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Showing content with the highest reputation on 2021-07-25 in all areas
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With all due respect, that reasoning doesn't sound coherent and even contradictory to me. Sure, people who quit don't need to be kept around; but there can be a lot of reasons why people are temporarily inactive. But if one understands how to boom, has a solid understanding of strategies and tactics and can do ~100 clicks/second, the rating one acquired with previous alphas will be a better indicator of how someone will do in the game than just giving them a noob rating just because the version number changed.2 points
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Hey, I did that and it worked for me, thank you so much2 points
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watch my video and seeh's video: Just copy paste the commands into terminal and hit enter. That simple.2 points
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Working on some Roman Cataphracts, based on 2nd or early 3rd century examples. Right now they use Seleucid cataphract armor, but what they really need is a whole new horse armor set, like this mount here (full set): (rider's helmet would be a bonus) And/or this half-set here: There isn't currently a set of horse armor in the game that looks like this that covers the neck as well as the chest. Also, the awesome chamfron for the horse's face would be a separate piece. Currently, the only chamfron in the game is the Seleucid cavalry chamfron ith a transverse crest which is clearly not Roman.1 point
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durability increase = (damage necessary to kill a unit with improved armor / damage necessary to kill that unit with base armor) - 1 armory techs level 1 and 2 -> durability increase of 11% armory techs level 3 -> durability increase of 23%1 point
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As shown in the attached picture, the Information box says Iberian fire ships can only attack other ships, which is not true at all. After my last night game I can confirm these ships can attack walls, docks, soldiers and even siege weapons. A group of 4 fire ships was able to destroy my partner's entire army and two of my rams on the beach in 1 sec. When we watched the replay, we realized that this happened several times troughout the game without us noticing. We never took any action to protect ground units or buildings until it was too late because we trusted that these ships, as stated in the information box, could only attack other ships.1 point
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In most RTS game, ranged units deal less DPS than melee units. In 0ad this is the reverse and by considerable amount, which is not historically accurate. If we watch in-game fights, we often see that the melee units are not in striking position. All of this means that most damage is done by ranged units, which is problematic for balance. This mod aims to reduce the DPS of ranged units such to encourage more use of melee units. In addition this mod aims reduce the effectiveness of turtling and to enhance the unique roles of each melee unit. Since ValihrAnts Train-Rotation-times mod was well received, I decided to incorporate its main changes. -Train and rotations times are as in ValirhAnts mod. Unit balance: -Citizen slingers and citizen javelineers get -15% attack(Javelin Cavalry still kills a women with 2 javelins and receives less damage). -Citizen archers get 3.0 spread and -5% attack. -Citizen spear cavalry gets +1 pierce attack(previously 10 unupgraded swordsmen infantry would defeat 10 unupgraded spear cavalry). -Citizen spearmen and pikemen get -2 hack armor, to make them more vulnerable to melee units(especially swordsmen infantry). After these changes, swordsmen infantry will be hoped to be the most favoured citizen soldier. This is fair since they cost some metal and are often limited to p2. In order to counter citizen swordsmen infantry I made the following changes. -Athenians get the council chamber in p2 and are able to recruit their city guards there as well in p2 in addition to the gym. -Carthaginians get their champion spearmen in p2. -Champion spear cavalry and champion swordsmen infantry get +1 hack armor. Champion elephants give to much value for their costs in A24. Hence: -Champion elephants see their base price increased by 50 food and 50 metal. So once a player reaches p2, they get some extra options and it encourages the use of champion melee infantry and champion spear cavalry later on. The most useful options I will list below: Athens(Champion spearmen) Britons(none) Carthage(Champion spearmen, mercenaries) Gaul(Champion fanatics, buffed sword cavalry) Iberians(swordsmen infantry from p1) Kushites(swordsmen infantry) Macedon(none) Mauryas(swordsmen infantry, elephant archers) Persians(mounted archers) Ptolemy(mounted archers, mercenary swordsmen) Rome(swordsmen infantry from p1) Seleucids(mounted archers, mercenary swordsmen) Sparta(skiritai). For Macedon and Britons I did not decide what my favourite way would be and hence they are left out. In order to make turtling less effective I decide; -Phasing up gives -1 capture regeneration increase per garrisoned soldier. -Fortresses take +150 seconds to build and its construction can now be more easily stopped. -CCs, military colonies, Stone Towers, Fortresses deal less damage per arrow but the base amount of arrows in increased such that their ungarrisoned damage output is left constant. However garrisoning soldiers adds weak arrows to the structure and garrisoned structures thus have less DPS. Misc: - Elephant archer is nerfed as any citizen archer and now costs 2 pop. - I don´t think cavalry archer should be like a super archer with more DPS, fast speed and 2 times the HP, but I currently leave it as it is. AlternativeBalance.zip1 point
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This might do it. I agree for the spearman to have -2 but maybe the pikemen should only get -1.1 point
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Han Xin is best remembered as a brilliant military leader for the strategies and tactics he employed in warfare, some of which became the origins of certain Chinese idioms, he was undefeated in battle and for his accomplishments he was considered the "God of War". In recognition of Han Xin's contributions, Liu Bang conferred the titles of "King of Qi" on him in 203 BC and "King of Chu" in the following year. However, Liu Bang feared Han Xin's growing influence and gradually reduced his authority, demoting him to "Marquis of Huaiyin" in late 202 BC. In 196 BC, Han Xin was accused of participating in a rebellion and lured into a trap and executed on Empress Lü Zhi's orders. ----- A Chinese Julius Caesar or Hannibal with a lot of experience, from a young age as a soldier. Literally rude and crude, but wise in battle. --- After his appointment, Han Xin analysed the situation for Liu Bang and devised a plan for Liu to conquer Xiang Yu's Western Chu kingdom. In late 206 BC, Liu Bang's forces left Hanzhong and prepared to attack the Three Qins in Guanzhong. Han Xin ordered some soldiers to pretend to repair the gallery roads linking Guanzhong and Hanzhong, while sending another army to secretly pass through Chencang and make a surprise attack on Zhang Han. Zhang Han was caught off guard and the Han forces emerged victorious, proceeding to take over Sima Xin and Dong Yi's kingdoms. The strategy employed by Han Xin, known as mingxiu zhandao, andu Chencang (明修棧道, 暗度陳倉; lit. "appearing to repair the gallery roads while making secret advances through Chencang"), became one of the Thirty-Six Stratagems. supposedly he liked to study military treatises and practiced a lot of sword martial arts.1 point
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@Kingfuzz - apparently if the game is set as “Endless” instead of “Conquest” points are not assigned even when it’s a rated game. It’s not very clear, and an oversight on the game’s part as it still clearly says “Rated” at the bottom, so it’s very confusing.1 point
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When I was playing my first testing game of 0ad a25; I experience a weird situation which is the tiger become Athenian and attacked me after 00:10:06. I notice also that even the crocodile near Athenian cc become Athenian too before tiger attacking me with several minutes. commands.txt metadata.json1 point
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I'm leaving .. I come back and see more politics. There were dynasties that were Semitic. Egypt was literally multiracial in every respect. I don't know what influences the game1 point
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Or have a rating per alpha, so if one switches back temporarily one can still enjoy their old rating.1 point
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Greeks and other civs get attacked by Gaia alike, so that's fair. Or did you mean the ancients? I'd say let's handle that when they complain. On Elephantine (? Has it been removed in a25?) humans, lions and crocodiles chill together until a player comes along, giving me a real Gaia vibe. Anyway, I don't know if it would add anything to the gameplay if we differentiate the herbivores, carnivores and free/wild humans.1 point
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Or reset rating on each alpha1 point
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- don't decrease rating, because playing no rated games doesnt mean that the skill decreases - if a player doesnt play rated, increase the uncertainty of his rating - if the uncertainty is too high, mark the player rating with a question mark and remove him from the leaderbord1 point
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Someone made a UI redesign mockup of the grandfather of RTS: Dune II. Some good UI ideas here. More here: https://www.behance.net/gallery/102033829/DUNE-II-Reimagined1 point
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I plan to take up modding again when I have some free time to fill and make a mod which bundles multiple fun mechanics. For now there is unfortunately no progress on my side. But yes the on off button is a good idea1 point
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oh you're a life saver , that was it as i was messing with the new options.1 point
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I will consider your proposal. It's not what I have in mind right now though. Most of the RBs have fixes that are waiting to be committed by their respective owners which are sometimes not active. My plan is to commit them ASAP and to release a RC3. Wait for some testers to make sure it's not broken still. Then publish the announcement and the trailer. Moving the deadline and lifting restrictions could be done but it has implications for translations and stability and the people that are currently active now are not the ones that would work in balancing. So pushing the release two months from now with no proof that anything of value would be done seems a bit dangerous to me.1 point
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Turns out I'm free today, so I finished the custom template. Here is the patch if anybody's interested: https://code.wildfiregames.com/D4196 Basically with this patch, introductory tutorial would be less cluttered as units and structures can only build/train/research what is required by tutorial and not much more. There are some teasers though (Healers and Storehouse wood gathering tech are unlocked even though not required by tutorial). For those more interested in testing it as a mod, I have attached it below, A25 only. The next step would be to fix some tutorial language as some are referred by incorrect name (Xiphos/sidearm tech in Forge is referred as Infantry Training by tutorial instruction). And then my plan is to divide the tutorial into several smaller missions as per syllabus to ensure learning players can skip any stage. Please let me know what you guys think! limited-introductory-tutorial.zip1 point
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There is no such thing as physics. Projectiles themselves are delayed damage handlers working with rather straightforward linear transformations. There are purely visual actors accompanying them, but by all means, as far as game logic is concerned, they don't do anything. Actual ballistics, and projectiles as entities dealing damage on collision is an interesting concept. None of the math will be extremely complex, so maybe an experiment for modders. I don't think several hundred projectiles would be that big of a performance concern even for JS mods since projectile paths would be approximated. Also, while on the topic of ships and realism, there is also this, I don't know where the code is though.1 point
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I think structures and siege are given an 'elevation bonus' and 'launch height' which changes the trajectory of the projectile. However, this is often not shown on actors and there is something worrying about projectile physics in 0ad: the value of gravitational acceleration (approximately 9.8ms^-2 on Earth) varies for different structures and units! This is the stats for a Quinquereme: @Gurken Khan There are many issues with ships in 0ad and they are overlooked because most TGs happen on Mainland. If you can kindly start a new thread to report all of the problems you have spotted with ships that will help a lot. Most bugs and balancing issues for ships are trivial.1 point
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I still think they should walk at the same rate as any other melee infantry (to avoid hindering economy), I just suggest that the running multiplier should be less than spearmen. This I agree. So this?: I will repost the pike video here for clarity: Also some have bring up Kamayuk, here's an example:1 point
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This is not helpfull at all. I do not have nivida so i can't use it in first place. Same goes for other radeon AMD users Changing settings in intel didn't fix anything. Same stuff over again. I've changed game preference long time ago to highest as It's unplayable with intergrated but The issue is that the game can't be launched with RADEON RX 570 at all. Again. Evreything is to up to date. both Intel (R) Graphics 4600 , Radeon rx 570 series I've posted additional info up there. Both are normally detected1 point
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Same error all over again. our graphics card doesn't appear to be fully compatible with OpenGL shaders. The game does not support pre-shader graphics cards. You are advised to try installing newer drivers and/or upgrade your graphics card. For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734 Location: gamesetup.cpp:1020 (InitGraphics) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 2 (Systém nem??e nalézt uvedený soubor.) ==================================== SVN Revision: 24936 Engine Version: 0.0.24 System info: (generated 2021-07-12 16:25:53 UTC) OS : Win10 (10.0.19041) CPU : x64, Intel Core i5-4570 @ 3.20GHz (1x4x1), 3.19 GHz Memory : 8192 MiB; 2976 MiB free Graphics Card : Microsoft Corporation GDI Generic OpenGL Drivers : 1.1.0; OpenGL 1.1.0 Video Mode : 1920x1080:24 Sound Card : OpenAL Soft on Realtek HD Audio 2nd output (Realtek High Definition Audio); OpenAL Soft on Reproduktory (Realtek High Definition Audio); Sound Drivers : 1.1 ALSOFT 1.21.0 OpenGL Extensions: GL_WIN_swap_hint GL_EXT_bgra1 point
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I've got similar issue Your graphics card doesn't appear to be fully compatible with OpenGL shaders. The game does not support pre-shader graphics cards. You are advised to try installing newer drivers and/or upgrade your graphics card. For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734 Location: gamesetup.cpp:1020 (InitGraphics) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 2 (Systém nem??e nalézt uvedený soubor.) <- * System can't find specified file * OS : Win10 (10.0.19041) CPU : x64, Intel Core i5-4570 @ 3.20GHz (1x4x1), 3.19 GHz Memory : 8192 MiB; 2434 MiB free Graphics Card : Microsoft Corporation GDI Generic OpenGL Drivers : 1.1.0; OpenGL 1.1.0 As said I've tried to reinstall or update drivers, manually also trough device manager . None of those options seem to work. My GPU is Radeon RX 570 It belongs to 500x product line series And was relased in 20171 point
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Your graphics card doesn't appear to be fully compatible with OpenGL shaders. The game does not support pre-shader graphics cards. You are advised to try installing newer drivers and/or upgrade your graphics card. For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734 Location: gamesetup.cpp:994 (InitGraphics) Call stack: 00304AB1 00307413 002F10D5 errno = 0 (No error reported here) OS error = 2 (The system cannot find the file specified.) Any Solution for this?????1 point
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Spain is a fusion center of Iberian and Celtic culture. I can say a hundred historians cannot name the exact points or reasons for the mixing of these cultures. Historians use the term trade assimilation. I recently read the book Queer Iberia and I can say that these people had similarities with the people of the Caucasus. The first historical reports were about the Iberians of the Caucasus. I found several modern reports https://edusson.com/write-my-book-report on this site. The Iberians of the Caucasus did not exist. It was a different people who knew how to process copper, but not so jewelry. The real Iberians assimilated with the Greeks and European peoples. Archaeologists find Iberian relics in central and western Europe.1 point
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Amazing work guys! @wowgetoffyourcellphone, wow!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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Just found this video and thought that it is a good watch and also very related to this topic:1 point
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New tech at Outpost: Frontier Watchtowers ("Limites"). Upgrade the outpost to a Watchtower, with greater health and capture points and greater garrison capacity.1 point
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k guys. For Legionary Barracks I have these tech so far: Training tech line Levy Legionaries (Legionary Infantry -10% train time) -> Mobilize Legions (Faster batch training) -> Recall the Evocati (Insanely fast batch training) Rank Promotion tech line Decanus (Upgrade Legionarius to Advanced Rank) -> Optio (Upgrade Legionarius to Elite Rank) -> Primus Pilus (Reduce promotion to Centurion from 5 kills to 1 kill) Legionary Infantry Health "Aquila" Eagle Standards (Legionary Infantry +10% health) May need help to think of some tech for Auxiliary Barracks.1 point
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Great resource for technologies and units: http://members.tripod.com/~S_van_Dorst/glossary.html Warning: You may spend hour reading that link. I did.1 point
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I think this look good for their blacksmith. Italic (keke) thing not possible yet: TOWN PHASETechs cost 200-300 resources X-1 Choosing one of these unlocks all blacksmith techBlacksmith Technologies (Forging)-25% Cost for all Blacksmith Techsvs.Blacksmith Technologies (Metallurgy)-50% Research Time for all Blacksmith Techs A-1Melee Units ("Pugio" Side Arms)+1 Hack Attackvs.Javelin Units ("Lanceae" Heavy Javelins)+4 Pierce Attack [[sword Infantry ("Pila Volley") here when possibleUnlocks an initial ranged attack for Roman sword infantry (i.e., they throw a heavy pilum javelin before moving to within melee range for melee attack) ]] B-1All Soldiers ("Submarlis" Armor Padding)+1 Hack Armorvs.All Soldiers except Archers (Laminated Shields)+2 Pierce Armor-5% Speed B-2All Soldiers ("Chain Armor" Lorica Hamata)+2 Hack Armor-5% Speedvs.All Soldiers except Archers (Iron Shield Rim)+1 Pierce Armor C-1Melee Cavalry ("Spathae" Cavalry Swords)+2 Hack Attackvs.All Cavalry ("Chamfron" Facial Horse Armor)+1 Hack Armor D-1Infantry Units ("Caligae" Army Sandals)+10% Walk speed CITY PHASETechs cost 400-600 resources A-2Sword Units ("Gladius Hispaniensis")+2 Hack Attack+5 Metal Costvs.Javelin Units ("Amentum" Javelin Thongs)+6 Range B-3Melee Infantry ("Lorica Squamata" Scale Armor)+1 Hack Armorvs.All Infantry except Archers ("Scuta" Roman Shields)+1 Pierce Armor-5% Speed B-4Legionary Infantry ("Lorica Segmentata" Segmented Iron Armor)+2 Hack Armorvs.All Soldiers except Archers ("Umbo" Iron Shield Bosses)+2 Pierce Armor C-2All Cavalry (Celtic Saddle)+10% Walk Speed+10% Run/Charge Speed E-1All Soldiers ("Imperial Gallic G" Iron Helmets)+1 Hack Armor-10% Visionvs.Melee Soldiers ("Manicae" Arm Guards)+1 Hack Armor-1 Hack Attack F-1Archer, Tower, and Fortress (Recurved Composite Bows)+4 Pierce Attack+4 Range IMPERIAL PHASETechs cost 500-800 resources B-5All Heroes ("Lorica Plumata" Plumed Scale Armor)+2 Hack Armor+2 Pierce Armor+2 Crush Armor+50 Metal Cost1 point