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Showing content with the highest reputation on 2021-10-11 in all areas
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@Langbart I have code to contribute. Could you consider opening a git repository for boonGUI mod so we can collaborate? I can help you with the git repo setup. Here are some changes I've already implemented: rG = research gathering technologies (storehouse & farmstead) rS = research soldier technologies (forge / blacksmith) rT = research all other technologies Score = economy score (like in summary) #F / #W / #M / #S = resources gatherers counters Idl - idle workers counter Exp - explored map percent I think tabs (eco / tech / military) will make it look better but for now everything is in one view.2 points
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I moved this map to the Community Maps 2 mod (v0.25.4) I also submitted a patch that would add this map to vanilla 0ad.2 points
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Interesting. In earlier versions I usually was everyone's favorite enemy, playing with four enemies I could actually count down the attacks. ('Mkay, red and yellow attacked me, where's - ah, there's purple, now let's wait for teal...') That has changed with a25, I guess the accessibility of an enemy now has a stronger impact for the AI.2 points
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Or when they are ungarrisoned for a while. Historically, abandoned castles / fortresses / city walls were a major source of building material for the local population.2 points
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We need mainland with better terrain textures, my god.2 points
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https://forums.ageofempires.com/t/sacred-sites/173977/4 I think that is the idea that I liked the most about the design of AoE IV. " you capture them and if you keep all of them long enough you win". In AoE IV mechanic clear, the developers have explicitly said that one victory condition they've experimented with is sacred site victory where a player must control all sacred sites to win. At various points in the fan event footage you can see control of the sacred sites listed as a victory condition, and here you can see that controlling all sacred sites starts a ~5 minute timer. Weirdly in that shot there's only one sacred site to control. In this footage from the most recent event you can see that there's 3 sacred sites in the middle of the map shown -- their icon is a circle with a cross in the middle. The minimap isn't fully explored so there could be more. Its plausible that they have some additional purpose beyond being a victory condition but we don't have any hints of that being the case. In 0 A.D. in our game they could be places of natural as well as cultural worship.1 point
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boonGUI User interface mod for the RTS game 0 A.D. Everyone can follow the development, contribute to discussions, report bugs, suggest features or even make pull requests. Install Choose your preferred method GitHub git clone https://github.com/LangLangBart/boonGUI.git Linux: ~/.local/share/0ad/mods/ macOS: ~/Library/Application\Support/0ad/mods/ Windows: ~\Documents\My Games\0ad\mods\ Pyromod Drag and drop the file over the 0ad start icon or double click it. The mod will be unpacked and placed in your 0ad mods folder ZIP Unpack it it in your /0ad/mods/ folder Launch 0 A.D., click Settings and Mod Selection. Double-click boonGUI, click Save Configuration and Start Mods. Troubleshooting If you get errors/warnings after upgrading, delete the existing boonGUI folder and install the mod again. If that doesn't help, just post a message here or on GitHub.1 point
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Hello again, I'm glad to present you the second version of the metagame, where many things have changed. Game: Updated 28-11-2016 IMPORTANT FIX - Marian Reforms Missing MetaGameV2_2.zip Patch: Updated 28-11-2016 IMPORTANT FIX - Marian Reforms Missing MetaGameV2_2.patch Docs: CivBalance.odt Main changes: Creation of category subtypes to improve the strong-weakness system (and make it more diverse) Rush: Strongest in phase 1. Weak in phase 2. Weakest in phase 3. Successors Changes Can't build fortress. Siege only avaible on CC. Champions can only be recruited on Militar Colony. Militar Colony can be built on phase 1. Ptolemies No changes Seleucids Changes Seleucid corrals can recruit militia cavalry. Militia infantry also affected in matter of costs and debuff. Rush-Wall: Stronger in phase 1. Normal in phase 2. Weaker in phase 3. Celts Melonas in age 2. Champions can be only recruited on CC. Start with one unit of the same type you'll use to rush. Britons Dog rush. Kennel in phase 1. Cost 0. New tech Woad Painting. Puts a fear aura over your units that'll lower enemy citizen's attack on sight by 20%. Don't affect champs. Lowered dramatically longsword champions armor. They got slow yet deadly attack rates. Gauls Druid rush. Temples in phase 1. Cost 0. Set fanatics armor to 0. Boosted heath, speed and attack rate. They can't capture buildings, only attack. Wall-Rush: Strong in phase 1. Strongest in phase 2. Weak in phase 3. Carthaginians Wall role. Walls cost 0 and have enormous resistance but they've got the slowest build rate. Removed Carthaginian Embassy. Carthage doesn't got barracks. All mercenary citizens and champion elephants are recruited in markets. New building Tophet. Reduces Sacred Band cost and maximum population by 50% for each Tophet. Persians Wall role. Boost walls with Persian Architecture after you build them. Units now cost food only. Persian storehouses give a slow trickle in all resources. Wall-Eco: Weak in phase 1. Strongest in phase 2. Strong in phase 3. Mauryans Pillar of Ashoka effects are stackable. Iberians Reverential Monument effects are stackable. Rework of the Iberian Maisu Burdina Langileak Tech. For each Blacksmith you control you reduce unit's metal costs of your team by 10%. New building: Foundry. Special armory that has the Iberian Special Techs. Unique building. Eco-Wall: Weaker in phase 1. Normal in phase 2. Stronger in phase 3. Hellenes Civic Stoa, Royal Stoa and Theatron are considered influent buildings, they're visible to all players. No Theatron build limit. Spartans New technology Femine Mystique. Improve all women's economic parameters by 25% but increase cost in 25%. Spartan houses can spawn women without need of the house tech. New building Tall Spikes. Special building for Spartan women. Deals heavy damage to cavalry on contact. New building Small Spikes. Special building for Spartan women. Deals average damage to all units except for siege. Athenians New building Propylaea. Doubles other player's structure build time. Visible to all players. Eco: Weakest in phase 1. Weak in phase 2. Strongest in phase 3. Macedonians New tech Military Reforms. Allows to build new building Reformed Army Barracks. Each one can recruit 16 Lothos pikeman lines, which are population free. Can heal Lothos infantry. Siege workshop can also be built on enemy/ally territory. Can build ballistas in Age 2. Romans New tech Marian Reforms. Allows to build new building Tent. Each one can recruit up to 8 Contubernium swordsmen squads, which are population free. Can heal Contubernium units. Rome champions cost the same as the hero, to reduce their numbers in battle and enhance their role as the general's vanguard. Infantry got a vanguard aura that increases hero's armor if the hero is near, and cavalry increase attack. New skin for Rome's outposts.1 point
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It's a good idea to have spikes for certain civs. Video from this mod with Alpha XXI - Ulysses (releases.wildfiregames.com). spikes.mp4 Tall spikes were also included in the Borg Expansion Pack for 0 A.D.. @borg - was there a reason they were not included in the main game?1 point
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That's what I thought. I'm well behind in any technical details of AI, but when looking at replays from the perspective of the AI, it can see the entire map the entirety of the time. That feature was some of why this came to mind in the first place: I noticed that the AI seemed to behave very differently depending on what I was doing, and then I watched the replay and noticed it could "see" me the entire game.1 point
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Check the Autociv option - Graphics: corpses max. --> see this post: Make certain colours transparent "on-the-fly"? (18/Aug/21)1 point
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I can't remember AIs ever form an alliance AND attacking me. When they attacked me individually I often noticed a very similar timing; sometimes I could watch them fight each other just outside my border.1 point
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(In the meantime don't update further than r25952.)1 point
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(I tend to agree that this faction should represent both Rashiduns and Umayyads). Idea for houses and civic center: *from: https://en.wikipedia.org/wiki/Qusayr_'Amra Walls and tower walls: *from: https://www.everycastle.com/Qasr-al-Hayr-al-Sharqi.html *Another door: *from: https://en.wikipedia.org/wiki/Mosque_of_Amr_ibn_al-As Defense tower: *from: https://en.wikipedia.org/wiki/White_Mosque,_Ramla Fortress: *from: https://en.wikipedia.org/wiki/Qasr_Al-Kharanah Special building (Palace): *from: https://en.wikipedia.org/wiki/Umayyad_Palace Temple (Mosque): *from: https://en.wikipedia.org/wiki/Great_Mosque_of_Kairouan Other interesting mosques from this period: https://en.wikipedia.org/wiki/Mosque_of_the_Companions,_Massawa https://en.wikipedia.org/wiki/Sidi_Okba_Mosque https://en.wikipedia.org/wiki/Al-Zaytuna_Mosque https://en.wikipedia.org/wiki/Quba_Mosque Wonder (Umayyad Mosque): *from: https://en.wikipedia.org/wiki/Umayyad_Mosque (although these mosques tend to be huge).1 point
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@Gurken Khan PetraAI will also try to coordinate their attacks with allies. That they don't arrive at the same time is probably due to their walking distance.1 point
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A new feature might make it easier for the AI to build walls. Whenever you try to build a wall, you can not build it if a building/obstruction is in between. If it would be such that if a building/obstruction is in between the endpoints, it would create two wall pieces: One from the starting point to the building/obstruction and one from the building/obstruction to the endpoint. For multiple buildings/obstruction it would work idem dito. That would also make it easier to avoid gaps. For the AI we then could just order it to build square walls around the CC and any buildings/obstruction in between should not be a problem.1 point
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kings mounds are the single thing that make most sense for xiongnu to have as wonders. it has been considered that mounds would be pretty bland as a wonder, but the fact that only earth survives now doesn't mean there weren't other decorative elements: a good wonder may be a mound with a series of eyecandy elements taken from modern ovoos.1 point
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I guess it's a feature, not a bug. On other maps (like Flood for example) you can also build ports in waist-high water without a connection to dry land.1 point
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(As of https://code.wildfiregames.com/rP25958 one can also push an item to the front of the production queue. E.g. you're phasing but are rushed and need some units NOW, just use the hotkey and add them, which pauses the phasing.)1 point
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Huffman3829, if you mass enough troops, especially champion and hero types, then you can surround the tower and capture it relatively quickly. In my opinion, the most likely root cause of the problems that newer players have with towers isn't the towers, it's their economy. Watch replays and read guides on how to have an efficient and highly productive economy in the game. Then you will be able to produce a large army, which can walk right past towers or else capture them quickly. Experiment with different strategies. Also, did you know that you can garrison up to 10 infantry units in a battering ram or siege tower, and this protects them from 99% of piercing damage, such as from tower-fired arrows? It's unrealistic, I know, but it can be useful when your opponent has garrisoned swordsmen ready to defend against your rams. Select a battering ram, right-click on the largest picture of the ram at the bottom of the screen, and you will see the statistics for how much armor it has against different types of damage. Garrisoned troops benefit from that armor. If the battering ram is attacked, you can ungarrison troops in it by selecting the ram and pressing "U" or the ungarrison button at the bottom of the screen. Then the troops can defend in the vicinity of the ram.1 point
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May I suggest a slight change to Line-of-sight aggression range in UnitAI.js? This helps reduce unit zerging and improves player control of his or her units: UnitAI.prototype.GetQueryRange = function(iid) { let ret = { "min": 0, "max": 0 }; let cmpVision = Engine.QueryInterface(this.entity, IID_Vision); if (!cmpVision) return ret; let visionRange = cmpVision.GetRange(); if (iid === IID_Vision) { ret.max = visionRange; return ret; } if (this.GetStance().respondStandGround) { let range = this.GetRange(iid); if (!range) return ret; ret.min = range.min; ret.max = Math.min(range.max, visionRange); } else if (this.GetStance().respondChase) ret.max = visionRange * 0.85; // << This has changed. else if (this.GetStance().respondHoldGround) { let range = this.GetRange(iid); if (!range) return ret; ret.max = Math.min(range.max + visionRange / 2, visionRange); } // We probably have stance 'passive' and we wouldn't have a range, // but as it is the default for healers we need to set it to something sane. else if (iid === IID_Heal) ret.max = visionRange; return ret; }; And then also, stop units from automatically zerging any dangerous animal within range: UnitAI.prototype.AttackEntitiesByPreference = function(ents) { if (!ents.length) return false; let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); if (!cmpAttack) return false; let attackfilter = function(e) { if (!cmpAttack.CanAttack(e)) return false; let cmpOwnership = Engine.QueryInterface(e, IID_Ownership); if (cmpOwnership && cmpOwnership.GetOwner() > 0) return true; let cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI); return cmpUnitAI && (!cmpUnitAI.IsAnimal()); // << This has changed. }; let entsByPreferences = {}; let preferences = []; let entsWithoutPref = []; for (let ent of ents) { if (!attackfilter(ent)) continue; let pref = cmpAttack.GetPreference(ent); if (pref === null || pref === undefined) entsWithoutPref.push(ent); else if (!entsByPreferences[pref]) { preferences.push(pref); entsByPreferences[pref] = [ent]; } else entsByPreferences[pref].push(ent); } if (preferences.length) { preferences.sort((a, b) => a - b); for (let pref of preferences) if (this.RespondToTargetedEntities(entsByPreferences[pref])) return true; } return this.RespondToTargetedEntities(entsWithoutPref); }; Honestly, both changes should be added to the base game, but in the meantime, could go into your mod (they're already in DE).1 point
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In Delenda Est, the Kushite pyramids are used as Phase tech requirements. So, X number of Small Pyramids required to move to Phase II, and Y number of Large Pyramids required to move to Phase III. Perhaps a point for discussion? Once you build the required number of pyramids, then the Phase techs research instantly. As far as Kushite economics go, I would focus on Metal (Iron Smelting) and raising animals (Extensive Husbandry), for historically-based solutions. I personally wouldn't want their pyramids to have an econ aura, since they really didn't represent anything economic. I feel like they're a religious or social thing, so made sense to me they'd bring about the advancement of your settlement. Just some thoughts.1 point
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@Norse_Harold I agree with your rules. I will apply those to all the games I host as well. I think I can add 1 more rule: Spectators must not spam nonsense in global chat, as this will seriously distract players from focusing on their micro. An example of such spam is 'mountain people snow people...' or 'follow the white rabbit...' if you know what I am talking about. Exempt cases: if you need to talk to one of the players there urgently, or if all other players don't mind you having a chat with 1 of the players there. Voice chat... come to my discord https://discord.gg/cTaZXvr81 point
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^ Definitely whoever does it is still around. Clogged my wan port. @BreakfastBurrito_007 saw it happen.1 point
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AOE4 is good but doesn't use full potential. I think one year after the release it is using 100% potential, and I think it will be a great game for a few years. Developers gave up realism and graphic quality in exchange for visibility, and most of that is due to the scenery/hills, so not having any buffs/debuffs is a bit dumb in my opinion. They are listening to the community, and should be working hard on it by the 28th.1 point
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Instead of the horse that rotates it's the guy riding the horse, so archer cavs behave more realistically also allows for parthian shot and run n gun gameplay a la horse archers in total war (which could be annoying and/or OP).1 point
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Easy solution: 1. Replace the cavalry template with siege tower template 2. Tweak the siege tower template slightly 3. Replace siege tower actor with cavalry actor Just tell me what stats you want and I will make it for you. I think the Scythians and Parthians deserve this feature, as this was how Rome was smashed at Carrhae. Hmm, why has no-one mentioned Parthians yet?1 point
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'Turret mechanic for ranged cavalry units' What does that mean?1 point
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Yes, please. As long as they are subtle and not a mile long and adjustable for mods or in settings. Srsly. Let's make sheep, goats, and cattle capturable, and then give a trickle of food when garrisoned in a Corral. Yassss Kween. See: Delenda Est and Terra Magna. They could easily be added to base game. I think the Persians still look awesome (their wonder needs changed to the Apadana of Darius). The Iberians could use a higher resolution texture, and Carthage could maybe use some updates. Hmm, technically Hastati and Triarii are already "Legionairies," but I know what you mean. Probably need some kind of "Ragnarok"-type tech or power to convert all Citizen-Soldier infantry to champion "Marian" Legionnaires. Maybe a kind of "timed" choice that's high-risk high-reward. Yessssss. I would even make it an in-game feature that you can toggle at-will. A "policy" choice that can be toggled. WIP1 point
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Okay, so for "naval" heroes, such as Themistocles, I think it could be possible to have a tech pair, where you can choose 1 of 2 auras for him to have. So, he'd have his naval aura as a possible choice, and then perhaps a walls/fortress aura, and the player can choose which one for him to unlock.1 point
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How to make maps set in China and several Asian countries, I leave here simple videos before going fully into the subject.1 point
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I have a small and recent project (two days ago) that I intend to make some less flashy civs but that were interesting in their time, very much in creating badges some differentiated units using structures from other civilizations that already exist in the game. For now they are Gojoseon (Han) Syracuse (Helenos) Sinhalas (Mauryas). I think I'll join the garamantes with them too, but these already have their structures.1 point
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I find your lack of shadows disturbing C:\Users\{YourUserName\Documents\My Games\0ad\mods\user\maps\random\1 point
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