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  1. I played a game against 7 AI Macedonians, after capturing 5-6 theatrons, the game was suddenly kind of over. My territory influence became so strong that I automatically captured the remaining half of the map without doing anything. Every buildings with no units (including more theatrons, cc and forts) were captured just through the gain in territory influence. Where it becomes really weird is that: - the bonus apply to all buildings, so even a tower has enough territory influence to capture many buildings around it (to give an idea, the aura range of a tower is only about 3/4 of the territory influence it provided with 7 theatrons). - it cancelled enemy territory: even for the enemy cc that weren't lost, they weren't able to provide any territory root since all map was part of my own territory. The AI were confused because there were no spot available to build anything on the map. +20% in itself is pretty small, but when the theatrons bonuses are cumulated ( *1.2 or +20% for each additionnal theatron?) they seem to snowball into something huge. 1 theatrons useless, many theatrons OP?
    3 points
  2. To get the size correctly you import an existing dae file and make sure to tick the import unit options.
    2 points
  3. A Quick Introduction Hello Everyone! Since this is my first post on the 0AD forums, i would like to start with a quick introduction. I've come to know about 0AD quite recently and been playing it since May 2021 (single-player). I have played quite a few RTSs already (namely Age of Empires II, Age of Mythology, Warcraft 3 and StarCraft), but this was the first game that i ever saw a Batch Training mechanic and i love it! Fun aside though, i also started doing some tests to try and use this mechanic to it's fullest potential. In this regard, 0AD sets itself apart from those other games i mentioned because it is an Open Source Project so I could go through the code more easily to unearth the formulas, modifiers, etc in order to make my analyses. So without further ado, let's do some math! The Mechanic Unveiled First things first: How is Batch Training implemented? As far as resource costs and population growth is concerned, there are no changes, but training time (for each individual unit) is greatly reduced using the following formula: BatchTime = BaseTime * (#Units ^ Mod) Where: BaseTime = The time it takes to train a single unit #Units = The size of the group Mod = Modifier, a value that is intrinsic to the Building Type and determines the reduction in Training Time. List of Modifiers: Houses: 1.0 (meaning, Batch training in houses does not reduce training times) Corral, Market, Siege Workshop, Elephant Stable, Special Buildings: 0.7 Barrack, Stable, Fortress, Civic Centre, Carthage Embassies: 0.8 Let's illustrate this with an example: Unit: Spartan Hoplite – From Civic Center (Mod: 0.8) BaseTime = 10 secs #Units 1 by 1 - Time (s) Batched Time (s) 2 20 17.41 3 30 24.08 4 40 30.31 5 50 36.24 So, as seen in the exemple above, Batch Training reduces the training time of units considerably and, on the surface, it appears to be always better to Batch train instead of training 1by1. However there is a tradeoff. You'll only have said units at the end of the entire Training period (which is longer than the time to train a single unit). What this means is that 1by1 will give you readily available units sooner, but in smaller quantities, while Batching will give you readily available units later, but in larger quantities. This is a point to consider, specially in the early game, where we want to gather resources as fast as possible to build up our economy and our army. If we call the amount of time a unit is out on the map ActiveTime (as in it can perform actions such as move, gather, fight, etc), we can say that the method that gives us more ActiveTime overall will be better. Analysis Let's use our Spartan Hoplite to understand this problem. Spartan Hoplite – From Civic Center (Mod: 0.8) BaseTime = 10 secs Let's say we train 2 units using both methods: From our table we gather that 1by1 will produce a unit after 10 secs and another after 10 more seconds, while batching will produce 2 units after 17.41 secs. This means that both methods don't generate any ActiveTime in the first 10 seconds (since no units are out yet) and will start generating the same amount after 20 secs (when the second unit of 1by1 gets done). So what we can compare is the amount of ActiveTime generated after 10 secs but before 20, for both methods. Do note that each unit out on the map generates 1 sec of ActiveTime for each in-game second. This means that 2 units will generate 2 secs for each in-game second and so on. With that in mind we can do the calculations and reach the following table: #Units = 2 Time Elapsed (s) 1 by 1 Batching #Units Produced ActiveTime(s) #Units Produced ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 17.41 1 7.41 2 0 20 2 10 2 5.18 #Units = 3 Time Elapsed (s) 1 by 1 Batching #Units Produced ActiveTime(s) #Units Produced ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 20 2 10 0 0 24.08 2 18.16 3 0 30 3 30 3 17.76 #Units = 4 Time Elapsed (s) 1 by 1 Batching #Units Produced Total ActiveTime (s) #Units Produced Total ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 20 2 10 0 0 30 3 30 0 0 30.31 3 30.93 4 0 40 4 60 4 38.76 As we can see, although batching reached the total amount of units faster than 1by1, that amount of Active time generated in the same period heavily favors 1by1. Now let's see if this trend continues and calculate the percentages to see by how much 1 by 1 is beating Batching. # Units 1 by 1 Batching Percentage (%) Total ActiveTime (s) Total ActiveTime(s) 2 10 5.18 51.8 3 30 17.75 59.17 4 60 38.74 64.57 5 100 68.81 68.81 6 150 108.42 72.28 7 210 157.97 75.22 8 280 217.76 77.77 9 360 288.04 80.01 10 450 369.04 82.01 27 3510 3519.02 100.26 Interesting! As we increase the amount of units trained, Batching slowly catches up to 1 by1 and by the time we reach 27 units, Batching will match 1by1 in Total ActiveTime generated. We can also see that any number of units above 27, Batching will start becoming more and more efficient. Naturally, 27 units costs an unfeasible amount of resources and time (specially in the early game) so we can conclude that by our metric of ActiveTime 1by1 is by far more productive than any amount of batching we can get in the early game. Conscription In the City Phase (last phase) we get access to the Conscription technology (in the barracks and the Stable). This technology lowers the Batch Training modifiers by 10% (Mod = 0.8 to Mod: 0.7) and that is a huge change. Lets do the same calculation, but now with Mod = 0.7. # Units 1 by 1 Batching Percentage (%) Total ActiveTime (s) Total ActiveTime(s) 2 10 7.51 75.10 3 30 25.27 84.23 4 60 54.44 90.73 5 100 95.74 95.74 6 150 149.69 99.79 7 210 216.68 103.18 This means that in the late game (after researching Conscription), given enough resources, any Batch amount > 6 will be more efficient than training 1by1. That is also valid for all the buildings that naturally have Mod = 0.7. Discussion So, the main question that arises from this analysis is: Is the Batch mechanic useless in the early game? My answer is NO and here is my reasoning. THE GOOD: - Batching is great for early game rushes and timing attacks: since we'll be able to pump units much faster that by building 1by1 and we can't afford to build multiple barracks or stables in the early game. - Batching is great for dumping excess resources: Stockpiling resources isn't advisable, since resources don't produce anything while sitting in the bank. Unfortunately it happens sometimes, so if we find yourselves with excess Food, we can just build a Stable and Batch train some horses to explore the map and harass our opponent. - Batching gives options instead on limiting them: If Batching was universally better than 1by1 then there would be no point in having having a choice. By having it's drawbacks, Batching gives more variety to the game by enabling certain strategies. THE BAD: - Batching is less flexible than 1by1: By Batching, we sink a lot of resources and have to wait a considerable amount of time for them to bear fruits. This means that if we need to cancel some of our productions in other to gather resources to build an upgrade or advance phases, the amount of time lost training that group can be great. - Batching eats a lot of population: Population is also a resource. So if we want to Batch train a large group we need to have space available. Also, we'll need to quickly build houses to open more space to not get capped and keep producing out of our other buildings. THE UGLY: - Batching is eclipsed by 1by1 for economy: Since much of our goals in the early game is to boost our economy as fast as possible (and we do that by maximizing ActiveTime), batching does the exact opposite of what it's expected of it. And now in A25, the introduction of the Autoqueue mechanic basically kills batching even more for early game economy. Closing Remarks Well, that's basically all i had to say about the subject. I hope this post wasn't too boring and you were able to enjoy it. I would also like to read your opinions and comments on the matter. If you agreed or disagree with this analysis and why? Any concerns or constructive criticisms are always welcome. See you on the forums and have fun! ===================================//================================== TL;DR (just in case) Which is more efficient in the early game: training in batches or training units 1by1? Well, 1by1 will give you readily available units sooner, but in smaller quantities, while Batching will give you readily available units later, but in larger quantities. By comparing the Total ActiveTime (the amount of time a unit is on the map, ready to move, gather, fight, etc) in both approaches, we get: - From the Barracks, Stable or Civic Center: 1by1 is more efficient if the batch size is smaller than 27. Since batches of 27 are basically impossible in the early game, for economy purposes, 1by1 if far better than any amount of batching. -Batching is better than 1by1 in strategies involving rushes or timing attacks. ==================================================================== EDIT 1: So, considering what @Jofursloft and @Freagarach have said in the their posts, i redid the calculations for batching and 1by1 considering more productions cycles and the ProgressTimeout delay that autoqueue gives. To avoid making this post bigger than it already is, i placed the the calculations and the result tables in the attached pdf. In general, smaller batches (2 to 3 units) break even with 1by1 by the 3rd production cycle, while bigger batches (5 and upwards) break even by the second production cycle. Things are a bit less efficient if you use autoqueue, but not by much. So, as long as you can batch units constantly, batching will always be better than 1by1. Also, the bigger the batch size, the better. Batching Revisited.pdf
    1 point
  4. falling stars have never been so scary…
    1 point
  5. I heard that ranking up is much stronger for melee units than ranged units. In previous alphas this was not a problem because melee units were less important. I think being rank 3 would not be as much of a problem for snowballing if there were other ways to reach rank 2/3, such as making garrison-training faster, or allowing training of rank 2/3 units for a higher price. (if you go to the "all civs are my favorite" discussion, there is a lot of debate about this).
    1 point
  6. Arctic, Sahara, and Savanna (because and on-accounta it's a random map)
    1 point
  7. Hey, just downloaded 0 A.D. again because I used to play the older version on Linux. I really love the graphics and gameplay etc. but I have some feedback. If it is the wrong forum just move the thread. I am just wondering why I cannot set the exact resolution in the game's graphics options. It seems to be 4k but the font is blurred/unclear and can hardly be read so I am not sure how it is done. I have a 4K screen. Btw. in the score screen the space of the 4K is not really filled with the stats. It only uses a minor part of my screen and the numbers/texts which are too long are cut. The minimap could be a bit bigger I think especially with 4K. I played a really big 6 players map and could hardly see most of the stuff. You could add some different minimap views like military and resources only? The UI to set the difficulty of the AI and strategy seems a bit weird and it needs an explanation text. Maybe could add something like "AI (difficulty)" in one column and "Defensive/Aggressive" in another or somehow get rid of the text and extra menu. Clicking on units does not always show some useful stats although there is plenty of space. For example, the attack, defense etc. can only be seen if you click on the details for the unit type. Why not sure more stats directly when selecting the unit? Is there a button for idle warriors or heroes like in Age of Mythology? I found only the one for idle workers. Sometimes it was hard to guess the enemy's nation by just clicking on their units. There are some names (the player's name? and the unit type name?) but it didn't show the nation name like "Athen"? It was only shown when I opened Diplomacy window. It would be useful to see the nation when hovering or clicking on the unit together with the player name. I had the feeling that even with the upgrade ships were really slow and fishing was quite annoying because the ships have a really low sight range and it took a long time to find the next fishing spot manually. Maybe you could add something like those fishing spots/fields from AoE2 or even add some "explore" mode in which they go looking for a next fishing spot in an undiscovered area. Besides, I was wondering why there are still no campaigns except for the learning campaign? I would really like to play singleplayer so this would be a big improvement for the game. I found some videos online: If you would add more campaigns to the next release (even if they are still English) it would really help because I have no idea how to download and add them to the game. Even if it is unfinished it would be great. I was also wondering if your editor supports cinematic cutscenes like in Warcraft III or Praetorians etc. This would allow you to make greater campaigns with voice acting etc. or at least different goals to win scenarios like collecting stuff etc. Even in Age of Empires I you had some different winning conditions in the editor although they did not support ingame messages etc. Even in AoE I I really loved to play all the campaigns like the Greek one etc. It would be awesome if you had campaigns like that. I only found the learning campaign. The rest was just great. I really like the graphics and that your wonder gives more population and you can conquer buildings and have certain area where you can build your buildings. Great project!
    1 point
  8. Hey, this is a great idea. I would really like to see this type of movie, since it would bring a story from history into a modern presentation. No, your movie does not have to be Open Source. It's explained by this answer in the FSF's frequently asked questions about the GPL. The answer assumes some knowledge of copyright, such as what "fair use" means. It also assumes that you know the license of each part of the game. I encourage you to read about fair use here and here. The articles have information that is relevant to your movie idea. The FSF answer mentions that you might need a license in order to use the music. The music of 0ad is licensed under Creative Commons Attribution Share-Alike 3.0 Unported instead of the GPL. So, if your use is not consistent with "fair use" then you would need to license your movie under CC BY-SA 3.0 Unported. Here is a list of the license for the art, music, maps, source code, etc. of 0 A.D. Notice that the source code is not always GPL. 0 A.D. offers high quality original art and audio (including voiceovers, music, ambient sounds, sound effects). Using significant amounts of this content would definitely subject your movie to being licensed under the applicable CC license. What's significant? For music, I've heard that anything more than 15 seconds is unlikely to be fair use. If you're ever in doubt, contact the author of the content and ask if your planned use is consistent with the license or fair use. Free software and free content licenses (where free means freedom) are great things. You don't pay money and become a customer. Instead, you get a bunch of free content, and you are encouraged to reciprocate in the future so that everyone benefits. And, you can read the blueprints, modify the game engine, art or sounds, make derivative works such as movies, and it's completely legal, in fact encouraged, as long as you follow the license terms or limit your use to "fair use". One idea for shortcuting the issue of the music license is to just mute the 0 A.D. in-game music when you record the movie footage. Then you can dub royalty-free music, Creative Commons Attribution only music, or other music that you have a license for, so that you aren't required to license your movie under CC BY-SA 3.0 Unported. Or just license it under CC BY-SA 3.0 Unported. It would be a good way to contribute to the community.
    1 point
  9. I had some success recently where I sent spear and javelin cavalry around right into all the ranged units. I'm going to try that more. What if the problem is that our army composition is just too nub?
    1 point
  10. Dont forget to play Macedonians yourself too, so you can build your own theatron and train Alexander the great. Usually boni in 0ad are multiplicative, not additive. 1.2^8*1.1=4.73
    1 point
  11. logically, to avoid people shooting missiles at you, you would go hide, or just attack them. It doesn't sound to me like a fun game one where people has to attack ground instead of targeting enemy units, and they can just move to avoid your fire because your men are too dumb to keep targeting them. It sounds lame and mechanical.
    1 point
  12. Minor patch to bugfixes and feedback mentioned by @Micfild All champion chariots were bugged, fixed Hoplite / archery tradition and attack upgrades were accidentally removed, fixed Unit details were hidden from observers aswell, fixed -> the bug remains for resigning players though (unless they had researched the tech before they resigned?). Will be patched. infantry archers and cavalry archers had the same melee damage and reach, fixed field camps can now also be built inside own territory (experimental) Updated original download links.
    1 point
  13. hopefully one day we will have that feature. it will give more excitement to the maps.
    1 point
  14. Dunno, it might disrupt some folks' build orders.
    1 point
  15. now that I am home I will show you the photos. at least from water sources, for rural consumption. this is a "nascent" or "naciente" technically this Wikipedia translates as. this would be an aquifer. https://en.m.wikipedia.org/wiki/Spring_(hydrology). A spring may be the result of karst topography where surface water has infiltrated the Earth's surface (recharge area), becoming part of the area groundwater. The groundwater then travels through a network of cracks and fissures—openings ranging from intergranular spaces to large caves. The water eventually emerges from below the surface, in the form of a karst spring. The forcing of the spring to the surface can be the result of a confined aquifer in which the recharge area of the spring water table rests at a higher elevation than that of the outlet. Spring water forced to the surface by elevated sources are artesian wells. This is possible even if the outlet is in the form of a 300-foot-deep (91 m) cave. In this case the cave is used like a hose by the higher elevated recharge area of groundwater to exit through the lower elevation opening.
    1 point
  16. Squares = Mercenary Camps (Vanilla)* *someday in my dreams
    1 point
  17. Icon Shape = Representation Temples = Wonders Diamonds = Civic Centers/Military Colonies Yellow Nuggets = Metal Mines Gray Blocks = Stone Mines X Marks = Relics Squares = Mercenary Camps (Delenda Est)
    1 point
  18. Could be looking like this, just added some grass over the pads.
    1 point
  19. Taaa daaan! Managed to add my ugly model into my dummy civilization in the game and IT WORKS!! Soooo it's going to be all downhill from here!! (ahaha not really: now comes the BIG part but this thing at least is done!) Stan don't kill me: I know the model is ugly and the props are floating
    1 point
  20. I agree that this ^ looks strange and I'm not sure which version of the fields that is, but the version that is in DE looks nice to me they could be a bit closer to the ground and the rice plants could be a bit more random but overall I like the look. Or as I already mentioned one of the drafts from this thread:
    1 point
  21. But look at dat GEAR!!!
    1 point
  22. thx for the quick replies and I am glad to hear that most of it is work in progress. I will try to look at the seagulls next time. I still have to try all other nations. I have some other questions: - How exactly is the price/cost of the buying/selling resources in the marketplace determined? At some point I get like 1 stone for 100 food and then it changes back later. Is it because of the time or because AI sold stone?! - Why is scrolling over the map with my mouse soooooo slow and lagging but not with arrow keys? - Here is an example on how to trigger it with JavaScript but how do I add this code/trigger to the map?! Is there some documentation of the whole API (all possible JavaScript functions) and how to add custom triggers to maps? I only found this Atlas_Manual_Cinematics_Tab – Wildfire Games but it does not say how to add the trigger script? Triggers would really help to create a custom mission which is not only the basic melee game. I found a cinema demo map but when I open it with the Atlas editor, it only shows the camera paths but I can't find any triggers. - Is there a custom map database or just the threads in this forum but not in the game itself where I can lookup custom maps/download/rate them? For example, if I would like to see if there is a great map of Troy, I would have to search in this forum? The same question could be asked for custom models etc. I just know from Warcraft III that there is this huge modding website https://www.hiveworkshop.com/ with many custom resources which led to so many cool funmaps. I see that you have some mod database and I can download mods. - Is it possible to import custom resources in one single map only and create custom unit types/objects? I found tutorials like this: so it seems I have to create java script files/a modification to do that but it is not possible for a single map? - I know how to move and rotate objects in the editor but is it possible to set the exact facing angle? It would be useful for units like setting 270.0. - If I would create a scenario with camera movements and some custom triggers and would record it and put it in a small short movie (not a Let's Play!) and put that on YouTube, would it be allowed/legal? I guess everything is under the GPL, even the models and textures etc. right? Does my movie have to be Open Source then?! Some friends and me, we would like to make a small movie/video about the battle of Troy and I thought some bigger fight/battle scenes could be done with a video game. First I thought about using Age of Mythology since I could script video sequences easily with its cinematic mode/borders and it worked well but then I was concerned about legal issues since it is not a Let's Play but some creative stuff. Usually, the companies won't do anything I guess but you never know, so if this game would allow it because of its licensing and it had a propery cinematic API to add at least some cinematic borders and remove selection circles and other ingame UI stuff, I could use that.
    1 point
  23. 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
  24. Buenas ; -Creo que la facción tracia podría ser la excepción a la regla de que los edificios no cambian en cada fase , ya que hay muchas referencias diferentes para los tracios y al mismo tiempo el intento de introducir a los Odrisios que eran tracios pero con una arquitectura diferente me hace pensar que para ellos si podría ser posible esta cualidad. También podría ser una Bonificación de facción , que en cada fase los edificios fueran un poco más duros ya que los elementos de construcción son más resistentes pero también un poco más caros. Edificios para la "Fase 1" de 3 fases; (Las estructuras también podrían cambiar de formas al cambiar de fase no solo lo harían las texturas) -Almacén ; -Casas; -Centro urbano; -Corral; -Cuartel; -Granja; -Murallas; -Puerto; Torre defensiva pequeña; -Aldea; (No añadí decoraciones porque eso lleva más tiempo y quería presentar mi idea lo antes posible y si es descartada pues no perdería el tiempo con algo que no va a hacerse realidad y si es aceptada los incluiré) Referencias; -(esta última es la referencia para los colores) Disculpen las molestias*
    1 point
  25. I'm making a mod where I'll nerf longsword armor since a guy with a longsword, unless it's a jedi, can't have the same pierce armor than a soldier with a shield as big as himself. Brit champions can be recruited in age 2, but in exchange they cost x2 food and they can only be recruited in civil centers. Hope you like it.
    1 point
  26. This is a thread for summarizing balance changes in a20. I'll start: Fixed a bug so "battlefield medicine" now only works on idle units. This weakens massed champions significantly. If you have 50 damaged champions attacking an enemy base, they would be healing 25 damage per second in a19. With 12 pierce armor, it's the rough equivalent of the opponent having 4.5 extra garrison arrows. Your champs also don't heal while walking from base to base now. The Mauryan Pillar of Ashoka now grants a trade bonus. Fishing upgrades Fields have less hack armor Shared dropsites Promoted units have more capture attack Palisade walls are much less expensive, faster to build, and less durable. Stone walls are somewhat more expensive, slower to build, and less durable. Wall turrets do half as much damage. That list is based on me skimming the change log and I could well have missed something. What other balance changes are worth mentioning?
    1 point
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