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Showing content with the highest reputation on 2021-10-07 in all areas
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One could just have the upgrade let the barracks (etc.) train/recruit rank 2 soldiers, so not affecting the already trained entities.4 points
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Buenos días/tardes/noches; -Renovación de las texturas de la "Unidad campeona de caballería lusitana"; (lamento no haber hecho más diversidad pero no encontré suficiente variedad de texturas del juego que se pudieran asemejar) -Esta unidad no llevaría capa. -Referencias ( traídas por @Genava55); (Aunque algunos elementos como los escudos no sean caetras , hay una mezcla de cascos celtíberos , íberos etc...) Textura para Viriato; (la textura inferior es una capa) Disculpen las molestias*2 points
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The problem with it being hard to tell how much rank units have gained would be easy to solve. If you select the barracks, you see the different unit types. By making it such that a rank 3 unit would be regarded as a different unit, this problem would be (partially) solved. It is indeed a slow mechanic. A nice experiment is the reduced xp for hoplites currently granted by the hoplite tradition tech. That means hoplites promote twice as fast. So by garrisoning your hoplites for 100 seconds, you get it from 0 xp to rank3. However I think it is most often better to have your hoplites work for 100 seconds. However for hoplites, it is not the worst thing you could do and players could experiment with this. Also when I rushed a bit and at the moment I considered that my cavalry would no longer be able to cause casualties, I tried during some game to garrison them. The cavalry gain about 25% in value after 150 seconds of garrisoning, which seems as efficient as hunting in the middle of the map. Though garrisoning for xp seems reasonable, in many cases in hindsight it would have been better to have them patrol (or hunt) in the neutral territory to spot any attacks or expansions.2 points
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@Dizaka @chrstgtr@ValihrAnt@Yekaterina@borg- @Palaiologos What do you think? could this be a good feature that you would imagine using?2 points
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I intend to make this mod available with the Zapotecs in mod.io this weekend, if anyone has any good ideas or observations about it I'm available.2 points
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When designing civs (or redesigning them), I think the focus should not just be on balance, but to make each civ "Favorite Worthy." What I mean is, each civ should have aspects that make it unique, fun, and cool enough to make stand out and make it worthy of vying for the community's "favorite" civ. In a "tier list" ideally it should be a struggle to decide which civ should be knocked down to a 'C'. They should all be clustered at B, A, and S. Some ideas: General Remove champion "unlock" techs and move them back to Fortress unless otherwise stated. Move Heroes to Civic Center unless otherwise stated. All Citizen-Soldiers types in every civ have Rank Promotion technologies up to Advanced. Exceptions 1 type of Citizen-Soldier per civ will have an additional promotion tech up to Elite. 1 type of Citizen-Soldier per civ will have no promotion techs. Unless otherwise stated, all civs retain their current bonuses and technologies. Athenians Retool the "Delian League" team bonus. All allies can train the Delian Marine from their Dock. -20% build time for all Ships and Boats. -20% research time for all Dock Technologies. "Painted Stoa" structure (build limit: 1), which grants the "Greek Architecture" aura (Buildings +20% health). Remove the "Greek Architecture" bonus from all other Greek civs. Heroes trained instantly at the Prytaneion (not Civic Center). Gymnaseion Replaces the Barracks Larger footprint and +20% greater health. Slightly more expensive. Trains "Hoplite" Citizen-Infantry and Champion Infantry "City Guard." Archery Range available to train Athenian Militia Slinger, Cretan Mercenary Archer, and Thracian Peltast. "Scythian Archer" Champion Infantry trained at the Fortress. Britons Chariots Available from Town Phase, after researching unlocking tech. When "killed", the Javelineer rider jumps off and continues to battle (until he too is killed) Slightly underpowered in Town Phase, but has a City Phase upgrade "Reinforced Undercarriage" which makes them extra stronk. Add Infantry Swordsman to the citizen soldier roster, available in Town Phase. Reimplement the Population Bonus special for their buildings, but at +1 population, instead of the old +2. Carthaginians Embassies "unlock" ethnic mercenaries at the Barracks, Stable, and Range. War Elephants have a "Tower" upgrade, which adds a Howdah prop to them. Cothon Shipyard shoots arrows. A fourth hero can be "Xanthippus of Sparta", who specifically boosts mercenaries. A 3rd champion, available at the Fortress: "Veteran African Infantry", a champion swordsman with a mix of Carthaginian and Roman equipment. "Sacred Band" champions still trained at the Temple. Gauls Give them a cheap Infantry Archer, "Gallic Hunter," available in Town Phase. Add Infantry Swordsman to the citizen soldier roster, available in Village Phase. Carnyx Trumpeter should have a "Horn Blow" special ability that temporarily improves attack of nearby Gallic troops. This is automatically done every 2 minutes in battle, but can be manually activated by the player every 1 minute. Iberians Keep the free starting walls, but remove the free gates (just have openings; the player can close them with fresh walls and gates if they wish). Allow the Monument to be built anywhere, even in enemy territory. "Burning Pitch" technology allows players to toggle javelin-throwing units between regular (anti-infantry) and burning (anti-structure) javelins. "Horse Country" tech at the Corral, for another -10% cavalry training time. Champion Infantry and Champion Cavalry can swap between Sword and Javelin. Kushites Give them a free Sanga Cattle at the start of the match. A new "Extensive Husbandry" tech at the Corral makes training animals faster. "Iron Smelting" tech makes Forges and Forge Technologies a lot cheaper and faster. "Iron Exports" makes bartering for Metal at the Market more profitable. Macedonians Barracks New "Royal Barracks" upgrade for individual Barracks in the City Phase. +50% Health to the upgraded Barracks. Can train Elite Phalangites and Champion Hypaspists. Stables New "Royal Stables" upgrade for individual Stables in City Phase. +50% Health to the upgraded Stable. Can train Elite Thessalian Cavalry and Champion Companion Cavalry. A 4th hero "General Craterus" boosts Phalangites specifically. "Naval Arms Race" technology unlocks the "Hexeres" heavy warship for the Macedonians. Mauryas Remove Population Cap civ bonus, but... Citizen-Infantry. Bonus: 0.5 population cost Bonus: -50% train time Bonus: -25% resource cost Penalty: -50% gathering rate Penalty: -50% health Penalty: -25% attack Worker Elephant can construct buildings again. Maiden Guards can swap from bow to sword. Mauryas receive a free Palace at the beginning of the match. The hero Chanakya can be trained in tandem with the other heroes (he doesn't count toward the "hero" training limit) 4th Maurya hero "Bindusara." Persians Keep Population Cap civ bonus. Organic units start out with -15% health and -10% train time. Receive a free "Yakchal" Ice House at the start of the match for a +5% health bonus to units. Build up to 4 more Ice Houses for additional +5% health boosts for each one built. They get more expensive for each one built. Ptolemies "Syncretism" special technology in Town Phase. Allows Priests the ability to build the "Isis Statue" and "Serapis Statue." Isis Statue Short-range Aura: Nearby Gatherers +20% gather rates Serapis Statue Long-range Aura: Nearby Units +10% health "Lighthouse of Alexandria" is a 2nd Wonder Player can still only choose to build 1 Wonder, but the Lighthouse can be built on the shore and gives a large vision range. "Temple of Edfu" would be the option to build on a non-water map. Romans An extra big House available in City Phase called the Insula ("Tenement Building") Population Bonus: 20 (plus house pop techs) Triarius trained at Elite rank (no promotion techs necessary). 2nd Team Bonus "Socii Allies" Allied Soldiers +10% attack within range of a Roman Civic Center or Army Camp. Seleucids Very much the same as they are now, except... Given back their Library. Spartans Team bonus now applies to all Melee Infantry (not just Spear Infantry). "Sysition" replaces the Barracks. "Hoplite" Citizen-Soldier, Champion Infantry "Spartiates," and Spartan Heroes all trained here. The "Helot Practice Range" Archery Range class building Trains Helot Skirmisher and Helot Slinger "Helot Emancipation" technology unlocks the ability for Helot units to upgrade individually to Light Hoplites. New "Helot" support units Cannot construct buildings, but... +25% resource gathering ability over Female Citizens. Can be captured by other players1 point
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There have been some problems with certain players being disruptive, so I have decided to implement rules for my hosted games in the lobby. In order to ensure that everyone has fun, here are the rules for games that I host. These rules apply to players and spectators. Additional players who have chosen to apply these rules to games that they host: Yekaterina. Summary of Norse_Harold's rules for hosted games 1. Get along with the other players. 2. Play the game fairly. 3. If you are a spectator, avoid disrupting the game. Also, request permission if you need to speak a language other than English in global in-game chat. 4. Do not blame other players for a setback or failure in the game. 5. Don't resign or leave early in order to grief your team. 6. If you must leave, send a global message in the game stating the reason. Don't leave too many times. 7. In team games you are expected to act like a teammate. 8. Be honest about your level of skill during team assignment. 9. Follow the Terms of Service, Terms of Use and Privacy Policy that Wildfiregames has established for lobby games. WFG terms take precedence over these terms. 10. By connecting to games that I host you agree to follow these rules. The binding text is listed here, starting at line 20. It has the full text of the agreement with explanations of why the rules are necessary. Thanks for reading and supporting an enjoyable experience for all players! Anyone who also wants to implement these rules for their hosted games, let me know and I'll inform people of that in the full text of the agreement. Alternatively, copy/paste the text to your own website and send people a direct link when you're organizing games.1 point
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What is it This mod lets you play alpha 23b balance in alpha 25 Download a23_balance_for_25.pyromod a23_balance_for_25.zip Why? I like alpha 25 but I like 23b balance better. Source code public repository https://github.com/nanihadesuka/a23_balance_for_251 point
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I would not blame you for accusing me of trolling, but I was serious about the 1 m^3. You found a source and the my numbers were a little off. In the linked article, we find infographic (part II - in dutch). The Netherlands produces 1100 m^3 LMRA (laag middel radioactief afval- low or medium radiactive waste), which is something that is created for medical isotopes, smoke detectors and other things. The production by the nuclear plant is 4.5 m^2 in the HRA (hoog radioactief afval-highly radiactive waste). So that means that it is 4.5 m^3 instead of 1 m^3. However the main bulk of radioactive waste is not highly radioactive and is not produced by nuclear plants. It has to be said that the Netherlands only has a single fairly small nuclear plant. There have been some hypothetical suggestions to store nuclear waste in some underground locations called zoutholtes in the Dutch language(In Dutch we have a few words that can both have its plural being written differently, so the plural of zoutholte can be both zoutholtes and zoutholten). I don't know the proper translation for that, but I think salt caverns could be accurate. I am referring to underground cavities that are the result of mining operations. Anyway, these underground locations are deep underground and also big enough to store a lot of stuff. So I don't think storing the radioactive waste should be a problem and this world would also be rich with other places where it can be dumped. The only problem is the Not-in-my-backyard issue. Even if location is safe, local residents could still be protesting against it.1 point
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Why this rule? Also, you know you can just use /ban and get rid of any player you want to ban.1 point
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@Freagarach That sounds great, to create the rank 2/rank 3 option from barracks. Ideally they would also raise in cost to become +30% f,w for rank 2. And then plus 10 metal from rank 2 to 3. We don’t want to make mercenaries or skiritai commando useless so we should be careful about: the cost, the number of available units per civ who can be trained rank 2 or rank 3, and the train time for that.1 point
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I only play occasional games of 0 A.D., against A.I. As with the dozen of other strategy games I play, I tend to assume a lot of things about "standard" buildings and units. The standard here being that you would garrison units in buildings for temporary protection and healing. For some special buildings, like temples, I will read the tooltips if I have not played for a while. But for common ones, barracks included, I have preconceived ideas about what they do and might not always check if I’m missing something. (barracks train soldiers, towers shoot arrows, houses increase population limit, etc.) … I just started a quick game to check, and the experience gain in garrison is obvious from the tooltip. I guess I missed in until then because building a barracks is something I do without really thinking about it, like some other common tasks during early game. Sadly I have no good suggestions about places where this information could be shown to ensure it is not missed. Loading screens and their tips could have been a good place, but here loading times are so short that I do not have the time to read in full what they display. A technology improving the experience gain would of course help in noticing that this is a thing, but this does not sound like enough of a reason to add a new technology.1 point
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@nani No, you should set MaxSameTurnMoves to 0. Unit overlapping happens because entities boxes are not respected, and pushing was intoduced to alleviate this effect, so smaller radius will make actual unit groups tighter, hence more unit overlapping. When you set MaxSameTurnMoves to 0, other parameters don't matter.1 point
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Yes, a higher rank tech might be nice; I think the embassies used to have that. Maybe the garrison XP could still remain additionally. I'm skeptical about other suggestions how to handle training. Playing against AIs, it actually works for me (to a degree). I usually have a phase from mid-p2 where I can afford additional stables and cav to mid-p3, when I start my grant world peace & unity tour.1 point
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You are not an ordinary person by any ancient world standard. People were not just "forced into service", war was very common and people were already aware in time of peace if they were required to fight or not in the next war, and would train in their own community. Also fighters were ofter voluntaries, who had provided by themselves for the weapons and the training, and were compensated with a wager and/or social mobility. There was no "draft" in ancient world. I too sometimes send cav into stables to train, but it never seems like they quite level up. I always need them too soon to enjoy the results.1 point
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If we had Hyrule's technology hide patch we could just hide units until level 2 is researched1 point
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I have thought about it some more and I realize that instead of making a whole new building just for training, it would be easier to add functionality to the barracks/stable to facilitate this change. Do you think that there should be a training cost rate? My thinking is you could garrison and make some kind of purchase that speeds up the training without making an upgrade to a particular unit. Perhaps the simplest and least gimmicky way to do it would be garrisoning the units and clicking a "train" button in the barracks that just adds x amount of xp to the units over time, with some kind of sound signal when it is done. The things to address would be how much it should cost (Probably double the food cost and add some metal cost for cavalry or elephants or priests) and how much faster training should be than when it is done without the "train" button. Another way to do it could be to have the button display what rank the units will be when done and calculate the price needed to bring all of those units to that rank. I think for the final time to train, it should not be fast enough that defending players can simply react by doing this and be saved by it. Perhaps 30 seconds for rank 1 to rank 2 and 45 seconds for rank 2 to rank 3 would be good. I hope this sounds more reasonable for gameplay.1 point
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These would probably be people who are interested in war, like champions, heros, gladiators, not ordinary citizens who see no reason to be a warrior. For example, I am not preparing for world war 3 right now. Ordinary people would be forced into service and told how to use a weapon, perhaps receive some group training. Barracks/ stable is just a convenient way to show military unit creation. Because of this, I think it is quite reasonable historically to have a training area, even if these would be makeshift in real life and not dedicated facilities.1 point
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People have been trying to bridge the gap between champions and CS for a long time. I think this is necessary because not all civs will have a champion counter to an enemy champion unit. If a player is able to "invest" in their CS, then there is more room for military unit improvement beyond the robotic purchase of all the blacksmith upgrades. I liked @wowgetoffyourcellphone's idea because of the way you could choose a unit to upgrade and because of its ability to help differentiate civs. Also, if you wanted to go back to training rank 1 units for eco, you could not. I must say that I like this idea more, because it is a more direct player choice that "adds" training onto units after they come out of production building. There is much less abusability with this mechanism than with purchasing a rank 2 or rank 3 upgrade that then affects the unit cost. A player could get all the units and then purchase the upgrades, so they would then have a powerful army without having to pay very much of the rank 2-altered unit cost. I have a few issues with barracks/stable unit training. It is a slow mechanic that has no extra cost and makes players lazy with how they upgrade their units. It is rarely used, and it is also hard to tell how much xp/rank the units inside have gained. Some ideas of mine about the training building: 3 facilities: cavalry training, ranged infantry training, melee infantry training. 300 stone 300 wood cost and footprint size of military colony. All civs should have access to these but they should have different amounts of available rank limits for different units. garrison limit of 20, garrisoned units train rank 3 limit should be allowed in phase 3 unless it could become unique ability of some civ(s) rate food cost per unit they gotta eat more while training) flat metal cost for operating whole facility (paying the instructors). rank 1-->2 food rate per unit:0.25 food/s. rank 2-->3: 0.5 food/s. instructor cost for rank 1-->2 and 2-->3 5 metal per second (cavalry have double the food rate cost) rank 0 to rank 1 in 45s, rank 2 to 3 in 1.5 minute (half-upgraded units stop early, but do not effect cost rates) garrison units (all of 1 type) click train button, they go to next rank (some kind of applause sound when they are done training) healers and elephants would garrison in their own training buildings (maybe change garrison limit for ele stable) and require 10 metal cost per second per facility as well as 2 food per second per unit cost. ideas for civ bonuses: reduced time to train, buildable in phase 1, some civ has 1.5x garrison space per training building I feel this would be a great macro element to add to the game and give players a lot of opportunities to use this for a variety of strategies. It would also help bridge the power divide between champions and CS. @RadiotrainingTo be fair, I don't see the need to have special building animations per unit. The artwork could just mean taking a stable or barracks, enlarging it, and adding some key distinguishing features.1 point
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ehehehe you're also right .. it was only a simple suggestion off the top of my head Maybe I would add that "unlocking" it could add that little engagement with the action, otherwise purely passive and automatic. It would become then a choice. But yeah, is totally not necessary if too redundant1 point
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such building could simply take the place of barracks, that are quite anachronistic, since people in antiquity would generally train for war in the open, often not away from home. just saying.1 point
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If a player can't be bothered to look at the tooltips in a strategy game, how much handholding do you want to do?1 point
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maybe a shorthand solution for this case could be a tech "training" to be unlocked in the barracks, so it requires a deliberate choice from the user, making it obvious at that point. As a feedback to the previous comment, to be honest I personally can't imagine much to build a structure only dedicated for training. I mean, maybe could be useful to differentiate from the barracks and perhaps add some new tech and features, but it sounds quite a bit of extra work in terms of design and animation for each faction and it would still have some "passive" role, since you just station soldiers in it and wait. Is great visually tho! that's for sure1 point
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You can use whatever you want. I recommend Visual Studio Code as is relatively lightweight but useful enough for editing javascript and xml files. The file wont corrupt, you might get some errors if you are modifying some javascript file and the engine tried to do a live-update of the file, but doing a new save usually re-reloads the file correctly. Depends, if you you change some xml templates and use some elements that no longer are removed/moved/removed then yes. For javascript files you can usually keep compatibility with old 0ad versions if you only add or modify superficially some code of the existing one. For changes on the GUI or similar assume yes too. Look at maps that already use triggers, (e.g. random maps: Jebel Barkal, Danubius) and code your triggers like those maps do, can't help more with that you yourself will have to learn how to do them. The JS console is not really useful for triggers and the console only can access the GUI javascirpt context (not the simulation or the map generation stage) (GUI= graphic user interface) You can modify pretty much everything of the gameplay as long as is not defined in c++, assume everything in js to be modifiable except some parts that are performance sensitive (which are coded in c++, thus you can't modify easy). Pyrogenesis is the name of the engine, and 0ad is the main mod people play, that means you can create a "0ad mod" with your own civilizations, art, buildings and custom javascript components (simulation folder) Units -> the more units -> the more lag Area effects (auras) -> the more and the bigger -> the more lag Graphics -> the more high quality -> the more lag AI -> The more state and code each unit has to process -> the more lag (avoid long loops in unitAI.js that) Egypt 3v3 lag -> probably because the map size is giant size, has many units, many unique buildings, etc You mean auto-queue? If you mean auto-building you would have to create a new component in the simulation folder to define it and write the functionality you want, then add that component to the units/buildings you want in their simulation/templates and last, if needed, write the GUI code so the player can interact this new feature. There is no most powerful as you can only program in javascript, C++ would be if you want to change the engine (I don't recommend) To know more you will have to ask around the IRC chat https://webchat.quakenet.org/?channels=0ad1 point
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Imo, if the game is already setup with op civs, then we've got nothing to lose from this XD I think this is a great idea. Making factions more diverse and interesting and unique is something I'd been pushing for many alphas back, but now that the game is in a more solid state, I agree that this is now the time we start to look at actually making the civs unique! They might not be his, but they are mine! I think that the Daphne Parade tech should work as a mass unit upgrade, or make Seleucid upgraded units be slightly more powerful (slightly bigger state changes for upgrades) but more expensive than other factions. Really cement them as a professional, but expensive army.1 point
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I like the visions for the civs, to give them all some unique mechanics. I am particularly interested in this in the shorter term however: I like this idea, and I feel these upgrades should be more expensive than regular blacksmith upgrades especially the one for elite rank (assuming its the same as "veteran" rank). Perhaps the "elite" upgrade would be more expensive, and add a 10 metal cost to the unit.1 point
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I don't know about specifics of each bonus but I agree with the idea in general. You can't keep every Civ balanced but giving them truly distinct flavor is totally doable and trying to keep the unbalanced civs at like 2-3.1 point
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I think it's funny how the original game design had some interesting self-balancing and anti-snowballing features. While soldiers get automatic upgrades (promotions) and extra armor, they were supposed to get slightly slower. As you upgraded units, they were supposed to get more expensive. And technologies were supposed to have self-balancing effects, so let's say you upgraded unit health, they were supposed to take slightly longer to train. The stronger your buildings became, the more expensive they were supposed to cost or the longer they were supposed to take to build. Technology pairs meant that you gained 2x as many possible techs, but you couldn't have all of them no matter how many resources you had. And the pairs complemented each other in a self-balancing way. All of this was stripped out of the game, largely because their implementation was ad hoc and new people came into the team and thought things should work a different way or didn't understand why they were designed the way they were.1 point
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I'm going to remove much of the loot in Delenda Est. Loot is a reward, true, but it's one that promotes snowballing, and I think a lot of players don't even know it exists (except for XP purposes). It's just a silent snowball. I think massacring the enemy is its own reward. I'll keep Glory and Coin loot, but raw resources as loot is going to be out for DE A25b. This also has a side benefit of making the "loot" bonuses of a select few heroes feel more special. Mostly removed from Delenda Est, although capturing CCs remains.1 point
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I think most of these in 1v1s are more like pro snowballing features. -Wood is plentiful on the map, but having only 1 CC for the entire game might stress you. -The static defenses are difficult to overcome, but on the other hand, they do not really endanger most opponents. A unit garrisoned in static defense has only 5 damage per second, which is mediocre at best. On top of that, they don't focus their arrows on a single target, which means that instead of taking out a few units, the army has a chance to escape without casualties. -garrisoning units does not stop an attack. It keeps some units save, but most often there are kills to be found. -Again, I think buildings are difficult to take out, but neither do these buildings harm the opponent to much. -Soft-counter is really pro-snowballing IMHO. It means you still need a decent force before it can be effective. It is not like good use of a few units results in taking out a larger force, as in games such as age of empires 2(mangonels, siege onagers) and Red Alert 3(war dogs). I think it could be better.1 point