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Showing content with the highest reputation on 2021-10-03 in all areas

  1. There is "battalion-ish" support now committed. It's rough, but I have ideas on how to improve it for EA's purposes.
    4 points
  2. It is eerie quiet lately. I'm trying to fix some bugs, make some small improvements, get some other/new contributors up to speed, but the problem really is time. @bb_ has some interesting patches up their sleeve though.
    3 points
  3. Hi everyone I played for the first time 0ad around 7 or 8 years ago and then forgot about it. I recently remembered it and had the urge to play it again, I was so positively surprised at how far it has come, really such a beautiful project. I'm happy to be here
    3 points
  4. In real battles in history, the commanders often took advantage of the terrain to suit their strengths and weaknesses. Bogs and swamps should slow down cavalry, rams and heavily armoured infantry a lot. Women and archers could escape from them there. This could make an interesting downside to advancing down the armour technology tree as the weight goes up
    2 points
  5. 2 points
  6. I don't know how to do that. Besides, the mod itself is the patch. Unfortunately, the relevant script has been updated since, in a part that I don't know the working of. @Freagarach made the edit. Maybe he can merge the files, or help.
    2 points
  7. I'll look at the footprint sizes. I've often thought that palisade gates need to be wider, even in the base game.
    2 points
  8. Another possible special building for them: Library: (Library of Celsus). https://en.wikipedia.org/wiki/Library_of_Celsus
    2 points
  9. I haven't got one; it's merely local. I haven't updated it since I started contributing to the main game. So it is A23b but with a lot of irregularities (and debug stuff). I've tried to get some nice features (like trample damage, directional resistance, elevation damage bonus, attack ground) into the main game, but to no avail yet. (Some _did_ get included, e.g. battalion-like selection and resource de-/regeneration.)
    2 points
  10. Admin of DDoS service behind 200,000 attacks faces 35yrs in prison! I really hope this is our man, but I guess not. Still good to see how serious this is taken and that people get faced with their actions. 35 years in prison is a serious reaction.
    1 point
  11. How do we know that there is just one person conducting ddos attacks on 0ad players? And, how many ddos services are there? Can you show the steps to reaching these conclusions, please? What are the sources of the information?
    1 point
  12. Apparently people haven't read my post carefully. The process is named "main". It is not named "pyrogenesis" or "0ad". It is named "main". The process name is "main". Type killall -9 main
    1 point
  13. the fact that it takes another merc strategy to beat carth merc rush actually quite proves the point that mercs are OP. carth merc rush is not all-powerfull, there are ways to resist it, and ways to prevent it, but depending on your civ and the map/other players positions, it may be totally impossible to counter. when your best option to fight sword cav is CS spear cav, it's not fun to try to keep the pace with stronger, cheaper, and faster trained units.
    1 point
  14. So you won 1 out of 3 while based on rating difference you should only have won 1 out of 5? We need an emergency thread discussing how UP Carthage is
    1 point
  15. There has been a lot of discussion about Carthaginian mercenary cavalry, inspired by @Dizaka and @BreakfastBurrito_007. I would like to point out that it is not unstoppable as I stopped it in this video against a respectable opponent. I have to admit that this was the 3rd game I played with Dakeyras that day. In the first, I played as britons against Carthage and I opened with a stable. Later I added a barracks but before I lacked enough spearmen, all my units were slaughtered. That build did not seem to be a workable strategy. So then we played again and I took Seleucids. I was housed 2 times before reaching 40 population and planned on getting 2 colonies, which did not do wonder either. Only the third game I got a right approach and execution.
    1 point
  16. nicee!! always a great show to watch!
    1 point
  17. coming back to the original topic here I still like the formation behavior in your mod. Why don't you make a patch so it can be discussed if/ how this can be integrated in the main game?
    1 point
  18. Sorry I don't know what Magic key is... If you want to kill 0ad, try sudo killall 0ad Or sudo killall pyrogenesis You can exit full screen with alt+enter so that you can reach the terminal.
    1 point
  19. Selucids covered ram can not pass through the palisade gate :/
    1 point
  20. try boongui mod.
    1 point
  21. I was thinking that since the ticket #6043 (https://trac.wildfiregames.com/ticket/6043) proposes a the possibility of viewing 3d models, there could be an option in the model viewer for taking automatic portraits of each unit (including ships). And maybe the option of changing the color of its back. That would be really helpful when automatizing the design of portraits. That would save you a lot of time.
    1 point
  22. I find it good that some civilizations are poor in siege units. Rome is ROME. Is a highly developed civilization with excellent siege capacity. Wall, military camp, long-range siege. To counter them the Gauls can send cavalry raids in ennemy base, attempt to kill the sieges with sword cav. Rome is good design differentiation. Gauls lacks something, but it good too. Gauls has the unit which decreases the enemy attack it is nice and the buildings are faster to build. Good food production in the fields. We can have little idea very easy. Delete all tech for boost monk (druid) on temple and remplace by an unique tech which teaches druids to morally boost their allies. When druide heal ally they boost 20% dammage for 5 seconds of the unit. Very usefull on infantery fight. So we can imagine druide with mounted druid (but produce in temple or in stable if temple is already built ?) If the idea about the druids refused. We can create new unit produced from house. A pillager unit with flashlight and a small dagger, very fragile and bonus plunder multiplied by 3. This unit can burn building, but they are very weak in fight ! Fast moving like a skirmish unit. 40 wood 40 food and the unit pick up ressource at 0.4 Ratio -> it will be well written that this is a poor collection unit.
    1 point
  23. I think there could be a distinction between Attack Ground (where you target a specific point or area on the ground terrain) and Attack Group (drag-selecting a bunch of enemy units to tag them as preferred targets).
    1 point
  24. In my mod units have a "Strength" property that determined the damage it does. So each weapon had its standardised properties, which were multiplied by the strength. Champions would be a bit stronger, but moreover stay at the same strength for longer (Stamina).
    1 point
  25. 35 years is nothing compared to the time wasted by hosting a game that will then be ddosed XD.
    1 point
  26. Nice joke, weirdJokes. ;-) For anyone who is confused, 200 000 attacks would include attacks on a lot more systems than just 0AD and the 0AD playerbase. But yes, some of those attacks (.1% ?) likely targeted the 0AD playerbase. Therefore, some of the prison time helps seek justice for attacks on the 0AD playerbase. So yes, it seems appropriate to me, as well.
    1 point
  27. About the rice again: From my point of view, this could be a middle ground between the extreme square rice fields that are currently left in the han mod and the eyecandy round ones (Although the eyecandy ones would still be my first choice). And I guess one could also make this design adaptive to the terrain as it is also comprised out of smaller units. But I would still like the rice to be a little less perfect grid like and the dividing lines a bit less straight.
    1 point
  28. I guess it would require some coding, but only js. my idea was to use the tree groves from DE / @wowgetoffyourcellphone (a combination of trees as a functional unit), as that seems more realistic for this idea. Then you have to make them garrisonable for everybody or just for specific factions, which is the part that will likely require some new code (without having looked into it). You also don't want this to show up on the minimap, which would defeat the point of hiding, but that should be doable if the player doesn't actually "own" the trees. Optionally you want to have health variants of the tree groves, which restrict the garrisoning (i.e when the forest is being cut down, your people should be forced to leave)
    1 point
  29. Hyrule Conquest has burning alcohol barrels for tower use. Dunno how the animations worked cause I never got attacked while I had it researched.
    1 point
  30. aI made a mod that implements my proposals on formations. I think the improvement is stark, here's a preview: Some detail: Assignment of units to formation places This is already very similar to the current algorithm, the only difference is point 3.2. I tried hard to introduce it, but, for simple that it sounds, I can't seem to make it work. Sorting the array doesn't seem to have any effect, I noticed it's always the same units that take the farther positions, those left out by the others. I'm attaching the js file with attemted edits. Also point 2 has seen an improvememt, similar to the one dealt in the next section. Rotation movement This had the greatest impact, in particular the second point. Makes formations a lot more usable I think. First point is dealt as in my last post of June 30. Column formation This was easiest. Not much to add about it. Further considerations and questions - I did quite some code refactoring, as much as I thought it would be acceptable. External use of some function may break, although it seems unlikely to me. - I'm not sure I respected coding conventions either. - Formations now don't get formed anymore in the mean direction of their members. - Browsing Formation.js history, I was startled noticing that actually my proposals are nothing new and already where in the engine some time ago (rP14292, rP14300). I'm not sure what to do with this information. - How is LoadFormation supposed to be used? - The only way to make formation turns more natural than this, is to change how entities turn around obstacles, so that they do not do it on position, but rather sliding around the corner as they turn. The improvement would be evident for formations, but would also be noticeable for rams and cavalry. I'm not sure where's the code for that. - I can keep making improvements if you like, my goal is to make formations good looking, and also reasonable even for competitive games, and I'd like my edits to go in the main game. (edit/clarification/license: I renounce to all rights on my work on the mod and agree to the legal disclaimer) Formation formation-mod-proposal.pyromod
    1 point
  31. I updated the mod to 1.6.3 (6/Sep/21) and changed the default hotkey to "Alt+Shift+F", but you should still be able to change the hotkey via the "Hotkey" option. (Also reduced the "ginormous garrison flag" by 25%, still well visible and the size is not too intrusive anymore.) Thanks for the feedback. The game details are left to game list, because I often moved my eyes from the top left of the game list to the bottom right of the screen in the original layout, just to see who is in that game, that's the reason. I won't change it back. But I added some new buttons with 1.6.3 (6/Sep/21), for example a "Replay" and "LastSummary" button, @nani helped with the code. I adjusted the blue color a little bit, can you check it again now with the new version.
    1 point
  32. I suppose it could be done by restricted classes. E.g. giving sharks the ability to attack but only fishing boats. I'm afraid however it might look a bit weird. Also I believe more people are killed by dolphins every year than by sharks.
    1 point
  33. I'm working with him to fix the lusitanians first. The models are not game ready...
    1 point
  34. Buenas Ya terminé con los bocetos de "Lusitanos" que ya subí a su Tópico y ya estoy terminando los bocetos para Arsácidas/Arsacids ; Me gustaría ponerme ahora con los "Tracios/thracians" (sin influencia griega por ahora) , pero tengo muchos problemas para diferenciarlos de los "Dacios/Dacians" ¿ Alguien me podría enviar información por privado (mensajes) de los tracios (edificios) y sus fuentes para hacer los bocetos?(con esa ayuda tendré varios los bocetos solo en unos días) DISCULPEN LAS MOLESTIAS*
    1 point
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