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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
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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
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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
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(They don't.) Sounds like a good tradeoff? Lower base damage for a long term effect.3 points
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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
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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 Video3 points
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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
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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
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2 points
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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
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2 points
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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
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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
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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
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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
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I open this thread to offer a starting point for those that want to deepen specific topics and to centralize the different useful sources found by the members of our community. Anybody can propose a reference to add to the list. I will update the list when I can. To ease the reading, I put the title first, then the author name and the year. The goal here is NOT to reference EVERYTHING. There are too many books on the same topics. The best option should be to propose some key readings on specific topics, the best references available. Some books in foreign languages are welcomed. We should avoid to post direct links to Library Genesis or Sci-Hub here, but checking if the book is available there will be an appreciated effort. Proposing very rare and overpriced books is not useful, except if it is still possible to find it in an electronic format. I start with Rome and I will continue later. Recommended Classical Literature Rome Celts Mauryas / Ancient India Hellenistic / Diadochi / Alexander and his successors Others will follow up...1 point
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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
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You still set blender to eg metric, using meters, yep, and a scene is still a given time in seconds? You have ranges in meters and projectile speeds that are close to realism, but walk speed, nope, in fact use avg km/h speeds in m/s. If you were tasked to add a default human walk speed in m/s to a simulation, would you expect funnily a value that matches the km/h avg human walk speed, or a pretty off sounding m/s value? If I was to make a say scifi mod, and wanted accurate physics based speeds, would the actor view show me proper animations, given it has a fallback values of 7 and 12? 12 is also a good pick for a human run speed btw. Would my mod using the game engine run smoothly with real values, Or would I have to adjust to a certain factor too?1 point
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A big attack with ptol or seleucids pike/skirm or pike/sling with hero and elephants is something an iber player can not counter at minute 15 if he is going for ibercav. While iberians have the best CS ranged infantry, seleucids also have that alongside the best CS melee infantry, which means that their skirmishers will be invincible for longer than the iberian ones (melee always die first). If there is any setup that can beat iber, then this has got to be it. Civ team bonuses now affect the civ that give it too, so in a 1v1 an iber will have 45/45 costing skirms.1 point
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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
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I was thinking about giving the unit the similar potential as the Briton chariot against most units, with the fire cav retaining a specialty against siege and buildings. I also ran tests with the chariot, which gets beaten by cataphract(8hp remaining) and the roman consular body gaurd also defeats it(22 HP remaining). Also if we compare the chariot and other cavalry, we see that the main oddity is a DPS of 28.8, which is far higher than most other units. I also think that Iberians are OP without their champion cavalry.1 point
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This was already the case in the past, no metal in map and big cost, seeing champions were quite rare. not sure this is the right way bad idea. limit unit1 point
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Perhaps more soldier types and building types is better than worker types.1 point
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There is another solution: make this unit completely unaffordable in most games, like the will to fight tech. We can raise the cost of each champion cavalry to 300 food, 300 wood, 200 stone and 250 metal. If you want to assemble an army of 20 fire cavalry, you would need 5000 metal, 6000 food and wood as well as 4000 stone. Not many people can afford this in a team game without being an useless team mate. At this cost, they can only be trained 1 by 1, which is a lot less deadly.1 point
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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
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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
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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
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You and @Philip the Swaggerlessappear to be the only other Americans in this thread.1 point
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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 question1 point
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there is general consensus that both iberian cav champions, and iberians in general are OP.1 point
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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
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I agree with many points that mysticjim made, except the assumption that you are 14 or 15. There is no reason why I would assume that you couldn't be 16 years old. Lets put that aside. Also, I always thought about tournaments as investments. T90 has hosted several high prizepool Age of Empires 2 tournaments. He is a professional streamer and gains popularity for hosting the tournament and also his audience indirectly pays for whatever prize money he puts into it. Also Microsoft, the publisher of Age of Empires 2 and other companies put prize money into it. Currently if you would host a tournament with a prizepool, that would just mean donating money to Vali (without further return) and he might appreciate that. If you want to make 0ad more popular, I think it is more fruitful to create an environment where excellent 0ad youtube (or other media) content can be created.1 point
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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
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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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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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hello i like the faction a lot and i love the buildings of 10,it is a bit faster civ than the iberos and can be used aggressively quite fast, i would like to see how someone who plays more aggressively than me uses it. now the things that don't work or should change, 2 heroes are naval and 1 livestock, but if you can make the women soldiers then it's not the ñaaaa I don't love it. invisible and non-existent troops . I miss the guerrillas and the iberos the soliferrum that gave this mod. the veton castro, doesn't give vetons, nor mercenaries, nor different units, before it gave cavalry with sword and something else I think. the little that gave an advantage of rush or early attack was gone, without mercenaries, nor the guerrilla loses enough, also has disappeared the monument and the Phoenician allies also disappeared, I liked it better before, I had more variety and options. The manual battering ram retains the classic sound, it should have a different one. the previous version of the lusitans I loved, with this is weaker than the previous in several ways, to see if you find something in between this and the previous version, has the possibilities of being one of my favorites when it comes out.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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Use it to reset what units are being attacked, by my units, so units don't get pulled. Some people micro so much that it is necessary to do. (Edit: Interestingly, I was told this was the "attack nearest unit command" (it works this way based on level of aggression set) instead of "halt/stop." That is, I've been using it as the "attack nearest units command" to prevent my units from zeroing in on a specific unit and chasing/being pulled to die without killing anything. I double hit the command too ... which probably costs me time but just a habit.)1 point
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Could you give some details on this point. What textures do you find problematic?1 point
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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
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https://code.wildfiregames.com/D1662 As fatherbushido said the way the game player data is stored makes it difficult to or I would say impossible without changing how many things works inside the engine. Most data concerning the number of players is implicit encoded in one sole variable (to "compress" the data) for all players instead of a variable for each. The current limit is a hard 8 players + gaia. From the side of the map's playability: As elexis said, the problem resides in that the current maps just aren't made for more than 8 players.1 point
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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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