Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2021-12-19 in all areas

  1. I finalize the new Bixie statue low poly with 1053 tris and albedo texture. Last one had 1909 tris https://3dminfographie.com/images/graphisme-3d/0ad/0ad_han_bixie-02.png
    3 points
  2. First I would like to offer the disclaimer that an emphasis on balance is not a bad thing. It helps to maintain a thriving community, and the community is integral to an open source topic. That said, many design decisions that have changed the game on an integral level were done so with balance in mind, not an end vision. Again, this is not bad either, but ultimately it means that many of 0 AD's design choices are near sighted and balanced =/= good design. Ultimately a problem I see with the game from this standpoint is that the factions are fairly bland. Yes, there are restrictions to what units are available, but at the end of the day a Persian spearman has the same statline most other factions. Many great proposals have been done to flesh them out better. I would particularly mention wowgetoffyourcellphone's and my own, but I'm sure that there are plenty of others. Despite often a great amount of thought being put into them and at least some of the community having positive opinions on the alterations, to my knowledge little if anything gets done. This is ultimately motivated by the fact that these would throw the balance in flux. While this is exasperating to people who would like change, the points behind these conservatives are valid. The multiplayer community might suffer. That said, I think that there is a reasonable compromise that 0 AD can and should take to help diversify factions and gameplay for the longterm without ruining the competitive scene. One by one factions could experience overhauls with key things in mind: How would their economy function differently from other ones? Are there any ways to reward strategic building placement? Are there any glaring inaccuracies in the design? What are current strategies used in the competitive scene, and how could these be expanded upon? These new iterations of the factions would initially be an option until all factions have experienced an overhaul, allowing for players to freely choose between the current, more balanced faction designs and the more experimental ones. Then, the team could in theory even turn around and continue the cycle of overhauls.
    2 points
  3. Tbh, there is much that can be said about this subject, and will probably lead into another endless discussion with a lot of different opinions. Here's mine though (lol). I'm heavily in favor of rock paper scissors balancing. This way you can really diversify civs from each other and have interesting matches. But for this to work i feel like there would need to be some additional changes like being able to pick your civ yourself in mp matches, and hide your choice from others if you want. Otherwise people can pick obvious counters. But the current way of balancing seems to be more about making civs the same. I also feel like the bigger the balancing team gets, the harder it will be to actually conclude and agree on something. Get a small team to do it, the feedback of the people will be the actual guidance on what needs to change. I feel like this is very true and to add to it, the offline playerbase is likely much bigger than the online one, and the competitive scene is actually really small. But behind the (forum) screens, there is much need for more contributors on trac and phab. From big tasks like optimizing pathfinding in C++ (<- devs really need someone), to simpler tasks like cleaning up loading tips. Anyone can join the IRC chat for more extensive help on how to get set up if interested.
    2 points
  4. I think we can implement these dudes into Empires Ascendant as well.
    2 points
  5. Why ? What is there to say: I like to look at something different once in a while. Installation note: No guarantee that it will be compatible to any other mod, but if you want to try it, it's probably best to enable this one last (after) everything else. Current version: 0.27.3 (testing/ A27 / SVN) | 0.26.3 (A26) Where to find it: For A27/ SVN: newest testing version https://api.mod.io/v1/games/5/mods/1965214/files/3658747/download (needs manual installation) For A26: It is available through the in-game mod downloader or manually from: https://mod.io/g/0ad/m/shiny Some features: In case you don't like the new backgrounds: There is now the option to enable or disable it and switch between the new and the old backgrounds. Just go to the options and click on "Disable new background" _________________________________________________________ Credits to: @Langbart who gave me the idea and with whom I discussed much about the initial design/ who generally helped, @wowgetoffyourcellphone @Stan` @Radiotraining for tips on the design and a general thanks to everybody who gave their opinions and suggestions in this thread.
    1 point
  6. First about the name, i choose the name all my maps from regions, mountains and vulcanos on the Kamchatka peninsula in east-siberia. The objectives of this map are: to publish a random map properly (this is my first map) the artificial opponent prosper (don't get stucked and does attack all the time) fast creation of the map all player have similar opportunities, there are no random mines. Also the position of the bases are calculated geography does have an huge impact on the tactics, basically there are ridges everywhere an abundance of resources forests are so dense, that they can affect the tactics, at the same time it should not be overwhelming. my overall intention is to make as many challenging locations on the map as possible, players should find places all over the map, that are hard to take, where they can dig in Especially for the first topic i would like to have some feedback. Some insides: i use mathematical algorithms for the patterns with a random offset to make every map a little bit different. This should make the map creation fast. the ridges are a spiral from the center, the ridges are distributed evenly on the spiral with a little random offset. This applies on on side of the base you will have blockades, while there openings on another place towns and mines have a zone where ridges are flatted out and another zone where no other objects are places there are mines in proximity to the base and additional mines in places between the players, these places depend on the size of the map povorotnaya.zip
    1 point
  7. The forum is great for discussion, but not great for action. Action is creating a mod for others to try and/or a patch to put on Phabricator for others to try and improve and eventually be accepted and committed. Lately, I have been attempting the latter, with good results: [Gameplay] - Garrison Domestic Animals into the Corral to get a <ResourceTrickle> of Food https://code.wildfiregames.com/D4380 [Gameplay, CivBonus] Rework Kushite Pyramids to be Phase Requirements https://code.wildfiregames.com/D4381 The discussions there are far more fruitful, due to there being actual stats and real gameplay to chew over. The forum is really only good for hypothetical discussion.
    1 point
  8. Hello there @user1 My username: ZombieMarshmellow Their username Sitting_Bull Played rated 1vs1 today vs Sitting_Bull and they exited the game prior to defeat to avoid rating changes. Thanks! commands.txt
    1 point
  9. I played the first round against Berhudar and congratulations to Berhudar who will play against the winner of game between @Player of 0AD and @ValihrAnt Berhudar vs. LetswaveaBook.zip
    1 point
  10. Here's a wip @wowgetoffyourcellphone for the headgear, the I think the Persian crown prop can be modified, then add some Italian feather crest props on top of it?
    1 point
  11. Pictish stuff (Late antiquity and early medieval): https://cdn-animation.artstation.com/p/video_sources/000/177/093/torr-alvie-viewport.mp4 https://bobmarshall.artstation.com/projects/Poqw8n
    1 point
  12. I tried to make a villager trading machine of my own design and it was hella complicate (but still less than many you can find online, not surprising that mine was kinda bugged).
    1 point
  13. Depends entirely on your PC and what you are doing. Try to detonate 1000 TNT or farm 300 sheeps Not in singleplayer mode. But multiplayer servers might, although they have very good protection against DDOS. Yes. It does. A 1.18 has been released and new cave mechanics have been introduced. Also new mobs and blocks are added to the game all the time. 1.18.1 looks very different to 1.3.1 when I first started playing I don't know what a signal decoder is. The most complicated things I have done are: Iron farm Redstone-powered farms: sugar cane, melon, etc Railways with fully automatic stations Auto-smelter Villager trading machine Mob drop farm Having played minecraft for so many years, I have never defeated the ender dragon in survival mode, not even once! Yeah I am still cosmic nub at minecraft
    1 point
  14. it can lag a lot, depending on what you do, and it changes a lot too with updates.
    1 point
  15. Maybe Minecraft doesnt lag Maybe Minecraft doesnt get ddosed Maybe its possible in Minecraft to save and load games Maybe Minecraft doesnt get changed all the time ;-)
    1 point
  16. It means you have never tried to make a signal decoder or a simple calculator with red stone
    1 point
  17. Minecraft is not as fun as 0AD but I still like it... just consider being an unit yourself, having to do exactly mining, farming, chopping wood, building, fighting and scouting but all on your own. Consider mobs as gaia... I do agree that Minecraft uses less brain compared to 0AD, which is why it can have a greater player base. Another thing is, Minecraft is counter-intuitive so there is a huge demand for tutorial videos and survival walkthrough. Also speedrunning and DreamSMP attract audiences who just want to spec.
    1 point
  18. First understand that your subjective opinions are in fact subjective and the rest will come naturally.
    1 point
  19. Towers are ridiculously easy to capture if they are ungarrisoned, but then if they are garrisoned they are ridiculously difficult to capture and ridiculously difficult to destroy without siege. But your troops default to capturing behavior so they get massacred needlessly. The implementation of the capturing mechanic in the game is supremely frustrating and it's one of my chief criticisms of the "game design", such as it is.
    1 point
  20. LOL. Forum shows spoilers during loading and hides them after loading. I already know the winner
    0 points
×
×
  • Create New...