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Showing content with the highest reputation on 2021-10-26 in all areas

  1. Mod update. For a more visual presentation check out the orignal post up top. Heres a little more detailed text version of the update: Units with ranged weapons have ammo. Units with low ammo (jav) will have very high damage. Slingers will regain ammo slowly anywhere. Most units have 2 attack types, ranged and melee. Weapon swapping will not be manual. The unit will swap to melee if It has no ammo A targetted unit is getting to close The target is a wall / building The target is a siege unit New aura called "Re-arm". All military structures (Barracks, Stables, Arsenals, Fortresses, Armycamps, Colony's) and also the forge will have this aura. Units that require ammo, simply need to stay inside it for at least 3 seconds for a complete ammo refill. This aura will only work if you have at least 1 forge. Some of these military buildings will have a large aura, and most have a small aura. Armycamp has a limited ammo pool units can Re-Arm from, and the Armycamp consumes ammo from the pool while shooting arrows. Once the pool is empty, the armycamp can't shoot arrows, or Re-arm units. Units are rebalanced according to their visuals. Check this balancing sheet for more info (also check the additional changes tab). 4th rank: Champion. If there is a champion counterpart of the soldier, it will be able to promote as one. For example, the athenian hoplite will promote into a city guard. Promotion rework. Units will not get bonus armor on promotion. They will receive a small heal, and (originally) ranged units will get a 10% bonus attack damage for all weapons. Melee only units have their default attack bonus on promotion (20%). Technology changes. Instead of 4 defensive upgrades for units there are now just 2. They give both a positive and a negative bonus. Example: Soldiers +3 crush, +1 hack and pierce resistance. 50ms attack and 0.25 movement speed penalty. Healers. They now provide healing in any structure they are garrisoned in. They can also build tents in which they can treat the wounded. Spy tech rework. All enemy unit and structure info is now hidden and cannot be inspected when clicked / hovered. When you buy the Espionage tech this information becomes available to you, showing you information like health and ammo when clicking or hovering over enemy / neutral soldiers. Charge attacks. Units have energy and will use it to charge an enemy. Energy is consumed at a rate while charging the target. The first attack deals bonus damage but consumes all energy. Rams max energy / regeneration rate / bonus damage, is based on how many people are garrisoned inside. And some more stuff. I guess you just have to find out by playing the mod! Any feedback and bug reporting is greatly appreciated.
    5 points
  2. Guess the problem is also that any balancing discussions only makes sense if the people actually test the development version. Discussing balance based on the last release is mostly obsolete and /or misleading.
    4 points
  3. Grapejuice great job, I'll play it this weekend, several interesting mechanics.
    3 points
  4. Feels like quicksand. Would require a lot of balancing (eco, rushing, fighting, ...). Would break cavalry/rushing without rebalancing, which is generally in a very good place right now.
    3 points
  5. Hi, I uploaded a new video about my personal economy strategy with Sparta. I did a little tutorial about my build order in single player then showed 3 1v1 games I did against @Philip the Swaggerless, @dakeiras and @vinme. Hope it can help :))
    3 points
  6. You can set up different channels/teams in Mumble, and by using ACLs (access control lists), you can finetune who can talk to whom etc. Is this maybe what you are looking for? https://wiki.mumble.info/wiki/ACL_and_Groups/English
    3 points
  7. Just to mention it, I had a lot of good feedback about turn rates in A24 from casual players and some YouTubers which seem to be totally against what's represented on those forums.
    3 points
  8. This film was absolutely incredible.
    3 points
  9. Please report any bugs you find here or on Github(preferably) and feedback is greatly appreciated! grapejuice_r12_a26.zipgrapejuice_r12_a26.pyromod
    2 points
  10. I see a new 0AD Youtuber /Streamer on the rise! Well done to the-x aka Björn Bär!
    2 points
  11. @Grapjas, the mod looks awesome. I have long been against ammo system but the way you have implemented it seems quite reasonable. I like the ram/unit interactions as well as charging mechanic. I wonder if some units could be given more charge damage than others as a way to differentiate them. I can also try to test it this weekend.
    2 points
  12. Hi! I was reading the diff and i have a question and a few observations. Question: What is the main goal of introducing acceleration? (is it to bring unit movement closer to reality or to smooth out movement in sharp angles or something else?) Observations: They way acceleration seems to work in the code is: A variable in defined in the templates called <InstantTurnAngle>. For any turn angles smaller than this variable, movement is the same as in A25. For values bigger than this angle (sharp angles), the unit is completely stopped (speed = 0) and then accelerates towards the new direction (while turning). It seems that this because of this sudden stop (which can happend quite a lot in the battlefield) movement seems jank and slow. So, in order to balance out the mechanic it seems that the variables at our disposal are: WalkSpeed RunSpeed InstantTurnAngle Acceleration And this Speed = 0 when The angle is bigger than InstantTurnAngle. ================================================ I don't have the SVN, so i can't test this out myself, but maybe that speed = 0 thing is the culprit for the current behaviour and setting it to something like Speed = WalkSpeed/2 might be a good compromise. Again can't be sure.
    2 points
  13. I think he means that the realistic values could have stayed if the rest was balanced against it.
    2 points
  14. One might also want to read the discussion/ watch the videos on the commit https://code.wildfiregames.com/rP25953
    2 points
  15. I believe we have a lot of good ideas and mod, but with no updates or releases like MilleniumAD, a help to see maybe even more civil updates on them and new structures.
    2 points
  16. Hi everyone! I would like to share some of my replays! These are some rated 1v1 games that I played in the past few days, and I think some of them were really interesting and they taught me a few key lessons. Hopefully you will enjoy them as well! :)) Elena's 1v1s.zip By the way, I would like to try my hands on a few 4v4 team games next. Looking forward to playing with more people! Also many thanks to the developers for creating such an excellent game for free!
    1 point
  17. That is awesome, dude!
    1 point
  18. I tested it, but I didn't look at the code. I was under the impression that smaller turns the unit would also slow down, but less. I must have been confused by the actual turning time, that was already there. Maybe the best result could be achieved if for all turns that are sharper than <InstantTurnAngle> rotation time could be taken down near 0 (seeing a horse spinning around itself is not the best one can ask), but after the turn then acceleration applies? I wouldn't think acceleration looks quite good on infantry though. Still, other units like ships and chariots seem like they may very good use of acceleration. I would love to see this feature used to the best, but yet again I must insist that it doesn't break this hardly achieved balance (I agree with @a 0ad player here). Once again, I think that single/multiplayer is largely a false dichotomy.
    1 point
  19. really nice layout to introduce the new version congrats It sounds great and I will certainly test it when I have time.
    1 point
  20. Dear @user1 Offending player: yari444 ended rated game when he was about to lose My lobby name: jonnyk21 Thank you! commands.txt
    1 point
  21. Dear @user1 Offending player DerekO quit rated game without resigning. My Lobby Name: Mastoras commands.txt
    1 point
  22. I try to help out in that regard. I absolutely hated the turn times in a24 and I'm absolutely not looking forward to them potentially re-introduced with acceleration 'feature'.
    1 point
  23. I get that. But people are just positive when an alpha is released. there was also a ton of positive feedback when a25 came out for quicker turn speeds and I haven’t heard anyone complaint about them about the quicker turn rates. The difference with a24 was there was also a ton of negative feedback when a24 was released. And that positive feedback for a24 slowly disappeared in a few weeks. That negative feedback during testing resulted in ‘quicker’ turn rates (that some felt was unrealistically fast) and yet those turn rates were still clearly a mistake. This really feels like a failed experiment at this point, and I don’t understand why we are rehashing it when there is so much other stuff that the player base actually wants
    1 point
  24. offending player @Mastoras My Lobby name: DerekO I was the host and was about to win the game with my strategy, then out of the blue my game crashed when I booted it back up he was no-where in the lobby, (If you run a sim you will see that my combo would beat him despite odds) metadata.json commands.txt
    1 point
  25. Yes causal players are very much underrepresented here. But even if they would voice their opinions more publicly, the question is still if it is possible to find a balance between what causal players want and what competitive players want. Turn rates/ acceleration is just the tip of the iceberg.
    1 point
  26. well I did test Valihrant turn rates mod at the time, and I liked most of it. I'm not sure what do you mean when you say I didn't bother.
    1 point
  27. Contrarianism, eh?
    1 point
  28. I don't mind acceleration in general, but the problem is that the current pathfinding of large units and formations doesn't fit well to it. Large units are frequently obstructed by other units and have to stop and turn around and accelerate again and are obstructed again and have to stop... ect. For me, this makes them more annoying to navigate. This could however be mitigated if unit pushing would also include standing units, so that larger (heavier) units could just push obstructions away. And it's a similar story for acceleration and formations. If they would have a smoother movement and would shift less, the acceleration wouldn't be an issue for me.
    1 point
  29. I think if more players had seen/tested the a24 turn rates before release people would have realized how detrimental they were. I think acceleration should only be non-negligible for cavalry. For infantry it can be there, but it should not feel different. I wish I knew how to test the attack-ground code because I am very excited about it and its balancing implications, these are both things I want to try out this weekend. I agree that there has been great progress in balancing units, the main exception being the meatshield superiority that we see in a25 and a few freak units. This is precisely what I think attack-ground can solve.
    1 point
  30. 1 point
  31. low poly basic version. water supply.blend1 water supply.blend
    1 point
  32. I don't think I will buy it, mainly because of price and hardware requirements. I like to see new changes and evolutions in games but I stopped chasing each new release. I'm pretty happy to play a few solid games and I usually don't need to look constantly for something new. Also I wouldn't have time ehehe So far I mostly watched the gameplays available and, as much as I was initially skeptical, it does seem to be a lot of fun. There a few new innovations that keep the gameplay fresh and I wish something like that could be implemented more also in 0ad. Beside that, I don't know .. the game seems to be built specifically around online matches. It's all made to be fast-paced and competitive and it lacks some depth to me. The graphic style is also quite anonymous. Like it's been made from 3d assets bought online. Don't get me wrong, it looks nice and smooth, but it's still a bit boring and not very immersive. So it looks to me a quick game for immediate fun but not particularly deep. It's rather addictive to watch from gameplays, but idk, I think is personally destined to die after the initial enthusiasm. I think online it could replace StarCraft 2 as multiplayer title, but I wouldn't be much interested in playing competitively in that case
    1 point
  33. I still have to work on the texture, it is taking shape.
    1 point
  34. @Stan` @Lopess @Trinketos @wowgetoffyourcellphone I am getting involved with our mods/little projects. if you have any suggestions, since days we didn't have a conceptual artist.
    1 point
  35. Another attempt for a concept of mercenary units. As I said to Lion Kanzen, this is just to experiment a bit and provide ideas for new civilizations for the mod and also an exercise for me to get back to the drawing board ehehehe If there's interest to update the mod, I can plan to actually design a line of units/buildings for each civilization, so it can be a blueprint for new assets that hopefully can give new life to this medieval version of 0ad. Since the announcement of AOE 4, I got back to good old RTS games and I think a scenario of kings and knights is the only thing missing to make 0ad great!
    1 point
  36. Macedonia 45 - Nightmare (323 BC) Alexander is in trouble. His skin is burning up, head is raging with internal fire and strife. As he lay dying, in his mind there is one final battle to be fought. The landscape is desolate, covered in fire and ash. The sea is red and full of blood. All his enemies have gathered against him -- from the Spartan rebels, to the city of Tyre, and all the way to India. His only allies are the people who greeted him like a living God -- the land of Egypt. Will he prevail? Only you will find out. AI Settings: Player 8 (Doom Guard) should be set to Sandbox. For the rest of the players use a difficulty of your choice. For casual game play, set your Ally to Hard or Very Hard and your Enemies to a combination of Easy and Medium difficulties. You can also gift units to your ally. Simply move them to the little palisade pen and they will switch ownership. Your ally may also gift units to you as well.
    1 point
  37. Rise of Seleucus Anabasis of Alexander Clash of Civilizations: The Greco-Persian Wars Hannibal at the Gates Wrath of Boudicca Iberia: Arena of Death The Last Cataract
    1 point
  38. What I think could increase the playability for 0ad single players is to add campaigns, which can also give some nice stories about history. Like the rise of Seleucid the first would make a good story.
    1 point
  39. I think a good example of this is how all battles between ranged and melee units will always go the same way: melee die first, ranged die after melee. If we add player control to the areas shot by ranged units (like attack-ground, attack-area), it adds a new way to avoid ranged unit shots and a new way to deal damage to particular sides/back of an enemy formation rather than just the front. If you think about how one-dimensional the battles are in 0ad, then you would probably realize what a welcome change this would be. And even that would be ignoring all the positive balancing outcomes that would result.
    1 point
  40. That building I plan not like eyecandy.Its not for plugging/patch rural areas. Of course the building is weak and easy to capture.
    1 point
  41. 2 things would be nice an expanded strategy map, and that the minimap can toggle between different visual options.
    1 point
  42. ambition learn to do something like that, even with low polygons, You have to take your time, plus a couple of historical details are missing ... I'm sure there were more objects than those.
    1 point
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