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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. @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
  12. Here is it https://github.com/JustusAvramenko/0-A.D.-Alpha-24---Two-Gendered-Citizens
    1 point
  13. 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
  14. @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
  15. 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
  16. Amazing that it's possible to get a new AI via a mod. Just just tried 2 quick matches vs Petra, Kiara won Thanks for sharing!
    1 point
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. Those are not mercenaries but auxiliaries, that a detail but it matters. Anyway the Lusitanians ARE NOT in Ategua, they are not throwing fire darts. They are with Pompey's sons in his camp. This is even explicitly told when two Lusitanian brothers flee the camp of Pompey and surrender to Caesar, reporting information said by Pompey's sons. The Lusitanians were with Pompey's sons, not in the town of Ategua. You were wrong, you can simply move on. Change your tone. If you mean my proposal, following one made by @Duileoga, to follow a successive variation of the body armor with experience, this is simply a standard in 0AD. Most civilization follow this simple rule. For example, the hoplites for the Greek civs do not have a body armor at the basic. Each unit have three experience levels with a model associated. Basic, Advanced, Elite. It is important that the player can easily catch the change among his troops and among enemy's troops. The most common for the basic is to have no body armor. The Greek hoplite do not have a body armor, it doesn't mean he is not a heavy infantryman. I think you are overreacting here but whatever. If you want organic armor for the basic version, I don't care. I am not against.
    1 point
  25. 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
  26. 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
  27. The Stalfos The word Stalfos has its etymology in the ancient Akkalan language, and refers to bones of once living creatures. In modern times the term is applied loosly to almost any undead abomination and monstrosity. As a political entity, the identity of the Stalfos has changed just as dramatically as all the kingdoms that have risen and fallen across the history of Hyrule: due in part to the undead being the servants of many fighting lords and necromatic powers. HISTORY The origins of the rituals and practice of animated skeletons is lost to time. Many Hylian scholars agree that necromancy had its origins west of the Gerudo desert at a time when dragons still ravaged the land. In the ancient lore of the Gerudo and Akkalans, necromancy was common practice during the Ancient Age in the far west of Hyrule. The Kingdom of Ikana and Cobble Kingdoms were famously destroyed during the height of their necromancy practices. Many cults to the forgotten god Mudora practiced necromancy rituals deep in the Gerudo Desert. After King Nohans' conquest of Hyrule, the Ancient Akkalans enforced a complete ban on all forms of necromancy and thus the practice faded for hundreds, if not thousands of years. Petty necromancers and Gerudo Kings have occasionally tried to revive the practice over the centuries, with little luck. In modern times there have been stories of Stalfos appearing in larger numbers than was usual. Whispers of necromantic powers returning the Hyrule are not uncommon. Indeed, there are forces at work that wish to revive the long forgotten arts of cheating death. NECROMANCERS Without a master, most undead simply wander without any clear objective. Shambling Stalfos and ReDead zombies can be found aimless in the darkest corners of Hyrule, remnants of a long gone necromantic age. Should these horrors ever fall under the power of a necromancer or mage with enough skill, they could be used to wreck untold havoc on the world as a fearless horde of soldiers that feel no pain and no remorse. PLAYSTYLE The Stalfos have a very distinct gameplay structure that deviates from many other factions. The Stalfos are not creative by nature, and cannot construct new buildings or train new units. Rather they can only transform dead material into what they currently need. In terms of structures, the Stalfos must capture pre-existing ruins on a map and by ritual transform them into the buildings they need. Should there be too few ruins for their purposes, the Stalfos can expend many Rupees to unearth a new set of ruins at a target location. Once these ruins have been dug up to the surface of Hyrule they can convert them into the structures that they require. As for Stalfos units, they accomplish expanding their army by collecting the corpses of their victims and converting them into the forms they need for battle. This is represented by the "Bone" resource, which replaces food. Bones can be harvested from any dead organic creature, as well as graves found on some maps. If a Stalfos player has a unit that can directly raise the dead, they can instead instantly turn corpses into new units. For more details on the Stalfos Heroes and their unit roster, check out the spoiler below: HEROES
    1 point
  28. 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
  29. 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
  30. 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
  31. 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
  32. 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
  33. 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
  34. (D2126) For switching between specific and generic names as primary. Can easily be extended to actually not displaying the secondary. Edit: extended.
    1 point
  35. 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
  36. 1 point
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