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Showing content with the highest reputation on 2021-09-25 in all areas

  1. Attached is a pyromod file of a Kiara bot snapshot at commit 64fa277 on Sep 24, 2021 (for anyone who wants to try it out). kiara-64fa277.pyromod
    4 points
  2. Units who don't have BuildingAI can't fire multiple arrows (yet).
    3 points
  3. I would say a javelineer would work fine. Strabo's account is short and could be an example of an emblematic case: Diodorus Siculus mention also that the young Lusitanians were used to plunder other lands to learn the way of war.
    3 points
  4. @maroder @wowgetoffyourcellphone Thank for the link.
    2 points
  5. Clicky -> https://github.com/JustusAvramenko/0-A.D.-Alpha-24---Two-Gendered-Citizens
    2 points
  6. A city that is well defended is defended by men, not by walls. So it does not need walls.
    2 points
  7. Hi everyone! This seems to be an old post but i got intrigued by the concept of two-gender gatherers. I haven't found the 2-gender citizen mod that people kept talking about so i went and built a little conceptual mod just to see how laborious it would be. I attached the results. I only did it for the Spartans though (since its conceptual). As a whole, the game already has everything it need to implement this (no new art or animation required, well, maybe for the unit portrait icon). As for the question of visibility (distinguishing soldiers from gatherers), it's already very hard to do it by sight alone, and much easier to just area select and work with the unit icons. Also, alt+area select already selects only soldiers (and i believe there is also one for only gatherers, but i can't remember right now). Have fun everyone! Male_gatherer_concept.zip
    2 points
  8. My two cents as a long time, off and on player: Formations are the one thing I want to see really working above anything else. Formations and unit cohesion were such a big part of ancient warfare that the game really loses a lot of immersion for me in that we see wild mobs of units engaging one another as the default. I would very much like to see formations as the default setting for groups of units. It seems to me that each formation type needs to have bonuses and tradeoffs for units within it. Directional damage would be super. I would very much like to see battlefield tactics become more important, forced even, upon players. Terrain bonuses play a big part of this too. The game is still fun and playable without these features, but I feel that really in the long run the game would be better served if there were more attention paid to how players field their units before, during, and even after battle.
    2 points
  9. In cost.js you can find the relevant line.
    2 points
  10. The Iberian faction is very well synthesized with several people who constituted the ancient Iberia . However , following a historical context , the great war that was fought in Iberia were the Lusitanian wars that made Rome tremble. These are the terms in which Strabo refers to the Lusitanians : " The most powerful of the Iberian nations , and among all , longer owned the Roman arms . " - Strabo . So that as with the subdivision of the former " Celtic " faction among : Gauls and Britons. I think it is more justified subdivision between Iberians and Lusitanians . "Those they call Lusitanians are the most valiant of all the Cimbri . " - Diode Siculus . Besides the historical context , reasons abound from the point of ethno - cultural perspective, the Atlantic - western , folk ( Lusitanians , Galaicos and Asturian ) , constituted a civilization itself , which many archaeologists designate " Castrexa " , framed as Proto -Celtic . His way of fighting were very different from Iberians . While the Iberians were generally more peaceful and non- waged guerrilla warfare , leaving siege by the enemy . The Lusitanian constituted mobile military units without the Romans podessem employ their siege tactics ( as they did in Gaul and against Numancia Celtiberian ) . More than that , the Romans persecuted the Lusitanians in surprise attacks and relentlessly . For a Lusitanian there was no greater glory than to die in combat . The Lusitanian weapons were also well above the Romans , so that the Romans tried to copy in vain , his arms the famous Glaudios Hipanienses , yet never managed to reach the Lusitanian excellence. even more terrible was the " Machaera Hispanienses " ( falcata ) : "They make weapons and darts in an admirable Manner ; bury They are plates of iron so long under ground , till the rust hath consumed The Weaker part , and so the rest passe more strong and firm Of this They make Their swords and other warlike . weapons , and with these arms , tempered Thus , They are cut through every thing in Their Way , that neither shield , helmet , nor bone can withstand them " . - Diodor Siculus . The Lusitanians fought on foot and horseback , was his peculiar way of fighting : 2 Lusitanian rode one horse, when confronted with enemies , jumped and fought on foot: " And because They are furnished with two swords , the horse , When They have routed the enemy , alight and join with the foot , and fight to admiration . " - Diode Siculus . The new faction , Lusitanians , could have such a differential in the game , a single horse , mounted with two jinetes , and once in combat units would drop 2 against the opponent .
    1 point
  11. Between a24 and a25, the biggest change has arguably been unit pushing. This new feature has succeeded in smoothing unit movement considerably, but has made much more than that: it has changed they way units move and look, and the way they approach and engage enemy targets. I always felt like in this regard, mine was a minority opinion, but after discussing with a friend who was much more enthusiast than me about unit pushing, I think we can possibly agree on some way to enhance it, so I will speak out about what I think it's wrong about it. Units interpenetrate basically every time you move them. When you have a whole bunch moving together, they form queues so tight that they look like solid worms of people. In some cases, it may be hard to tell how many soldiers there are, making it particularly difficult to predict how a battle is going to go. It is even more difficult to tell how many soldiers are getting killed, because they are so densely packed in the melee that people dying are invisible inside the mob. Rams can sometime interpenetrate so deeply that two of them may look like there is only one, while they are attacking a building. Choke points are no longer of any real strategic relevance, you have to fit melee units into them to make them effective, and that's usually impossible/unfeasible. And the slightest gap between two buildings allows a whole cavalry army to pour in between in a couple of seconds. Any passage, narrow or large, can fit an army as large as you want. I think it wasn't necessary to deviate so strongly from how unit movement looked before, the new pathfinder is more andanced and effective, but it went too far on this new road. It is ok if a big mass of units struggles to go trough a narrow passage, that's how things work in reality anyway. And besides that, I think the look of battles is worse now than before, less clear and more hazardous. In any case, unit interpenetration is bad and should be avoided if possible. Thank you for bearibg my rant, let me know what you think.
    1 point
  12. @Ryze it never did build walls in any of the recent alphas, cause it is not trivial to decide where to put them without blocking itselfself at the same time. So it's just not implemented (yet)
    1 point
  13. Here is it https://github.com/JustusAvramenko/0-A.D.-Alpha-24---Two-Gendered-Citizens
    1 point
  14. @Stan` Please take a look at this: The lobby is not displaying any games, so we can't join or host.
    1 point
  15. Hi! It was creating a mod to test a few things and tried to set the population value of a unit to a decimal number (i.e. 1 --> 1.5). As expected, the game didn't like that one bit XD. I was wondering, can it be done? Would it be trivial or complex (like, in a scale of changing a line or changing several scripts)? I'm just curious. Thanks.
    1 point
  16. @Langbart Sent me a message with a solution to the Unit Cost Card not showing decimal values. Posting it here since it's relevant. In gui/common/tooltip.js In line 708, remove the Math.floor, leaving just the rest of the equation and it's done.
    1 point
  17. I'm a top 40 player and I build palisades very rarely, walls almost never. So hey, the bot must be clever ; )
    1 point
  18. I use debian on a desktop. Arch on a laptop. I've found arch really difficult to install and it was a steep learning curve. However, it seems like it was worth it. When doing the installation I recommend you follow the tutorials and write down the commands you use in some sort of document. It's useful to figure out where you go wrong and understand everything more. I started with a regular install of Arch but now it is a raid install on lvm2 that is encrypted. Really happy with it. I think it is actually easier to install 0ad on arch than on debian. I could be wrong but I still can't install newest 0ad on my debian system - just using the 25-rc5-25848 version.
    1 point
  19. Buenos días /tardes/noches; -Texturas para unidades de infantería ligera lusitana en fase 3 , provisionales; (las texturas inferiores de pelaje son las capas, además de añadir textura para grebas y cinturón) Escaramuzador lusitano; Espadachín lusitano; Hondero lusitano; Lancero lusitano; -Cualquier sugerencia , crítica .... serán bien aceptadas. Disculpen las molestias*
    1 point
  20. Thanks @Stan` and @Freagarach, it was in cost.js, as you said. Line 16 of the script, change the schema from nonNegativeInteger to decimal did the trick (it doesn't accept nonNegativeDecimal - not a valid datatype). Although the decimal values don't show on the cost card of the unit, it does show and work perfectly on the resource panel at the top of the screen. In this image, women costs 1.5 pop. https://i.imgur.com/qORPVcW.jpeg Thanks once more.
    1 point
  21. You could also chose to update your apt list to use the Debian testing repositories. Changes of an unusable system are still low, due to the time in Debian Sid, but you can still have quite up to date packages (like 0 A.D. A25b). (See e.g. https://www.osradar.com/how-to-change-debian-stable-to-debian-testing/.)
    1 point
  22. Well changing it is probably a matter of replacing a positiveinteger to positivedecimal in one of the simulation scripts. However it might appear weird on the GUI (e.g with a ton of decimals)
    1 point
  23. Question. In DE, if I were to add a Lusitanian merc for the Iberians, what class of soldier would be the most iconic to use?
    1 point
  24. I tried the res gestae mod and showed some of it on my youtube channel. So if you do not check the mod out yourself, you can get an impression here: https://wildfiregames.com/forum/topic/56618-res-gestae-mod/
    1 point
  25. Since he was Roman perhaps it might be better to use one of the Lusitanian chiefs who sided with Sertorius as hero; that is assuming any of their names have been recorded.
    1 point
  26. You may also download the 0ad packages (the deb files for your arch) from testing and install them with dpkg -i *deb in stable. Usually it works when testing is not much newer than stable and it should not break things. If not just remove them and reinstall with apt.
    1 point
  27. Hi Ceres, apt pinning is possible but risky if you don't know first precisely what you're doing. If you're not in a hurry, you can wait for a bookworm's backport of 0ad, it will come sooner or later. If you're in a hurry, you may use the flatpack or snap packages of 0ad, which are up to date, until bookworm's backport of 0ad is ready. It would be separated from the Debian packages if you want to compile yourself a version from the repository for testing purposes.
    1 point
  28. I suppose that with the recent flat design and lack of icon character, it's easier for people used to it to get used to such an interface?
    1 point
  29. 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
  30. Han themed: Zhang of Han https://en.wikipedia.org/wiki/Emperor_Zhang_of_Han Zhang Qian https://de.wikipedia.org/wiki/Zhang_Qian Chinese themed: Zen https://en.wikipedia.org/wiki/Zen Zhuge Liang https://de.wikipedia.org/wiki/Zhuge_Liang Zhuangzi https://de.wikipedia.org/wiki/Zhuangzi Zouyu https://en.wikipedia.org/wiki/Zouyu Zhurong https://en.wikipedia.org/wiki/Zhurong Zhulong https://en.wikipedia.org/wiki/Zhulong_(mythology) Zhūquè https://en.wikipedia.org/wiki/Vermilion_Bird Greek themed: Zeus https://en.wikipedia.org/wiki/Zeus Zephyr https://en.wikipedia.org/wiki/Anemoi#Zephyrus Persian themed: Zoroaster/ Zarathustra https://en.wikipedia.org/wiki/Zoroaster
    1 point
  31. Yeah, it kills me how good ideas for this game constantly get put on the back burner because 1 person has some minor quibble. Were male villagers in Age of Empires ever confused with soldiers? No.
    1 point
  32. Yes, ire seems more realistic, or perhaps we can favor the gameplay and the freedom of the player to allow the dock to be done in the middle of the map without water, for me it is not much different from making many fields around the administrative center without respecting whether the area is fertile, if you have a farmstead close by or something. A simple copy and paste of conventions that came from old rts games. And not the 0a.d. he is not a city builder but he values a verisimilitude that in my opinion should be taken into account.
    1 point
  33. Building farms around the CC isn't some immutable law of the Universe or something. It's simply based on positive and negative incentives (and the lack thereof), which can be changed.
    1 point
  34. It's actually because the dev team doesn't want to hear whinging from a loud vocal minority. The vast majority of players would adapt just fine. I would think you'd want to learn new build orders and strategies based on a changing meta and evolving gameplay, but apparently not. "Fortune favors the Mundane."
    1 point
  35. It's not about hyperrealism, I don't propose that people need to build an exact copy of ancient Rome. It is about the fact that the starting area around the CC is already extremely well defended, without having to use any actual defensive buildings. As @LetswaveaBook said, the farms are build in a fortified area, which is at the moment always the outside of the CC. But why not actually giving the player the choice? If you want to go for a boom you don't have to invest in defensive buildings and take the risk. If you want to be more safe and turtle at the beginning of the game, this is now a more viable options, because there is not already free defense build into your CC. There is additionally the visual aspect. Our CCs are nearly as strong as fortresses in terms of shooting arrows ect. but they look completely different. Nothing indicates that they are actually used for defense/military, they mostly look like civilian buildings (see picture below). Yes, I thought that might be a problem. The quick fix would be to give an starting storehouse and a starting farm at the beginning of the game, to avoid situations where you spend all your resources and have no place to store new ones. Example comparison, Left side standard build order, Right side my build order with the proposed changes:
    1 point
  36. Nope, but I wanted to put the other options there too, to be thorough. I don't have a preference for any. Yes! Must have escaped me. I will change it once I add the new justifications. Thank you for pointing it out. Yes, ναϝός is attested. I will change the suggestion. Not very much. I have a grammar and I have had done some minor translation work for my own stuff, but I know more Georgian than Phoenician, and that's saying something. I will work on this stuff (and the Celtic stuff) on the weekend, since I have a busy week. Will make the changes then.
    1 point
  37. Hi. Let's remove dropsite ability from the Civic Center. Why would I propose this? Forces building storehouses and farmsteads from the start of a typical match, introducing the concept early. Refocuses the Civic Center on its primary purposes: training citizens, upgrading your settlement, and claiming territory. The player places new Civic Centers for optimal territorial claim, rather than as a forward dropsite which more often than not is not an optimal territorial claim. It's a soft encouragement to place farms around the farmstead instead of around the Civic Center. I can get rid of the "Civic Spaces" farming penalty. I know that there's also the defensive benefit to placing around the Civic Center, but it's a step in the right direction here.
    1 point
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