Leaderboard
Popular Content
Showing content with the highest reputation on 2021-10-26 in all areas
-
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
-
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 points
-
3 points
-
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
-
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
-
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/English3 points
-
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
-
3 points
-
2 points
-
I see a new 0AD Youtuber /Streamer on the rise! Well done to the-x aka Björn Bär!2 points
-
@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
-
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
-
I think he means that the realistic values could have stayed if the rest was balanced against it.2 points
-
One might also want to read the discussion/ watch the videos on the commit https://code.wildfiregames.com/rP259532 points
-
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
-
In SVN version of the game, units don't move at full speed right after they are told to, but take a brief acceleration time to get to full speed. If told to turn, they start moving after the turn with a speed that is slower when the turn is sharper. Effectively, this is the same thing as having slower unit turn rates. I think it looks better though, and I'm not sure about how this may have a better effect on how ranged units correct throwing direction (but it looks promising). What puzzles me, is that A24 turn times were unpopular and have been corrected in A25 for that reason. However, they are coming back now with another name, also I'm not sure, but they feel even slower than in A24 to me. The motive for the change, apparently, is to avoid dancing, but I never saw anyone complaining about dancing lately. Maybe, now that unit acceleration has been introduced in the engine, turn rate and acceleration stats can be tweaked as to make turns overall not slower than they are now, which is what the community has been asking before.1 point
-
Sorry guys (and Trashy) I didn't want to get you into trouble, I just saw this type of game title and decided to make an example of it. And yes, the elephant was cute1 point
-
@Yekaterina, if you didn't want to see elephants you are in the wrong place1 point
-
1 point
-
1 point
-
really nice layout to introduce the new version congrats It sounds great and I will certainly test it when I have time.1 point
-
Dear @user1 Offending player DerekO quit rated game without resigning. My Lobby Name: Mastoras commands.txt1 point
-
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
-
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.txt1 point
-
There is a campaign for A23 yes1 point
-
1 point
-
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
-
1 point
-
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
-
1 point
-
1 point
-
1 point
-
1 point
-
Thanks @Freagarach - yeah, I can see there is a bit of digging required, but appreciate nothing is ever deliberately missed in 0AD documentation, it's usually just an unfortunate victim of circumstance. I'll try and find a way to direct people to the best source of info.1 point
-
(@Langbart did a video in that thread. ) I think your best shot is at https://trac.wildfiregames.com/wiki/Alpha25 / https://trac.wildfiregames.com/wiki/Alpha26. E.g. for the next version there is the possibility to also push items in the production queue to the front. And skimming the hotkey page, I guess. But yes, one has to dig a little (which is too much, I know).1 point
-
1 point
-
_Any_ game can only keep me interested for about a day, subsequently I start tearing it apart and tinkering with it. The latter still keeps me entertained in 0 A.D..1 point
-
1 point
-
1 point
-
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
-
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
-
1 point
-
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
-
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