Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2021-12-25 in all areas

  1. https://code.wildfiregames.com/D4380 Those who would like to test gameplay patches for potential inclusion of the game, and whose interests veer toward balance, can test out the above patch for the animal food trickle feature. Please, first read the entire discussion at that link before adding your two cents (your questions may already by answered). SUMMARY This adds a 1 food/4 seconds trickle for Sheep, Goats, and Pigs and a 1 food/2 seconds trickle for Cattle when they are garrisoned into a Corral. This is accomplished with an aura at the Corral. The exact trickle amount can be debated. This patch also cleans up Cattle templates a little by moving some duplicate code to the parent template. TEST PLAN Apply the patch Open Atlas scenario editor Place a Corral and some animals (Cattle, Sheep, Goats, and/or Pigs), all Player 1 Run a simulation Garrison the animals into the Corral Confirm the food count continuously goes up for each animal garrisoned Ungarrison the animals and verify that the food increase stops Agree with the feature Debate endlessly the exact food trickle rate
    4 points
  2. Hello everyone, We're happy to release the first testing bundle of 0 A.D. Alpha 26 (name to come). Keep in mind, this is not a 'Release Candidate' yet, and so some bugs are to be expected. We provide this in the hope of finding and squashing them efficiently. If you choose to test, please keep that in mind. Downloads - Current bundles are for SVN revision r26108 (See below for updated bundles) Linux data and build macOS Windows Snap build is available at latest/edge Things to note: Translations are not complete & may be buggy -> Play in English for now. Mind your mods -> they might introduce issues or Out Of Sync. Save your A25 config file somewhere, ideally. Changes: https://trac.wildfiregames.com/wiki/Alpha26 Points of attention: Acceleration Currently known issues: AI is slower to attack https://code.wildfiregames.com/D4391 Maurya palace triggers errors https://code.wildfiregames.com/D4392 Gui scale popup might close quickly https://code.wildfiregames.com/D4318 What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes Update your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) Example video Connect to and use mod.io ( Try to download and install the linux libertine font) Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
    4 points
  3. Only Corrals allow animals to garrison, so the "sheep garrison into a house making it uncapturable" scenario is moot. Thank you for testing! Simply removing the garrison regen for corrals seems like a simple and elegant solution to me, since only animals can garrison inside. Respectfully, I don't think it's ugly at all. It simply and effectively solves the issue without any kind of far reaching component changes. I think extending or changing the Capturable component or adding new components for capturing is beyond this particular diff.
    4 points
  4. Hey guys, Kate here and right now I have a complete 0AD guide manual that teaches cosmic noobs how to become 1500+ players!! Please suggest improvements!! :)))) From nub to OP.docx
    2 points
  5. I think @psypherium made a good point about that in his video by saying inclusion wouldn't matter if we didn't have any assets for the hans or any of the other civs. We are not considering the yayoi Japan for inclusion because there are barely any assets, Lordgood never released the buildings. Han, Xiongnu, Zapotecs, Scythians have their own assets which make them eligible. The Kushites got in the game that way. In other words we are stripping potential fun away by not including a civilization that's probably more complete than a few of the 13 civs when they got in the game.
    2 points
  6. Indeed! If volunteer developers enjoy building new civs instead of doing other things, more power to them!
    2 points
  7. Honestly, I've seen a lot of (well-meaning, but ignorant) comments like: They shouldn't spend time on new civs, they should spend time fixing lag (or insert the commenter's pet peeve)! Ignorant in a sense that generally the people who work on civs aren't the ones who are going to fix lag or networking issues. I think there are a minority of multiplayer players who would prefer fewer civs for balance-sake. Single player players, in general, and I think a plurality or majority of multiplayer players appreciate greater content, which may often include new civs. I'm using a lot of weasel words because hard data is difficult to come by. And even if a player doesn't want new civs, there's no rule telling them they have to play those civs or even allow them in their multiplayer matches.
    2 points
  8. I saw @mysticjim scheduled a 1v1 youtube upload for early christmas on 9:00 GMT. If you can't beat someone in terms of quality, you can always go for quantity. So I uploaded 3 games scheduled for 11:00 GMT. If you happen to be awake before MysticJims video ends, you can wake up your partner and kids and tell them 0AD is a great game which is worth their time.
    2 points
  9. This is partially because balancing changes usually die on phabricator if it's not already accepted here. However, most balancing changes proposed here or as patches are subjective opinions. If you provide objective values with the changes, the likelihood of it being committed goes up exponentially. Rather than saying slinger attack rate is too high, maybe provide a chart of DPS or something so it's obvious that slingers attack rate is indeed too high. If I was committing stuff, the latter would give me a whole lot more confidence to actually make the change. If something is supposedly overpowered, there would be numbers to quantify that. It's a whole lot more work, but we only need so much advisers, we need more contributors. For the more savvy, run nonvisual Petra tests on the same seed and match up civs maybe. Or hell, integrate such tests on CI too if they offer meaningful insights. As is, forum balance proposals are not doing anyone much good as they don't go anywhere far.
    2 points
  10. Add spearmen to Dakara's list. Also, can use formations to block ram movement using stand ground + line. Works with troops that might have issues dealing damage like skrimishers/pikemen. Another option is surrounding with pikemen + stand ground. Will block ram. Can wait unit Sword/ram/ele/women arrive to finish off.
    1 point
  11. We did have champion javalineers in A23 for Persia, Sparta and Athens. They were all clipped for A24.
    1 point
  12. The theme isn't rome-centric. The main consideration is being notable during the Bronze Age I guess. Narrowing that down to empires with roads that led to Rome cuts out a whole portion of ancient history. Disclaimer, I am not literally using the Rome metaphor. The point being that the current "theme" is the classic sets of civilizations around the Mediterranean and their outreach.
    1 point
  13. The story of Seleucus is in my list of screenplay ideas. Han Chinese are a very large and extremely influential civilization. Scythians and Xiongnu are civilizations that span the breadth of Asia and link East with West. They'd also add all-new gameplay possibilities. Honestly, Scythians and Xiongnu would probably be refreshing to a lot of people (even if hard to balance; but again, there's no rule to state you'd have to allow them in your rated multiplayer matches [we can can include a Random/Settle Civilizations option that excludes nomads, see:DE]; also, we could surprise ourselves and actually balance them fairly well, we don't know yet). That's fine. I just think 1 or more new civs are eventually going to be added. You'll probably enjoy them even if they don't fit your theme*. * Civs like Zapotecs and Maya and Olmecs (Mesoamericans, essentially) don't fit at all, we can agree on that. I still would like to see them as some kind of "official expansion" or mod in the download section eventually (perhaps as part of an Alpha release; a kind of "content" pack released in parallel).
    1 point
  14. All the power. They fought against Seleucus the first and they are an important reason elephants entered the battlefield of the era. Honestly, the story of Seleucus the first is the best story of any greek general of the time and possible all time. Mauryas definitely deserve to be in for that alone. Maybe we then need a fation that actually did matter? Or settle on that we can't agree on this one.
    1 point
  15. Mauryas ended who? Kushites what? Spartans are largely a backwater, insular city state, but they're included because they are famous and fun and add diversity. Mauryas included because they are awesome and add diversity, but had zero contact with Rome. Kushites had a few minor border wars with Rome, but are included to add fun and diversity to the civ roster. Han could be included because "If the Chinese and Romans ever fought, who would win?!?!" is a super common what-if scenario people talk about. Plus they add diversity to the roster and the opportunity for new gameplay.
    1 point
  16. You can change that value only for corrals, by specifying a new value in the template.
    1 point
  17. Now I am wondering. If I make a mod and use the autociv trick for making mod users compatible with non mod users. Then I could host a game and my mod could allow such a random civ grouping, while not all participants in the game room have that mod. Would that give the intended result of drawing a random civ out of a group?
    1 point
  18. I totally messed up, I meant to say now instead of not. Also, the wrong date was selected so it would premiere tomorrow instead of today. I decided just to make it public. I didn't really get the big benefit of using the premiere function on youtube for me. I could understand why it might generate some extra hype and attention for bigger channels, but for me there is no reason to let people wait.
    1 point
  19. what about this? "url": "https://github.com/hopeless-ponderer/random_civ_groups_0ad ", "description": "Allows you to select civs randomly from a group instead of from all civs.",
    1 point
  20. Merry Christmas y'all! I got presents, and I totally don't got Covid - PCR test result finally turned up this morning, and have Xmas day Borg match for you. Life, for now, is good. And please spare a thought for @LetswaveaBook - he fared better than most of us would! And see previous post above, he's got more games uploaded as well, check them out (after you've watched mine, of course!)
    1 point
  21. Thank you for bringing up that potential issue. I'll have to test it.
    1 point
  22. One does have to keep in mind that the pathfinding changes done in the previous alpha ("unit pushing") can't and thus would not be integrated in such a mod (since it meant engine changes). So by the end of the day, all the work making and testing such a mod would be a compleat waste.
    1 point
  23. We need the random/group civ options from delenda EST, so that we can ban certain civs with going for random. For example, random except Iberian. Or random greek civ
    1 point
  24. Before Alpha 23, there was weeks of testing over multiplayer with some of the best players of the time along with devs. There were 8 players who patched the game in between matches, so its entirely reasonable to assume that continuous play testing is very possible. Before Alpha 22, when Kushite was added, the same was also true for reference. I assume its still a thing because most of the same players still post on this forum and I assume they are around on the lobby too. Although, a dev who was also an active member of the multiplayer community isn't there now. He was the one who organized the svn matches at the time. There are no gameplay developers on the team. There are a bunch of programmers who quite frankly don't have to tweak attack stats. Maybe, that's the solution here. Get someone whose task is to actually conceive new gameplay elements and tweak those stats. I am fairly certain that role has been vacated fairly recently relative to the project's lifetime. The same person should also optimally be an active player online who can organize svn matches by typing in the chat "svn teamgame in 10".
    1 point
  25. Indeed. A24 had more than double the changes than a more "regular" alpha, precisely because it had more than double the development period. Imagine the outcry some of the current players would have over the changes from Alpha to Alpha in the early days. lol. Each Alpha adding a slew of new features, new bugs, random stats changes, and entirely new civs! The horror.
    1 point
  26. I personally don't think something needs to be 100% accurate before it's added. None of the current civs were 100% perfect when they were added by any means. But I suppose if there are niggling issues that bother some folks about the civ, it's okay to address them first. Just know that more issues will arise once they are added, and they will make the current release blockers look trivial. That's how every civ release has been.
    1 point
  27. Just adding the official 0AD Newbie Rush edition of @Yekaterina's guide here; Download link below Massive thanks to @Yekaterina for allowing me to produce the official tie-in version, I've no doubt it's going to be popular and look forward to reading future, updated editions (not least because I'm so bad at the game myself and need all the help I can get!) From_nub_to_OP_Dec2021.pdf
    1 point
  28. or Etherpad (look for: free etherpad instancees, or use it in a matrix-client, who its already possible to use)
    1 point
  29. Could also be part of Trac to make it collaborative.
    1 point
  30. 0AD guide from nub to OP.pdf @sarcoma`
    1 point
  31. Those fire mechanics are fun.
    1 point
  32. If the Hans have very expensive fire archer infantry, the Iberians do not deserve their fire cav at such a cheap price. If the single players really want to have this unit unchanged, then I suggest tripling the cost to 450 food, 240 wood and 300 metal each.
    0 points
×
×
  • Create New...