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  1. Version 2.0.1 The stats overlay has been updated by @ISlan to improve overall readability. In addition, a second overlay has been included that provides much more information to analyze a match. Thank you for all the hard work you have done so far. Thanks to @The Undying Nephalim for allowing me to use his hero selector in this mod. Thanks to @nani for his feedback and advice on improving the mod. Feedback Anyone can follow the development, contribute to discussions, report bugs, suggest features or even make pull requests at github.com/LangLangBart/boonGUI.
    5 points
  2. Not when the people doing the walking are 4 meters tall and can build up a whole civilization from a single building in the space of half an hour! Games like this intrinsically operate on Paul Bunyon logic, which as arbitrary as it seems does actually follow a consistent set of rules. The only thing that is illogical is certain people coming in and demanding engine design choices to conform to their personal understanding of real world physics, without thinking about how that would affect other game systems. You are in the wrong here my friend, but you are welcome to make a mod that changes the walk speed to whatever you want it to be and see how the game plays.
    3 points
  3. I find some suggestions ITT rather exotic and non-appealing. If there's so much agreement that they're OP let's just nerf them some. Lower their base damage a bit and maybe make the fire only applicable to buildings.
    3 points
  4. (They don't.) Sounds like a good tradeoff? Lower base damage for a long term effect.
    3 points
  5. To get to the point that the game plays on fire champs ... requires for a player to not be attacked for 17, or so, minutes. You need: Phase 3 in 12/13 min. Suitable number of stables. Sufficient metal mines. Sufficient food producers. Probably all forge upgrades + will to fight to be effective (min 15.5 max 17 min) If you don't attack a player for 17 minutes ... especially an Iber player ... those skrim champs deserve to burn down every single town.
    3 points
  6. As a 20 years software developer, this pains me to read.
    3 points
  7. 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 Video
    3 points
  8. We have to introduce support mechanics against X damage. The defenses should have technologies to withstand fire.This is already rolling out in AoE IV where all units fire torches. The only ones that cannot be burned are the walls.
    2 points
  9. It's m/s, never ever km/h. As alre correctly pointed out, there is some ridiculous scaling involved, like a sea having a width of 200m. The only thing that is somewhat realistically scaled wrt in-game meters are buildings. No surprise a 4m tall spear man walking at 7m/s or a ship crossing the Atlantic in less than a minute.
    2 points
  10. That seems like a good resolution to the problem
    2 points
  11. This is a bad idea, we still want to enjoy using it. For example I enjoyed using Roman siege in A23 and then it got nerfed into the ground in A24 onwards and I am still annoyed at that. I am certain there are players who enjoy using fire cav because its a unique entity for all intents an purposes, much like Roman Siege from A23. If you going to impose this level of cost you may as well not have them in the game and you'll have a dead feature and frustrated players as an end result. A better option is to simply make the fire damage apply only to buildings, setting people on fire with a pointy stick seems rather unrealistic, its not a movie.
    2 points
  12. Very powerful unit, best limited in numbers, but Han may only have 2 champ unit types. Not sure yet.
    2 points
  13. This is the same **** that makes people keep changing the projectile gravity to 9.81! The distance units in the game are not meters! They are their own thing with no consistent relation to real world distances. The numbers have to be fudged for anything feel right or make sense in gameplay. Yes, units walk insanely fast, projectile ranges are absurdly short, most buildings are comically tiny, and in the real world it takes months to plant a farm.
    2 points
  14. In the civ.json files you canchange the property SelectableInGameSetup to false. This way you can continue to use those civs on map as non playable factions. Do note that because of a bug in gamesetup the name of such a faction will not be displayed (Unknown will be shown iirc)
    2 points
  15. Would be nice if I found myself proper time to make a phab acc, go through the process, to open a review request for patch, along with the balancing I have in a branch on GH.
    2 points
  16. I must insist that meters and seconds have no real meaning in the game settings. All soldiers models are about 4m tall. Also speed is clearly not meant to be realistic, starting from training and building times, to walk speed and attack times. It's all about making the game play in the desired way.
    2 points
  17. The reason this thread was created was to inspire and increase the amount of eye-candiers and eye-candy being produced here at WF. In my opinion, AOE3H has some of the best designers out there, that are currently working on this game. So this conceptual is mainly for generic, and pretty much generic-eye-candy only, although the tips can be used in other areas. another idea is to suggest generic unit animations, such as units throwing rocks or torches. Arsonist. but shuold be Celtic. perhaps in rags. High priest. the animation will be like this. The Diplomatic. with a roll or a letter in his hand. Assasin.
    1 point
  18. @feneur @Stan` A Spanish user has reported via IRC #0ad (19/Nov/21) that you cannot download the files by clicking on them. It does work by copying the link and manually passing it to the browser address field. Somewhere between now and Dec'20 the issue was introduced.
    1 point
  19. This mechanics is complex, you must spend a while I send you torches before it burns. This means that the more fire attacks the damage accumulates, making the snowball effect. With the siege towers and rams you can research technologies to protect them, what was done was to cover them with wet skins. in the case of the Roman fortress it would be another abstraction, the soldiers garrisoned are supposed to act as firefighters. Things are situational. What I noticed is that the buildings connected to the influence of other buildings. It doesn't just depend on a single factor.
    1 point
  20. 1 point
  21. Booming=turtling. Lets assume that you play a 1v1 and are not the Ptolemies, which are even more OP than Iberians. So if you have cheaper javelineers at the start(which are the strongest CS ranged infantry), then it is very difficult for the opponent to outboom you. Neither does aggressive play help, since there are to much javelineers. So basically many factions are left without any way of preventing Iberians from taking an advantage (That is 1). In p3, they can deal a quick and hard blow with javelineers due to their strong boom and javelineers being the best CS ranged unit. That is the 2nd reason why it is difficult to take them on. So how about dragging out the game, does that work? With Indibil they can really fast recruit new soldiers after you lose them, so the Iberian player can very easily send a new wave of units towards you. They also have stronger swordsmen (both CS and champion), which are also cheaper with Indibil. With Indibil garrisoned in the CC, he can't be taken out.. So that is 3 reasons. Do sneaky strategies work against them? Because of the walls you can't really kill all their farmers easily neither is it easy to take out the starting CC with a sneaky attack. Seleucids, Persians and Mauryas can try to wear them out with horse archers or chariot archers, but only seluecids have decent chance of surviving against the push that the Iberian player after reaching p3. So that would be my 4th reason. Barely any strategy seems really possible against Iberians, assuming equal skill of course. That is my take on it.
    1 point
  22. I don't think they're OP however they have good synergy with swordsmen. One of 2 civs with p1 swordsmen (Rome/Iberians). One of 2 civs with R3 sword forge upgrade (Mauryas/Iberians). One of 4 civs (or so) with Barracks producing champion swordsmen (Romans/Macedonians/Iberians/Gauls) Only civ with a hero who decreases costs + increases unit production speed. One of two civs (Kushite/Iberians) with a monument that increases damage (Now available p2 and counts towards p3). In a way, their synergy with sword can be overwhelming if played right. But again, it depends on a player. A good Ptolemy/Mauryas/Roman/Macedonain/Gaul player can give Iberians a run for their money. I don't even think Iberians stand a chance vs Carth/Mace/Rome/Ptol at all (one of 2 civs with no Archers and no Spearmen infantry; Iberians/Romans). Only if those civs let them get to p2 then Iberians stand a chance. On a side note, 2 Iberians decrease each other's Javelineer costs ... that means infantry and cav Javelineers on a 2 Iber team can be overwhelming for some.
    1 point
  23. Hey @josuebrown, I recommend finding a suitable model for areas/aspects of life, trying to find out where your deficits are, where your curiosity is and what you are yearning for in your inmost being. If you find yourself too much distracted or absorbed by the daily duties, first create space, time and silence for reflection/contemplation, this is where clear thoughts get the chance to thrive. If you do not know how, take a first little step. Find someone who can help you, read, ask, search... Maybe you just need smaller adjustments, maybe bigger ones including a complete life change (in this case I recommend taking a break for several months if possible, e.g. for travelling, reading, socializing). classic model example: body, mind, soul I would divide this further, e.g. body: health, nutrition, intimacy, exercise I recommend lots of low intensity integrated into daily life like walking, cycling, hiking, ... with short bursts of high/max intensity, instead of running 30/45/60 min the same pace (this is not what our ancestors did). I further recommend bodyweight exercises instead of insulated weight lifting. Nutrition: less sugar, less "bad fat" (like in fast food), less processed food, less meat, more vegetables, more "good fat" (omega 3), more seeds/nuts and whole grain. mind: reading, discussing, discovering interesting theories/ideas soul: being in nature, listening to music, reading, being creative (arts, music, writing, ...), if you're introvert (= gaining energy alone) focus more on meditation/contemplation/prayer, if you're extrovert (= gaining energy in community) focus more on shared activities It can feel quite overwhelming having a huge list, thats why I try to find activities that encompass all fields. E.g. I like hiking and mountaineering. This requires my body (can be tuned from low to insane intensity), my mind (planning routes analyzing weather, terrain, overnight stay possiblities, ...; analyzing/discovering/buying/replacing equipment) and my soul (I can contemplate, I feel temporarily displaced to another world leaving everything else in the valley, when I am solo walking/climbing on an arête, I can get into complete flow mode, ...) another, more specific model example: job, family/partnership, health, social contacts, individuality/hobbies, belief/spirituality This model has been developed by Dr. med. Mirriam Prieß, a German physician, psychotherapist, business consultant, coach and author specialized in the field of burnout. Her experience and thesis is that burnout (and related issues like depression) is not primarily caused by too much workload, but by defunct relationships, both outwards to other people (either non existent or conflicts) and inwards (not listening to yourself, no connection to your "inner voice"). Basically not doing/living what you are intrinsically supposed/designed to do. What I find especially helpful: Try to determine where you have gotten into "flow" mode, this sweet spot between boredom and overextension where you forgot everything else around you including space and time. Try to remember what you wished/dreamed when you where a still a kid. This helps to circumvent blockades/restrictions our "adult" mind imposes on us (as kids we were more directly expressing what we wanted without analyzing external circumstances that much). I hope I could provide some inspiration... Good luck! EDIT: Do not forget to love (and forgive!) yourself. You cannot change the past, but you can influence which person you'll be in the future. And "begin with the end in mind" (one of the "7 habits of highly effective people" by Stephen Covey)...
    1 point
  24. Quote: "Don't change the gameplay please. We really need loading of multiplayer matches and better performance instead." (I agree) Why? Because fire cav works well with 30+ units. To demolish buildings 50+ units are advantageous. In short fire cav is a late P3 unit. Iber has a strong eco but no continuous powerspike. Briton and Gaul are the only civs that also only have rams as siege weapons, but have p2 and early p3 powerspikes and good p1 harassment potential. Iber boom can be harassed very well in p1 using cav, especially spear cav. The eco bonus helps with skirmishers and iber is vulnerable to swort cav harassment in p2. Iber food eco can be harassed well by cav archers. I find the iber towers more of a disadvantage because they cost more and are easier to take over due to the larger footprint. The Iber wall secures the food eco but hinders the eco growth, which is why some players tear it down in parts. To really take advantage of the fire cav, a 30+ fire cav and a cav army are recommended. A large material and time investment. As a strong unit in a spearman, swordsman, skirmish army the mobility is far less and the damage potential as well (ford, turret...defenses work). If someone builds up iber fire cav I just use skirm, swort cav to keep the numbers small. The short range of the fire cav is its weakness and means that losses in hp or units will occur. If someone uses that many units for the eco those groups can be overwhelmed or the eco slowed down. If someone is not fighting in early p3, one of the allies can be overwhelmed (doubled) in TG. I think there are enough ways to prevent a larger number of fire cav. Why every unit has to be a copy of another unit and can't stand for itself (unique selling point) I don't understand. An op army after 25+ minutes in the game without being harassed I find ok.
    1 point
  25. Bigger units would be nice (prettier gameplay and graphics) even if it is not realistic in terms of scale. and especially that the units are not packed when they move and fight (like before what). This is not the subject i know
    1 point
  26. Giving them to someone else wont resolve the core issue that fire cav are inherently broken, one because skirmishers in general are broken, and two because if I understand their fire mechanic right they are stacking their own bonus damage on each attack, to the point they can ignore armour with impunity. Which is why they are killing buildings so easily as well. Third tier blacksmith upgrades didn't help either
    1 point
  27. So you are saying CS are to cheap for their economic/military value => adjust price/economic value/military value. There are plenty of possibilities to add new unit types, so question to answer are: Are more and more unit types a good thing for gameplay Do specialized economic unit types add anything to gameplay Do they fit the game lore For point 2 I only see more micro intensive eco management, whether to treat this as a good thing(tm) is up to each and everyone.
    1 point
  28. Let us not forget that Iberians have Indibil who drops resources costs on units by 15 % and gives a 20 % training time bonus. Therefore allowing for greater mass production.
    1 point
  29. Aaaah I remember to have seen such feature somewhere! Exactly, I was wondering if this could have been the correct workaround or there was some other snippets of code I was missing.. I was afraid to make a mess! Thanks everyone! I'll keep trying and experimenting. It's very interesting and fun!
    1 point
  30. Ahahaha I chuckled at this! Omg this is so unnecessary lol This is quite a bummer I was hoping it could become a real mechanic. There's a game, Praetorian where is a well developed mechanic and something that could work awesomely in 0ad Ah, this is very interesting! I always thought there was something strange in siege mechanic in 0ad also because how sturdy is siege. Maybe by making it more fragile it would avoid those typical ram-only invasions to finish the game. Mmmh interesting new perspective here! It seems that you're starting to enjoy it a little! That's great!
    1 point
  31. Those fire mechanics are fun.
    1 point
  32. Yeah, is just to experiment for me but also understand these aspect of code.. purely a curiosity, since I found this thread by digging around here Sorry for my super noob question
    1 point
  33. fan of the saga. Nothing more and nothing less.
    1 point
  34. the game is fast with the CS. Just tried the AoE IV and I'm disappointed. Our game has more personality and soul. How AoE is generic feels like EE 2 or 3.
    1 point
  35. 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
  36. the zoom is non-existent both out and in. I like that scouts whistle when they see an enemy unit. There are almost no unit classes, the variety is poor. The scouts are women, it is assumed that in the Middle Ages women had no rights, that began to be reached until the Protestant Reformation and the French Revolution. Some technologies have interesting names. But they want to give you the idea that there was environmentalism at that time. The game is lagging in 4v4. The tutorial is boring and full of restrictions. It has biomes like 0 A.D. Outposts receive individual upgrades The towers are only built on the walls, it is difficult to distinguish the cavalry units. You can't tell a barrack from an archery range. I hardly tested it much for the performance, which with inferior graphics is horrible compared to 0A.D or even many RTs from 2001-2005. Graphically it is lower than AoM. Not just that AoE III. Houses burn with nothing, destroy a city with 10 can be done in 10 minutes. I can't control the military units, the micro is a nightmare, it's worse than in StarCraft even less control. Almost everything is as generic as AoE 2. you quickly create everything except units. Picked up fast but runs out as fast as it went. Most warehouse-type resource buildings cost next to nothing. The collection of animals is slow. Different from the entire saga. The game does not exceed 6.5 / 10 is very limited, I saw previous games in the series and others with more action and ideas. The basic units are no more than pikemen, archers, spear cavalry, then the next class are swordman and crossbowmen. Skimishers and their cavalry version are missing. I'll try it later, but I got bored, it doesn't have sandbox mode. I couldn't test the entire era III and UV because of the lag. The alerts are excessive and stressful, the scout screaming every time he sees the enemy. The walls are enviable. I like palisades too.
    1 point
  37. I fixed the cliff painting near the ponds/lakes.
    1 point
  38. Interesting points, just remembering that it's not versions yet, it's a work in progress let's say this would be the mod's "first viable product" What would it be : "but if you can make the women soldiers then it's not the ñaaaa I don't love it."
    1 point
  39. 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
  40. New Hero: Paul Bunyan Base Woodcutting rate 8.00
    1 point
  41. Hi, I like the suggestion of units specialised to specific tasks. Here is my idea: Each citizen unit is specialised to one type of job, albeit mining or logging or farming. Perhaps they are allowed to perform other tasks but at a lower efficiency. When the situation requires, you can set them to fight and they will take on a role as a soldier type. For example, you can train a slinger-miner or a spearman-farmer. This allows you to train units according to your needs. To prevent overcrowded panels, we can have more cheaper barracks: melee barrack, ranged barrack, champions barrack. I know this is a huge change to base game so it is probably very difficult to implement.
    1 point
  42. Engineer Can build engines and siege equipment. (Capturable).
    1 point
  43. Could you give some details on this point. What textures do you find problematic?
    1 point
  44. Another Sunday showdown!
    1 point
  45. Okay, here an example of how these civs can be developed. Here's the Muscovite Rus' (just a draft). Muscovite Rus' The Grand Duchy of Moscow (or Muscovite Rus’) was a Rus' principality of the Late Middle Ages centered on Moscow, and the predecessor state of the Tsardom of Russia in the early modern period. It was ruled by the Rurik dynasty, who had ruled Rus' since the foundation of Novgorod in 862. Ivan III the Great titled himself as Sovereign and Grand Duke of All Rus'. The Muscovite Rus’ is a great commercial empire, spanning from the Baltic Sea to the Bosphorus. For centuries this land has been territory of passage between the germanic tribes of the north and the hellenic civilizations of the south and a crossroad between East and West. The trading of furs, wood and precious metal is the source of the richnesses of the Russian Grandduchy. For this reason, one of the key buildings of this civilization is the Trading Post, a unique building available at a early phase that can be placed in neutral territory and act as universal dropsite and trading hotspot. It allows a quick expansion into the map, and it can be upgraded as a Civic Center (economic expansion), or as an Army Camp (military expansion). Army The core of the Rus’ army is its light/medium cavalry and ranged units, due to their tradition of hunting wild game in the forests. One of the special units is the scout, a light cavalry unit always followed by 2 hunting dogs that can be used for exploration or early incursion. The infantry is generally very basic and weak, composed mostly by peasants (citizen-soldiers). The élite is composed mostly of mercenaries coming from the north: the Varangians, while the cavalry relies on “Qazaqs” from the Caspian steppe and their military traditions. Economy The Russian civilization has cheap and fast buildings and relies heavily on three resources for its sustainment: food, wood and metal. This makes the civilization very competitive in forest-based maps, but weaker when this crucial resource is lacking. However, due to their trading bonuses they can often trade the underused stone to compensate. The enormous extension of Russian plains allow for an extensive food production: Rus’ farmfields are 25% larger and allow up to 7 farmers to each field. A later technology called “Serfdom”, allows to train “serfs” (slaves), cheap and productive units that can sustain the rest of the army.
    1 point
  46. we would have to agree how to handle that.
    1 point
  47. If I am not wrong, some data types used in the code fit the number of players. So it would require some careful work. (It's not like if there was just a number to change everywhere.)
    1 point
  48. I think that @elexis had a patch to increase the player count limit. One of the problems is that (some of) the map generating scripts aren't designed to work with more than eight players.
    1 point
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