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  1. Okay so, I was trying to figure out what I could do to make the project move. I learned a bit of the basics of actors and templates while working on updating Millenium AD, so I thought I could take some steps. But, to be honest this is a bit of another story.. I'm still not that confident with Blender and 3D to tackle something completely new as this. What I can probably do, at the moment, is provide support in the art department, such as concepts textures and graphic elements that may be useful (icons, portraits etc.. ) So here I made a concept for a Terran CC.. the general shapes are those of Starcraft, since I think that was the general direction (at least to start). I hope this could help to develop a 3d model. Anyone who is interested to pick from this and try something..? Meanwhile I hope I can get better with modeling to be more useful in this area.
    3 points
  2. No crashlog no cookie.
    3 points
  3. Battles are exponential, so single units don't really cause any damage, or outnumbered battles (less combat power) cause negligible damage. Against an overwhelming attack, it is best to gain time and minimize your own damage. Fortresses, CC and towers cause simplified area damage while the units quartered there take no damage. Skirmishers, Slingers, Archers (units with little health and little armor) die first in area damage, which usually greatly reduces the fighting strength of the enemy army. Destroying isolated siege weapons protects the buildings and slows down the push. All isolated units (groups) can be targeted. Units capturing buildings can also be targeted (especially by moving units in and out of buildings). Splitting the attention of the opposing player can help. Counterattacks especially with cavalry / siege weapons in the enemy base can be very effective or split the attention very much. Which in turn makes individual units targetable. Under certain circumstances it makes sense to face the enemy army slightly outnumbered in order to reduce their numbers and thus protect your building. It is important to scout and set up outposts in important areas so that there is enough time to react.
    2 points
  4. I know it's a bit too early to even consider this.. but since I'm still blown away by that freaking good art in Homeworld, I was wondering @Stan` what would you think of "painting" the textures to give this sort of cel-shading effect? Could it be an interesting artistic experimentation for 0ad engine? Maybe it could open to a whole new visual result that can show the alternative styles possible within this engine? Just ideas, of course.. as I said, it's also probably too early for this
    2 points
  5. Hello everyone! I'm Nagasushi. Some days ago I tried to register a forum account, but unfortunately it didn't get approved, so I have to borrow this account from someone to make a post for my new mod Res Gestae. Please download from my Github link here or at the end of this post. https://github.com/Nagasushi2021/Res_Gestae Res Gestae is intended to be a 'small overhaul mod', which changes many aspects of the game without diverging too far from vanilla, or adding too many complicated mechanics that will be hard to be adapted for the future versions of 0ad. We endeavour to provided a balanced gameplay that will be attested by mathematical calculations and matches between AIs and humans. We will also aim to make sure that the AI included in this mod will employ diversified strategies and tactics at the difficulties that will suit everyone, from absolute beginners to the multiplayer pros. Furthermore, there is an emphasis on the tactics, strategies, and particularly on the viability of diversified gameplay styles. Also as the name suggests, we draw our inspiration from real world history, which means we will try to emulate the military tactics they used, their army composition, and more particular features of each civilisation. Outline of the initial version: Pathfinder: twisted pathfinder parameters in order to prevent unit overlapping and exceedingly smooth movement. Units are able to block enemies properly. Subject to future changes. Unit changes (only done for citizen soldiers, need more testing): unit balance, and various changes making tactics and micromanagement possible. AI: I have made a bot called Catilina based on Petra bot, and tested it with @Yekaterina. Currently the medium difficulty is roughly equal to a 1300-1400 level human player. Note that this bot is intended for testing rather than competing against human players at the moment. We recommend 'balanced' behaviour, and 200-300 pop, very low to medium resource, small to medium map size settings. It should work on any map not divided by water regions (e.g. mainland). If you want to see two Catilina bots fighting against each other, we recommend small Corinthian Isthmus map, since they prefer to head to the opponent's base rather than fighting against its army directly on other maps. Techs: Merged damage techs and added movement speed techs to encourage combined army. ========================================================================================================= 0.0.4 Preview (not yet available on github) This update will focus on champions and clean up some existing civ features that will not be presented in Res Gestae, paving the way for civ differentiation in the next update. It will also include other gameplay changes and hotfixes. Hotfixes: Fixed some incorrect unit stats. Fixed champion movement issue (resulted by low returning rate+pushing mechanic+pathfinder parameters, reported by various players) Civ Features: Removed some existing civ features. Buildings: Towers have bonus against cavalry. (Towers had little use against early cav rush and they usually considered as not worthy in early game. This update makes towers the most effective way to defend against cav rush - an investment that can actually keep your base safe. And it won't a proper siege much harder. So consequently, if the rushing side finds the opponent's base well defended by towers, it would be a better idea to find some hunts or rush another player instead. This helps with building a rush-boom-turtle-rush counter dynamic. Units: This updates contains the initial changes for champions: based on my mathematical model fr production and battle strength, champions, particularly melee infantry types, have much better cost efficiency than in vanilla a25. This makes waiting for phase three a good choice alongside attacking with citizen soldiers and rams in phase two. Different civs have genuinely different champions, with their pros and cons. Further balancing adjustments will be needed. Mercenaries: they are based on a23 mercenaries now - good at fighting; bad at gathering; expensive but fast to train Siege units stats changes AI: various minor AI changes ========================================================================================================= 0.0.3 The first major update of Res Gestae: AI difficulties: There are nine AI difficulty levels now - I found the highest one most entertaining for myself. Note that the rating intervals are merely guidelines, which do not reflect your level in vanilla multiplayer. AI: Various improvements including use of towers, change of combat behaviours, adjustments for gameplay changes, basic support for tiny map and more. Diversification: Catilina has different behaviours in each match - it might rush or choose to attack at different time. Gameplay changes: Arsenal and rams are available for all factions in Phase 2, which encourages more diversified strategies other than booming and attacking when pop cap is reached. Consequently, phase 3 will give players much better options to boost economy and army strength (in this version some p3 techs already have reduced cost). Champions will be addressed together with civ differentiation in future updates. Techs: reduced cost for many p3 techs and phase3 itself. Units: slightly changed gathering rates. Rams have significantly more health and lower damage - siege will last longer and winning battles is much more important for both sides: attacking side should not overspam rams; defending side should not try to 'pick out' rams before defeating attacker's army. Buildings: economic buildings and palisades are much easier to destroy. Lower hack resistance for almost all buildings. Stones towers deal more damage and cost more resources - it should be a good option to garrison towers when you are under attack. Slightly better vision for all towers. Other changes: slightly changed formations. 'Random' draws each civ with equal probability now. ========================================================================================================= Planned features that will NOT be implemented in recent updates: (due to compatibility issues or amount of work required) AI border contact management - we do not recommend having AI closer than 1v1 small mainland (e.g. 1v1 on any tiny map, or 2v2 on any small map) Naval overhaul and AI naval management UnitAI changes - compatibility issues with current release and svn AI defence overhaul - Catilina is using the defence modules of Petra, which should be substantially reworked. Only minor improvements will be implemented in recent updates. ========================================================================================================== MOD IS NOW PLAYABLE. COMPATIBLE WITH ALPHA 25. https://github.com/Nagasushi2021/Res_Gestae Still a work in progress. Please report bugs and suggest balancing and gameplay ideas
    1 point
  6. https://www.deviantart.com/boxume/art/Ancient-Blue-900259720 https://www.deviantart.com/lorddoomhammer/art/Divided-Alpha-Colony-Book-4-900277247
    1 point
  7. When hit with with a massive attack would it be better to attempt to send your newly generated units to garrison fortresses and towers? A reason for this is that it seems that the newly generated units go into battle disorganized so they get decimated. Also the fortresses and towers that are being attacked by the enemy tend to get destroyed. I suspect that units inside a tower or a fortress have a defensive bonus. Units inside a tower or a fortress would also add to the defense capability of that building. A downside to sending units directly to a building is that the enemy can get inside your defense perimeter.
    1 point
  8. Good point. My units were all up-to-date. But that does not obviate that the enemy may have had superior troops compared to my troops. Also it seemed that the enemy had an apparent endless line of reinforcements. Where I seemingly could not build replacements as fast!! Yes. I was actually, in the last game, faced with a two front war where the enemy alternated between attacking on each front. I did make a mistake in that the enemy was able to flank one front to get inside my lines. While I was finally able to finally "kill" that attack, it left me open to getting overrun on the other front, which is what happened. Pretty intelligent AI!!! I was wondering about the points your raised. The AI may have decided to pursue the strategy of dedicating every possible unit to attack. But it didn't seem that they were getting exhausted.
    1 point
  9. If you're fighting an overwhelming force that's led by a hero - and you don't have enough units to either fight back or launch a simultaneous attack on the enemy - then, yeah, the "resign" button is probably your best bet. They'll have enough firepower to capture your barracks and towers, and they should be able to take down your fortress with rams or catapults. Keep in mind that quite a few new players try the "load up every male unit I have and take all of them to invade the enemy at the same time" trick. And you can fight against that trick if you're at Phase 3. Those players sometimes leave their home base wide open, and you can march in with an army and a couple of rams and capture their CC.
    1 point
  10. Huh? You build towers and a fortress? My view is that if you don't want to deal with overwhelming attacks, don't spend resources on towers or fortesses. When I build a fortress, most often I only do so because I need it for a hero. When I am outnumbered, I tend to order my farmers near the CC to build a temple and retreat my troops to that position.
    1 point
  11. What a good thing that you drew it for architecture, I'm bad. Space architecture.
    1 point
  12. @user1 Lobby: dzizus Offender: wolfrahm21 Player exit without resign commands.txt
    1 point
  13. if there was a timeout for the duration of a game, i would use it very often. sometimes you only have half an hour or at most an hour and you already know that before the game. the best calculated summary should win. is that possible to program that as mod?
    1 point
  14. But even if the mod would have problems, as long as you're an observer this shouldn't influence the players. From what I know your not actually sending any data that will influence the simulation. And since observer can now actually lag behind (https://code.wildfiregames.com/rP25156), the additional calculations shouldn't slow down the game either.
    1 point
  15. I remember that part of A24. A25 pushing mechanics really smoothed things quite a bit, which was great. Unfortualy it came with a cost, which is not so great. But at least it can be fixed (eventualy). I checked you mod and your pathfinder values are indeed smaller than the base game. But what it seems to make the most difference, for me, is the Friction aura. It seems that slower units have a more difficult time overlaping. If i'm not mistaken, in another post by @nani, there was a discussion about how farm animals seem to overlap much less than other units, even with the push mechanics. Since they have the same "Default" parameters most other units in the game, it might be because of their speed (which is very slow). Yeah, that mod also has a great AI, Catilina. It does 3-4 minute cav rushes and booms to full pop in 13 minutes. I went as far as extracting just the AI (and the pathfinder file + friction aura) just to play against it in the base game.
    1 point
  16. What do the logs say? wiki/GameDataPaths Is your mod clean? In your last video (0.A.D. local.cfg tricks - 8/Dec/21) you get an error spawning into the game, but the corresponding line of code no longer exists in boonGUI 2.1.
    1 point
  17. Lobby: Eternal Blizzard Offender: Urbannoki The payer exit the game when he lost. commands.txt
    1 point
  18. As this is a map it might be better if you add them as gaia to your map for now, but if you really want to learn how to create basic civs it only takes less than an hour to learn very basic things. About github I recommend you to create an account and create a repository there, it's easy and it's not something totally aimed at programmers/developers in the area of technology. I know cases of writers, content creators, writing activities that use github. Furthermore, github is a good platform to save your project as a backup, preventing any damage to your computer from ending up with everything.
    1 point
  19. This must be because they are actors, select the area and click ALT.
    1 point
  20. if u use Map "Extinct Volcano". it has something like timeout inside. https://code.wildfiregames.com/D229
    1 point
  21. Hello, I tried this several times and my best time was 7:20. EDIT: I didn't read the instructions carefully enough so I thought I could not take extra hunt. My time was with hunting only the beginning chickens. Philip the Swaggerless 100 Pop Challenge 7 20.zip
    1 point
  22. Version 2.1 Giving all houses a garrison flag. Adding some camera options. Requires a restart Adding a sound when switching to the loading screen. @ffffffff audio_interface_ui_switchToLoadingPage.ogg @ISlan fixed it for version 2.1
    1 point
  23. It's probably my most used keyboard button after minute 10. It is very helpful for micro if you are not using attack move.
    1 point
  24. Respectable @user1 I had a landslide victory against Wolfram21 in a ranked game, but when he lost his civic center he left the game without resigning. metadata.jsoncommands.txt
    1 point
  25. Umm, it's been a year. So how is it going man, i really want to try to play this mod
    1 point
  26. While formations may have a great potential for changing the game, I still think that first of all, we should avoid units overlapping like breezes. I'm very convinced that the pathfinder can work perfectly without units passing trough each other all the time. I attach here a simple mod I made that tweaks the parameters of unit pushing to limit what I think are the shortcomings of this new pathfinder: wild unit overlapping and irrelevance of chokepoints. From the video below you can see that the number of units is always easy enough to guess from the size of the mob, and that cavalry slows down a bit when it has to pass trough a chockepoint. Remember that this is just a demonstration made trough the simple tweaking of some parameters, one can achieve much better results by changing the c++ script that defines unit pushing. Atlas - Scenario Editor - maps_scenarios_prova.xml 2021-10-27 09-56-42.mp4 Atlas - Scenario Editor - maps_scenarios_prova.xml 2021-10-27 09-56-42.mp4 For instance, the aura that I gave to cavalry to enforce friction between units next to each others (not the same as in Res gestae mod, although I invite you to try that as well), could be integrated into the unit pushing system whitout much problem. Also I tried giving it to infantry as well, but the game wouldn't allow me because of limitations on the rendering of auras, which would not be a problem if that was made with c++. In general, it could be possible to change the game in a finer and also more effective way by tweaking the engine instead of just trough a mod, I can try it, I just don't know how to compile the engine (and my VS try license expired). Please let me know what do you think. I believe there is no reason for not trying to change this, and I hope I convince you as well. As always, I claim no right on the mod attached, which isn't really that creative so... you can add it to the game and whatever. stronger_pushing.pyromod
    1 point
  27. 0.0.3: Demo match between two default Catilina bots on small mainland. After three major battles, Persians crushed Macedonians with superior techs. Note that the behaviours of the AI changed a lot. RG0.0.3demo.mp4 =================================================================================================== 0.0.1: It takes me too much time to upload videos, so I will just upload these two videos to demonstrate the importance of tactics in Ress Gestae. The armies in these two videos are identical - Mauryan side is superior in number and cost. First video: without micro-management 2002149577_RgDemo3.m4v
    1 point
  28. Game is hugely unbalanced in terms of military techs. A 100 man fully upgraded army is like 10 times stronger than 200 men with few upgrades, and building arrows won't much to them either.
    0 points
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