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Showing content with the highest reputation on 2021-11-18 in all areas
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4 points
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Okay, I got a number of issues with the whole business of tournaments in 0AD, broadcasting them, prize money - and the proposed funding of this specific instance. I'm going to deal with the latter first. @DerekO - you're what now, 14 or 15 years old? While I don't doubt you have $1000 knocking around - and if you do, technically it's yours to do what you want with it, but I do have serious concerns, if 0AD players really want tournament play with cash prizes, as to why a 14 year old should be funding it? From what I can tell, the business of monetizing any part of 0AD officially, even if it's to generate prize money for a tournament, is a major administrative nightmare, and anything 3rd party is currently as unofficial as it gets. In the event of a private tournament being run by a third party, WFG would have to distance itself from it legally in the event of any potential issue that might come up, such as reports of cheating, technical issues, disputed results and ultimately, delivery or non-delivery of the promised prize money. Not to mention the person putting up said prize having the capabilities to wire prize funds to potentially any country in the world. Tournaments involving money need at least some form of regulation, they can't just be thrown out there on the fly. To my knowledge, hardly any of the free tournaments I've seen have managed full participation by all players or reached a satisfactory conclusion within a sensible timescale. Tournament play in 0AD is nowhere near mature enough to support the sudden introduction of cash prizes. Regarding tournament play itself, without an official means of hosting tournaments within the game lobby, the whole thing would be a bit of a DIY effort, further relying on third parties for tournament structure. WFG and the current dev direction of 0AD have shown no particular priority towards formalising tournament play in game at this stage. Add to that the practicalities of players from 0AD's international player base in all the different time-zones actually taking part and the chances of technical fault free competitive play are severally limited. Finally, 0AD's current potential streaming audience is tiny. I do video on demand, mostly, with the occasional live recording - that I still edit to meet certain base production standards, and the final product is still VOD released to a schedule. If the VOD audience were to grow by a significant factor, regular live streaming would be a viable pursuit for the investment of time into it. Right now, it simply isn't, the metrics aren't there. I love the idea of tournament play, it adds a massive narrative to a series of games, they actually mean something - people can get invested in them. But right now, there simply isn't anything like enough of a professional or technical infrastructure to support it. Sorry, I probably sound like a complete old party-pooper, but I see more immovable obstacles than I see good outcomes at this time.3 points
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First of all, I would say that I view Sparta as far from being a top tier faction on 1v1s. Sparta is strong when they get their maximum population with a good number of skiritai and upgrades, but if they aren't given that much time they don't seem very good to me. I don't think archers are weak, I think skirmishers are overpowered. So Mauryas suffer from that disadvantage. People seems to be happy that skirmishers are overpowered and I think that has to do with the fact that they are the most common unit. If there were only 4 factions getting CS skirmishers I think there would be as much outrage about skirmishers as there was about archers in A24. If you play as Mauryas, your CS infantry mainly consists of archers and spearman, which is not a good combination. That suggest that it possibly might be better to use other units. What Mauryas can do is make good use of their cavalry and maybe an early cavalry build by the mauryas might be uncounterable by factions such as Seleucids, Romans, Macedonians or Spartans. I played against Lorenz11 several times and he picked Mauryas and I have a youtube video about that strategy.3 points
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IIRC one can use the random seed (which is stored in the replay file) to generate a specific map.3 points
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Buenos días o tardes; (good morning or afternoon) -Actuales avances en los lusitanos ,en proceso; (Current advances in the Lusitanians ,in process) Espero que os gusten; (I hope you like them;) @Lopess, @Stan` , @Lion.Kanzen , @wowgetoffyourcellphone , @Yekaterina , @soloooy0 , @Genava55 , @Dizaka , @Carltonus , @Trinketos , @fabio @Alexandermb @av93 @Radiotraining @alre @Dasaavawar @Ardworix , @Phalanx , @Ultimate Aurelian @Loki1950 @maroder @Belisarius17 @Mr.lie @Mosé @GunChleoc @whocares @Sundiata, @DarcReaver @feneur @Itms @intipablo @wackyserious @balduin @Radagast. @iNcog , @Thorfinn the Shallow Minded @Mythos_Ruler y @sanderd17 . No olvidéis probar el mod para dar críticas o sugerencias (Do not forget to try the mod and to give yours criticism or suggestions) Disculpen las molestias* (Sorry for the inconvenience *)3 points
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If anyone is looking for ideas about new mods, here is one that was made for MegaGlest... 2D war that takes place all on a sheet of notebook paper: Paper War Video2 points
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I don't have anywhere near all the answers for this, but at least one piece of advice: take walks! I've found it really helpful to step away from my desk for awhile and get around and walk around. Good for clearing your head, and the exercise always makes me feel better.2 points
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all this sounds too complicate. I'll play the part of @Player of 0AD this time: don't change anything (except for slaves, slaves mining makes sense). in 0 AD is quite difficult to raid wood, and I guess it's ok, you have the rest of the economy to raid. If you destroy all your enemy's woodcutters, that's a major battle. In 0 AD forests have a strategic importance as places where armies are stationed chopping trees.2 points
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Delenda Est is now available from the AUR (package for Arch/Manjaro users)2 points
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The Iberians have a champion cavalry unit which is extremely strong and I would recommend weakening it. This unit has the following specifications: In my opinion it is overpowered, for these reasons: 1. The fire damage continues to hurt any victims even after they are out of range. Furthermore it can stack, so the damage is even greater in comparison to pure javelins. The fire also damages any buildings, making them effecive siege weapons as well as elite soldiers. The fire damage adds 6 more effective damage to per shot, which gives a total value of 42 damage per second. This is too much compared to 17.33 damage per second of Roman champion cavalry and 12.32 damage of spear champion cavalry. 2. They have too much armour and health, so they are difficult to kill. 3. The civilisation behind the production of these units is the Iberians, who offers defensive walls and superior towers that makes the player very likely to thrive until late game undisturbed. Therefore it is very likely that the player will train many of these units in late game and annihilate everyone. 4. Their agility and range allow them to escape mass infantry unharmed. I agree that such an overpowered unit is fun to play with, but it is spoiling the game for anyone who didn't choose the Iberians as their civilisation. I propose two solutions to this problem: 1. Give this unit to another civilisation who has very little bonus in economy or defence, for example the Kushites or the Macedonians. 2. Reduce their base javelin damage to a lower value, for example 30 (to match the Briton champion chariot) or 12.32 (to match champion spear cavalry). I have 2 replays of games where they were used. In both games they were fighting outnumbered battles at a disadvantageous position but they still won the encounter with flying colours. 2021-11-18_0004.zip2021-11-18_0006.zip Please tell me what you think about them. I am not a veteran player myself but I am probably not the first one to flag up this issue.1 point
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Many times in game, a player can tell when one player or the other advances to p2 or p3 or builds a new base just purely because they had pre-scouted the land, I believe it isn't fair as it wouldn't make sense for the enemy to know the territorial claim of your land without going to check it again, this would be a balancing request what is everyone's Thoughts on this?1 point
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Note that actor variants define the animation speed. Edit projectile speed and turn rates were increased to 1) Make dancing even harder 2) Address the complaints on the forums about the game being too slow.1 point
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Mauryan sword cav are so strong, they can win against the pikemen/spear cav that are supposed to counter them. Skiritai are far from being champions and they can only gather at half the speed. The skiritai are stronger than the mauryan sword cavalry in a 1v1 though. If chariots die to short ranged infantry, that is not their fault. That can only be caused by neglecting micro. This is neither true. An Indian elephant can take on up to 10 skirmishers on its own and is as resistant as 10 spearman. The point is that the elephants can't take on 40 skirmishers. However I have to admit that defending against an early p3 push can be difficult as Mauryans against Spartans.1 point
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Mauryas have swordsmen. Forge R3 upgrade makes Mauryas swordsmen as strong as iberian swordsmen. Additionally, Mauryan forge R3 upgrade allows them to have the 2nd strongest cav IG (when not considering heroes) right behind Roman champion cav. Additionally, Mauryans have a population bonus. Mauryas are not weak. Mauryas have the cheapest and fastest temple upgrades of any civ. Additionally, they have p2 elephant stables for eles in p3. Going head first against a spartan player is never a good idea because of skiritai. Mauryas are a civ that needs to be microed a lot. This means 20-30 cav doing constant harassing and not engaging directly. Just whittle the spartan player down.1 point
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I was lucky to find a job last year working 20h a week from home. I'm spoiled now so I wouldn't take any presential work even if they'd pay me millions, nor do I want to waste more than 20h/w of my life. There are things I like to do more important than money. I used to waste up to 6h a day commuting + full time = no fun = no life.1 point
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I think this 'aggressive vs defensive strats' balance works mostly fine, it's not very even, but it's a good recipe all in all. also, the game already offers other long term booming strategies, as with corrals and trading. these are both kind of a in a weird place now, but they do what booming does, which is temporarily hamper your chances of standing a fight, in exchange for a better economical position later. training soldiers in barracks is another investment in future. it seems to me that it's quite difficult anyway to balance these different strategies, because even if attacking and defending are balanced, which is still not the case, booming if unopposed could turn to be a permanent advantage too difficult to take away.1 point
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the idea is fine, if one has a military bonus and another one a naval or production bonus, but the only hero that has a bonus for non-naval maps is that one, that comes in arid or icy climates is nothing remarkable and does not even give speed to nearby units, the heroes are not important or decisive in most maps, it is a shame. and since women can be soldiers, it would be nice that this hero with economic bonus would give some buff to women, since their use is mostly to produce food and with the improvement of the corrals there is no reason to have so many women. I see it more like if you take away the major utility of women, give them a bonus so they can be a soldier: defense, attack, speed and / or tanking.1 point
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I'll add the mobile fortress in Xiongnu:(https://github.com/0ADMods/xiongnu) mod we can see how it behaves and if there are things that can be improved in the model. Feel free to give your opinion. One of my doubts is whether it should come with an entire garrison inside, or (my favorite) just a few archers (imagine the wagon drivers) and as you garrison archers they'll move into vacant seats.1 point
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Yes, I agree that the complexity of the micro (rather than the quantity) might be an issue, I didn't think about that part.1 point
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Maybe its a misunderstanding about "a lot", but I would still say it it means more micro. Since you want to make sure that the specialized units only gathers the resources it it supposed to (best at), you have to manage more different units on different resources instead of just sending your soliders from e.g. wood to stone whenever you are missing on or the other. Or maybe I'm not 100% getting the concept. But yes, you got a point with the global effect of techs.1 point
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More units diversity will indeed make the game more complex and adjusting the art work to make all units easy to differentiate for all civilizations might be indeed a challenge. I am not saying that this is the best way to achieve it, but breaking the "turtling=booming" link in midgame seems important. Currently I would summarize midgame strategy as choosing between either being aggressive, either being passive. What I would find desirable is to have the choice between more than two styles of play. For example to be able to play aggressive, defensive or to be booming. Aggressive should beat booming, defensive should beat aggressive (in the sense that the defensive player has a better eco after the aggression) and booming should beat defensive If you try to balance a system with only two options (active vs passive), you will create a gameplay where either midgame is irrelevant because none of the strategies is better than the other, either players rely on micro to make one of the two strategy better than the other. In a system with three options, you can have a rock-paper-scissor system, and strategy become more relevant than micro to determine what happens in midgame.1 point
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I believe this is correct. Look in the replay file for the random seed number, and then you can use that number to generate the exact same map in Atlas (as long as you use the exact same settings).1 point
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And what if I don't set a rally point on a resource? How will I be able to tell which units have what gathering rates? As it stands I'm totally not convinced it would add anything desirable but just more micro. If you want to disrupt wood gathering or mining just attack the gatherers and if you can't do it successfully well you just can't.1 point
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Sorry sponsor might not be in the sense you think. All our money is held by SPI an american non profit organisation. All funds go by them and so do all expenses.1 point
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Sorry If I wasn't clear there isn't currently any working / finished way of hosting a headless server in the cloud. First you or someone need to develop the dedicated server application then we can start deploying stuff to the cloud. Summary of the current progress https://code.wildfiregames.com/D39731 point
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Here are some example drawings, but don't ask what dynasty or period they are, its all bit unclear from sources. https://en.wikipedia.org/wiki/History_of_crossbows https://en.wikipedia.org/wiki/Chinese_siege_weapons There is already this present , so It think this kind of thing, maybe slightly bigger with longer bow arms mounted on a wagon, or tower, wall etc1 point
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This is about the ratio between Horsemen and Infantry. From the Bronze Age to the Iron Age, the ratio was on average 50:1 which, interestingly, was the ratio to the Egyptian Army during the Ptolemaic Dynasty. At it's height (their Army was small in number, but expensive and Professional enough to be considered a world-class army) the Army consisted of 200,000 Foot Soldiers and 4000 Horsemen, (not including Chariots) and also a huge number of Warships, 1500. This would be able to transport both Infantry and Horsemen and then some. Any more facts about the Ptolemies?1 point
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I don't think there can be more housewalling as it is already used at the moment Furthermore, you would need to build additional palisades / towers to protect the houses, as they are not longer automatically "safe" when they are in the arrow range of the CC.1 point
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I liked that over a year ago when Millennium A.D. was more in an alpha state. Today the mod is in a playable state. Most of the bugs are fixed and the artist did a great job with the models (buildings, units etc.). I really like immersing into the early middle ages. However, this experience gets interrupted every time I have to select a faction or I load a map (map hints). Furthermore, I would like to see more new civilizations added to Millennium A.D. through mods. The Arabs and Slavic civilizations would be outstanding. Maybe there is even the possibility of adding the Khmer Empire. I am not saying that will happen in one day. However, I think it is time to make 0 A.D. factions invisible by default in the selection dialog. Mostly so that people loading the mod, but do not know which factions are part of Millennium A.D. are not getting confused. Advanced player and developer should be able to make the 0 A.D. factions visible in the selection dialog.1 point
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