in the top 100 host rated games to defend/risk their rank. All these suggestions lower the rating of some very but inactive talented players. Which means that two players might have similar ratings but entirely different skill levels, after-all rating should be representative of skill level. If you want to clean the leader-board while keeping ratings intact, I would suggest multiplying the ratings with -1. Once a player completes a rated game, the new ratings get computed according to the absolute value of their rating. If there is a player with rating -1800, you know that this is a good but inactive player which would be more faithful than giving a 1500 rating.1 point
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Yeah, I see there is no jav cav shield base variant. Hmm base_javelin_relax base_javelin_fast are the only 2 options. Hmm1 point
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Should be easy to fix by changing the shield orientation slightly I suppose.1 point
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Perhaps we can create a filter for new usernames and game names: Compare the name to a blacklist of offensive vocabulary If blacklisted vocabulary is in the name then ban. This way direct profanity as shown above will be eliminated.1 point
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I didn't dig too deep into the tutorials yet because I am hoping this might actually be a quick, easy, down and dirty thing that someone would know the answer to. I was finally getting a decent game going tonight when it crashed on me just now (yay!), which is when I discovered that autosave is not something that is implemented in the game. I noticed that mods incorporate Javascript, and I know that native Javascript has the ability to utilize timers. Is there a way to set a timer to autosave the game every 60 seconds? I am not even worried about incremental saves that would allow me to roll back a game, I am strictly speaking in terms of being able to recover from a crash. Since the game is still in development I am guessing this could be hugely beneficial to have. Thanks! -Michael1 point
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@vladislavbelov? Would be so important to have that in a24, nothing is more frustrating than a crash without recent saving1 point