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I agree with everything what Dizaka wrote, very well summarized, and as Dizaka described we spent significant time on some effort to track the username which was harvesting IPs at that time, Dizaka described the process how we did it and unlike him I believe we were able to narrow the username down. The question now is - How does that help? First of all, nobody would believe me that we did it honestly and correctly and with no offence most of the people do not even have technical knowledge to understand it to make correct judgement. Anyone could just say that we picked someone we didn't like. And second of all, the username was using VPNs to connect to the lobby, their IP kept changing and I bet they use multiple accounts. Block one username or IP address and the ddoser will just create a new account from different IP provided by a VPN. We can make it more challenging for the ddoser as Dizaka described but there is imo no ultimate solution with the way how the game hosting works/size of the community/no will of players to do anything to prevent the ddos and obviously anyone who's been doing that for more than a year has enough motivation to get through some barriers.3 points
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Hello everyone! I'm Nagasushi. Some days ago I tried to register a forum account, but unfortunately it didn't get approved, so I have to borrow this account from someone to make a post for my new mod Res Gestae. Please download from my Github link here or at the end of this post. https://github.com/Nagasushi2021/Res_Gestae Res Gestae is intended to be a 'small overhaul mod', which changes many aspects of the game without diverging too far from vanilla, or adding too many complicated mechanics that will be hard to be adapted for the future versions of 0ad. We endeavour to provided a balanced gameplay that will be attested by mathematical calculations and matches between AIs and humans. We will also aim to make sure that the AI included in this mod will employ diversified strategies and tactics at the difficulties that will suit everyone, from absolute beginners to the multiplayer pros. Furthermore, there is an emphasis on the tactics, strategies, and particularly on the viability of diversified gameplay styles. Also as the name suggests, we draw our inspiration from real world history, which means we will try to emulate the military tactics they used, their army composition, and more particular features of each civilisation. Outline of the initial version: Pathfinder: twisted pathfinder parameters in order to prevent unit overlapping and exceedingly smooth movement. Units are able to block enemies properly. Subject to future changes. Unit changes (only done for citizen soldiers, need more testing): unit balance, and various changes making tactics and micromanagement possible. AI: I have made a bot called Catilina based on Petra bot, and tested it with @Yekaterina. Currently the medium difficulty is roughly equal to a 1300-1400 level human player. Note that this bot is intended for testing rather than competing against human players at the moment. We recommend 'balanced' behaviour, and 200-300 pop, very low to medium resource, small to medium map size settings. It should work on any map not divided by water regions (e.g. mainland). If you want to see two Catilina bots fighting against each other, we recommend small Corinthian Isthmus map, since they prefer to head to the opponent's base rather than fighting against its army directly on other maps. Techs: Merged damage techs and added movement speed techs to encourage combined army. ========================================================================================================= 0.0.4 Preview (not yet available on github) This update will focus on champions and clean up some existing civ features that will not be presented in Res Gestae, paving the way for civ differentiation in the next update. It will also include other gameplay changes and hotfixes. Hotfixes: Fixed some incorrect unit stats. Fixed champion movement issue (resulted by low returning rate+pushing mechanic+pathfinder parameters, reported by various players) Civ Features: Removed some existing civ features. Buildings: Towers have bonus against cavalry. (Towers had little use against early cav rush and they usually considered as not worthy in early game. This update makes towers the most effective way to defend against cav rush - an investment that can actually keep your base safe. And it won't a proper siege much harder. So consequently, if the rushing side finds the opponent's base well defended by towers, it would be a better idea to find some hunts or rush another player instead. This helps with building a rush-boom-turtle-rush counter dynamic. Units: This updates contains the initial changes for champions: based on my mathematical model fr production and battle strength, champions, particularly melee infantry types, have much better cost efficiency than in vanilla a25. This makes waiting for phase three a good choice alongside attacking with citizen soldiers and rams in phase two. Different civs have genuinely different champions, with their pros and cons. Further balancing adjustments will be needed. Mercenaries: they are based on a23 mercenaries now - good at fighting; bad at gathering; expensive but fast to train Siege units stats changes AI: various minor AI changes ========================================================================================================= 0.0.3 The first major update of Res Gestae: AI difficulties: There are nine AI difficulty levels now - I found the highest one most entertaining for myself. Note that the rating intervals are merely guidelines, which do not reflect your level in vanilla multiplayer. AI: Various improvements including use of towers, change of combat behaviours, adjustments for gameplay changes, basic support for tiny map and more. Diversification: Catilina has different behaviours in each match - it might rush or choose to attack at different time. Gameplay changes: Arsenal and rams are available for all factions in Phase 2, which encourages more diversified strategies other than booming and attacking when pop cap is reached. Consequently, phase 3 will give players much better options to boost economy and army strength (in this version some p3 techs already have reduced cost). Champions will be addressed together with civ differentiation in future updates. Techs: reduced cost for many p3 techs and phase3 itself. Units: slightly changed gathering rates. Rams have significantly more health and lower damage - siege will last longer and winning battles is much more important for both sides: attacking side should not overspam rams; defending side should not try to 'pick out' rams before defeating attacker's army. Buildings: economic buildings and palisades are much easier to destroy. Lower hack resistance for almost all buildings. Stones towers deal more damage and cost more resources - it should be a good option to garrison towers when you are under attack. Slightly better vision for all towers. Other changes: slightly changed formations. 'Random' draws each civ with equal probability now. ========================================================================================================= Planned features that will NOT be implemented in recent updates: (due to compatibility issues or amount of work required) AI border contact management - we do not recommend having AI closer than 1v1 small mainland (e.g. 1v1 on any tiny map, or 2v2 on any small map) Naval overhaul and AI naval management UnitAI changes - compatibility issues with current release and svn AI defence overhaul - Catilina is using the defence modules of Petra, which should be substantially reworked. Only minor improvements will be implemented in recent updates. ========================================================================================================== MOD IS NOW PLAYABLE. COMPATIBLE WITH ALPHA 25. https://github.com/Nagasushi2021/Res_Gestae Still a work in progress. Please report bugs and suggest balancing and gameplay ideas2 points
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Thanks @wowgetoffyourcellphone and @soloooy0 for the feedback some things have already been modified (some like the unit textures is still a work in progress) and others I will wait for a response from Duileoga mainly regarding the design of the buildings.2 points
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@Lopess @Duileoga Been trying out the mod some more. Some great stuff here. Hope you don't mind my thoughts and suggestions! Textures Since the gray "stone wall" texture is used so often (on nearly every building), it would be worthwhile to create a larger section in the texture sheet (or a whole new texture sheet) with various sizes and resolutions, so that you don't have to keep stretching and compressing the texture in the UV mapping. This will help with "texel" size. This is the most obvious with the City Walls, which uses the same texture, but with UV mapping attempts to make 3 distinct sections of different size. In the end, it just looks stretched. Same goes for the hay roof texture. This texture needs the most improvement. Probably replace. Same goes for the stone texture use for such buildings as the Wonder and the Temple. Textures already in-game that you could use \textures\skins\gaia\ slab_medit.png stone_aegean_01.png stone_india_01_norm.png stone_india_01_spec.png stone_scandiv_template.png stone_scandiv_template_norm.png stone_scandiv_template_spec.png temp_stone.png stone_scandiv_template_norm.png stone_scandiv_template_spec.png temp_stone_b.png stone_scandiv_template_norm.png stone_scandiv_template_spec.png I thought the look of the floor tile texture could be improved. Either UV mapped to be smaller (thus increasing its apparent resolution) or just replaced with a higher resolution texture. A lot of the unit textures don't have player color enabled. This is important. The roof tile texture for the Sauna is too low resolution. Again, this is all about trying to make every texture look the same resolution in the final product (texel size). Buildings I suggest to remove the wall from the Farmstead. Just have the 3 round huts, plus Farmstead props and the farmstead decal all the other civs use. It'll look nice. Castro I think this can be a Wooden Fortress (400 Wood), but available 1 phase earlier, in Town Phase. It can then be upgraded to a Stone Fortress (+300 Stone) in City Phase. The Mercenary Dock, aka Punic Port Model needs fixed for some reason, it looks very weird in-game. The model is a bit overly complex. Could be toned down a bit with so many structures. Archery Range Could use one. lol That's all. Houses Could use smaller dirt decals. Stable Could maybe follow the "horse butts" convention. Walls Maybe both Iberians and Lusitanians could get free walls? Need to animate that Wooden Gate. Wonder Perhaps more like a sanctuary rather than building a "mountain"? Same for the Temple. Attached is a texture sheet sample idea, sourced from legit sources (cc0 or from the game):2 points
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I wish I could like/thank the first post again, after the update! These kind of calculations are really interesting!2 points
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Currently, the majority of players are much better than even the Very Hard aggressive AI and find it easy to defeat. Therefore, I would like to request the addition of even more challenging AI settings for pro players to practice and experiment new skills on. The current 'very hard' AI consistently makes a few strategic mistakes which slow down its eco and decrease its attacking ability even though they have 56% gather bonus: 1. Using women to mine 2. Not researching upgrades 3. Using men to gather food 4. Not using formations 5. Small pushes - real players often commit all of their units to a big push 6. Not knowing to retreat after rushing 7. Unwise timing for expansions 8. Chasing after lone enemy cavalry - causes idle time and increases risk 9. Lack of selection in where to attack - they attack a random location which could be well defended. They never outflank or make sneaky moves. 10. Not training in large batches 11. Not using enough women in early phases 12. Scattered troops and sending small groups of women out of the safe zone to build new cc If the devs can fix these then the AI would be much more fun to play with. To make the AI more realistic we can also add a cavalry rush or archer rush feature. Just increasing the gather rate does make their boom faster but doesn't make the AI feel like a more challenging nor intelligent opponent. With that said, we can push the very hard AI's gather bonus to 100% to make it extra tough. Meanwhile, the very easy AI could do some smaller rushes, for example with just 5 archers. This makes the learning curve shallower for beginner players.1 point
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In my opinion Graphic Artists of 0AD have achieved a tremendus success in defining the modern graphic style for modern RTS games. All units, Biome and scaling is better than all other RTS game of this time. In case of music,sounds 0AD can also be regarded as a masterpiece. Gameplay has also improved significantly after the latest release. Although I would recommend beetter AI for FFA single player. Therefore I would deliberately recommend/suggest/support a massive marketing campaign for 0AD in this situation when people are eager to choose a new RTS leader for the upcoming time. Thanks All Artists, Musicians, Programmers for creating an awesome game like 0AD.1 point
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I've played vs the Catilina AI without the balancing modifications, and it does seem significantly more challenging. I wanted to suggest splitting off your AI modifications to a separate project/mod. I'd like to play with just the Catilina AI but otherwise vanilla 0ad.1 point
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I don't see the gladius. By the way you initially said that it was an antenna sword, not a gladius hispaniensis. That's two different weapons. Try to be coherent with your own interpretation. Edit: a xiphos could be the source Some xiphos, especially those from Hellenistic era have different hilt and pommel that could match those from the coins above: In comparison, a Gladius Hispaniensis: Or an antenna sword: I think the xiphos is the one that matches best the shape and the length of the blade. Which is also supported by the similarity between the two coins, one is obviously depicting xiphos swords.1 point
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Thank you for the clarification Nagasushi. The smaller range of the javelin cav caught me by surprise, but your reasoning seems perfectly correct so i'll experiment with them a bit more. I've been playing with the Iberians lately and i was used to the cheaper Javelin cav with high mobility, range and damage output. It used to counter spears quite effectively, since 30 meters is quite a long range, given the cav's high mobility. Now that i know their intended purpose i can fit them better in my army. Also i do understand now why they have 150 HP instead of the usual 100. As for the ranged units, i found it interesting that you added a minimum range to them, so they can't fight melee battles and have to constantly retreat in order to fire. I also noted that javelin infantry has higher pierce armor (5) than archers (1), i guess to justify their lower range. As for the Elephants, i'm pretty sure they didn't receive armory upgrades before your mod, but i'll double check just to be sure. I wasn't playing on medium. i put it on hard (if it makes any difference). But its been loads of fun. The AI doesn't slack and keeps sending wave after wave at one point, mixing army compositions, splitting forces and even ignoring my attacks sometimes and going straight for my base (giving me a bit of a headache), but i enjoy the challenge. As for attack+move, its all i do, really. I even altered the hotkeys so that "hold ctrl+ right click" doesn't focus buildings, only units. Nevertheless, this is a great mod. Great job! EDIT 1: You were correct. The Elephants receive armory upgrades in the base game as well.1 point
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Probably just for personal preferences. Constraints due to the amount of "land" on some of the naval maps would be one reason. Having 5 merchant ships with 15 land traders garrisoned in each ship wouldn't be the best use of pop limits but +300% "profit" is substantial.1 point
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Hi @Micfild. Thank you for your feedback. Don't worry if you can't beat medium level - easy level is too easy due to some petra features, but I will add more difficulty levels very soon. The attack strength of an unit is measured by their damage per second (dps), which is Attack value/Interval. For example, inf spear has 5.5/1=5.5, inf jav has 20/2.275=8.8, sling has 20/2.5=8, archer has 20/2.7=7.4, jav cav has 20/2.4=8.3. These attack intervals are much more realistic and they can make archers easier to balance. There are three reasons why javelin cavs have very short range: 1) Flanking with cavs is possible because ranged infantry has minimum range - when cavs get into this range, they won't be able to fight back, though in practice a large number of ranged infantry can still kill cavs, which is a desirable result. If jav cavs have longer range than the minimal range of ranged infs, flanking won't work. 2) Cavalries shouldn't simply be stronger, faster, and harder hitting versions of infantry - they have very different roles. Short range makes them unsuitable for fighting against infantry spears head on. 3) Historical accuracy. It's completely implausible that cavalries use javelins rather than spears as their primary weapons on the battlefield, so I just want these jav cavs be a representation of general light scouting cavalries ( I would replace them with lighter spear cavs if I have the models). I made them slightly faster, and slighlty weaker (not easy to see from the stats) than sword cavs, so that they are very good for hunting, raiding, capturing lone buildings and chasing fleeing enemies, but not as good as melee cavs for flanking ranged units ( though they can still do that). Short range prevents them to be used as machine guns behind infantry lines, which is very absurd. So give them a try, especially for raiding - they are not bad units. I haven't made any change on armour techs or elephants. So they receive the buffs if anf only if they do in vanilla a25. Yea, the elephants are quite op indeed. I will work on them when I start to deal with champs and civ differentiation. Make sure that you gather your army before fighting, and don't forget attackmove (hold ctrl + right click). Have fun!1 point
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Your own reference says "it is in any case clear"..... the other coins feature other representations that are not Roman either, or at least not just roman, as you yourself mention. As for not seeing, or ignoring, the figure of a "barbarian" in the representation on the left, we see that someone has problems with their eyes.... of all sorts, even if they ignore everything that has already been said, specifically about the currency in question . Liria's ceramics are even clearer. Although, in all tribes of Celtic origin, scale armor is registered, but in the Celtiberians and Lusitanians they are not.... they are some kind of cloth armor. The reference you make: It expressly contradicts Estrabon, as I've already said, but you completely ignore it. Between Estrabon and these "exotic" theses, to say the least, I take Estrabon. or.... let's figure the Celtiberians and Lusitanians no longer with lorica squamatas, but with some kind of cloth armor... !1 point
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You guys can scoff all you like, but based on what I'm seeing and reading I'd lay even money that AoE4 is going to be a game that dictates the expectations and mindshare of 0 AD for the next 5-10 years. Let's talk about the good things they are doing: The game runs smoothly in a performant, modern, 3D engine with serviceable graphics that will almost certainly improve over time thanks to patches and modding. The gameplay we've seen preserves most of the complexity of AoE2's timeless systems, while also adopting a much more asymmetric roster of civilization designs. (Some of these new civilization concepts might significantly expand the design space of historical RTS.) It explores some interesting micro-gameplay concepts. History RTS tends to fixate on projectile dodging and kiting, which are high skill floor and low ceiling, so having a high profile game try to showcase something else is good. AoE4 has faster matches and tech progression than a lot of games in its space. Military buildup is also fast and action looks like it will start early. This is a nice concession to the reality that the people who grew up with this genre are now adults under a lot of time pressure. Non-rush games don't need to take 50-60 minutes to resolve. The game is doing some really interesting things with contextual doodads around buildings. The game's ambient sound design is reportedly superb - although there is clearly still room for improvement. (ding ding) It is releasing in a finished (or nearly finished) state on October 28, 2021. This is all amazing in my book. I'm not sure good enough to usurp AoE2's e-sports throne. It might not even be enough to prevent it falling into semi-obscurity like the other entries in the Age series. But for 0 AD it will do one thing that is tremendously important: demonstrate that it is possible to make a high quality, modern re-adaptation of the AoE2 design philosophy. AoE4 is (in all the ways that matter to a broad audience) what 0 AD is supposed to be. It's the promise this project was sold to us with, and it's coming to you in a few weeks from the hands of a bunch Microsoft MBAs who are more interested in this quarter's profits than making great games. This stings to anyone who believes in FOSS, but the answer is not to nurse our insecurities. It's time to start taking notes. What works and what doesn't? What should 0 AD copy and what can it improve on? Can Wildfire use any of their design research to break out of its multi-decadal development pace? These are important questions, because if AoE4 is good (or even just pretty good) 0 AD will have to change its sales pitch to remain relevant. "Sort of like AoE4, but antiquity, and you get what you pay for" will not cut it--particularly if mod support is coming.1 point
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why would you garrison a trader into merchant ship for +20% profit, when you can make another ship for +100% profit? traders aren't cheap.1 point
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I have been testing the mod, I like how the Lusitanians are thought, it is well thought out, the last defense of women, the Vetons mercenaries can give quite fast support, now come the bugs found. 1: you start with javeliners and swordsmen, but in the cc you can make: slingers and spearmen, something is wrong. 2: in phase 1 you have access to all infantry, is it too much? 3: precision bolt technology in the arsenal, but they can't have catapults, or rocket launchers. 4: the phase 2 KAI darsena (Phoenician allied) only costs 200 wood, it should cost some metal or stone more... 5: in barracks you can't make elite swordsmen and for their special building you have to use that technology and the same with the elite cavalry. soon it will be a big faction and I need it in the game, the equipment bonus could be something related to mining or lowering the cost of metal, troops, technology or both. depending on how it's done, could any unit of champions be upgraded to phase 2?1 point
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https://www.gimp.org/news/2021/09/18/gimp-2-10-28-released/ @Stan`@Alexandermb@wackyserious@Mr.lie@Sundiata new version of gimp is released1 point
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It conveniently happens when you're enjoying yourself. 9/10 times it's likely intentional. For @2 I don't think people, in general, appreciate things that make stuff easier or protect them as you do not notice those things. Therefore, you tend to underappreciate them. Conversely, people definitely don't appreciate things that create agony and make it known. Therefore, a lot of effort that has been put into DDOS prevention goes unappreciated (e.g., password games, user1 taking time to read my pms and those of others, etc). Mainly because ddos isn't an issue until it is an issue. @Angenwho implemented password protected games has a great idea on a whitelist that ties in with buddies list and makes passwords unnecessary. I really look forward to the alpha that has that feature as more people will be likely to use it as password don't 'flow.'1 point
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