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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.3 points
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@mysticjim You can now indeed push items to the front of the production queue. (That wasn't possible yet in A25b. Although you first do need to set a hotkey for it.)3 points
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@real_tabasco_sauce I think other benefits of the +25% train time would be to make the choice of iberian heroes more important and less easy, and also to add economic risk when trying to make ibercav (firecav+spearcav+cs javcav). If a player trains indibil and then suddenly gets hit by a strong attack, they will have a hard time retraining, especially if they have prioritized stables rather than barracks. This means that it would be more viable to try beat the iber player in one blow (sele ele) to prevent the transition to champions. I definitely still think the iberian fire damage should not apply to units.2 points
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Yes this would help, that way one could go and try to snipe indibil. Honestly i think if the discount is kept, the -25 percent train time should be +25%. This way cheaper units require more time to train. Having both fast train time and cheaper units is too strong. I think this would especially punish people who avoid early CS battles to go straight to firecav.2 points
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Honestly, I would like the option to state in the aura file whether it is active always, when garrisoned, or when notgarrisoned. Many hero auras can be fixed with this option.2 points
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Don't underestimate the power of slingers against rams. If you are Macedonians, make spear cavalry or any champion If you are Ptolemies, make mercenary swordsman. If you can't, then block ram with pikes, send in women and make slingers shoot at the ram. If you are anything else, make spear or sword.2 points
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New version coming up! Changes: Banned canopies, so that trees cannot hide buildings or units. Changed all berry and apple tree to pink so that you cannot possibly miss them. Cleaned up unplayable biomes like India and Nubia. Huge changes to trees appearances. Made bushes identical to trees so that no more annoying bushes in India New Temperate: New Nubia: New India: It will lag less because each tree has 2 or 3 less components to render, making India a playable biome @nani This is still based on your autociv. I know this looks ghastly but it is worth it for the visibility improvement! Next step: remove details on the ground, e.g. grass, small bushes, stones and colour the entire floor to the same colour within each biome.2 points
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I think the main issue with that, was that it was originally only going to give you different heroes and champions, and that was it. If it were to be designed today, I think the choice would be at the beginning. Leaving it until City Phase makes the "Hellenes" for example feel very generic, until you pick "Macedonians" in City phase and get Pikeman and Spear Cav champions. You lose out on all the Macedonian flavor in the early phases. No Thessalians. No Hypaspist champions. No Thracians. No unique architectural elements. No unique techs (until the very end). It wasn't a bad idea for its time, but we know so much more now about how these factions were unique (specifically militarily, when talking about the Greek civs). The original design had no Seleucids and their awesome War Elephants. The original design had no Ptolemaic Egyptians with their awesome architecture and mix of ethnicities. I could see something where you choose your "Civilization" in game setup. So, "Greeks" for example or "Successor States" or "Romans" or "Celts" or "Nomads", and then when the match starts you get a popup where you choose the "Faction" from that Civilization. So, Greeks -> Athenians, Spartans, Thebans. Successor States -> Macedonians, Seleucids, Ptolemies. Romans -> Republic, Principate, Dominate. Celts -> Gauls, Britons, Celtiberians. Nomads -> Scythians, Xiongnu, Huns. That way, your enemies know what Civilization you chose, but not which Faction until they scout you.2 points
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There has been talk about giving the Persians mercenary hoplites and many Greek mercenary hoplites did serve the Achaemenid Persians. adding the unit would be easy, but what would be the best place to train them? One of the things I did not want is Persians to spam mercenary hoplites. I have thought of a solution: The Provincial center. The provincial center is just a copy of the civic center, which remains the same with the addition that the provincial center can also recruit mercenary hoplites. In essence, every "civic center" that you build is a provincial center, but you start with a civic center. So your starting CC is just normal, but any "CC" that you construct is a provincial center that can train mercenary hoplites. I think many factions could enjoy a similar approach, where for example Roman provincial centers could recruit auxiliary cavalry or Athenian provincial centers could recruit Cretan archers. So what are you thoughts about giving any secondary "CC"s the ability to train some extra unit types? ProvincialCentre.zip1 point
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Hi i'm Vrayer on the loby, Ali70 quit without resigning.... He seems to be a new player so i tried to explain to him but he wasn't giving a @#$%! @user1 Cheers commands.txt1 point
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Despite some disagreements above, this would actually be more dynamic method, because then you'd be able to have certain units give 0 regen when garrisoned. For instance, Women or Siege Engines.1 point
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yes maybe this and an indibil nerf are all that is needed to fix firecav. indibil nerf could be: -aura ineffective when garrisoned - +25 percent train time instead of -25% how many people think this is a good approach?1 point
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My thoughts: I like git; (Bit controversial, but) I also like Phabricator (and, despite its flaws, arcanist!) (So I'd like to see consideration of migrating across to Phorge - once the Phorge team release a guide as to how to do that!) I'd like to see the repository split to differentiate between the engine and the game; I'd like to see binaries off-loaded via git-lfs or some other suitable tool; I'd like to for us to stop committing Windows-only binaries into the repository, but make them available through other means for those unable (or unwilling) to build themselves: The same process could potentially be used to provide "nightly" builds for macOS and some Linux distros as well; (On a related note, I'd also like to see a build script for Windows like the one we have for macOS - e.g. it also fetches and builds the libraries/dependencies. But that's for another thread.) We should continue to be self-hosted where possible;1 point
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In the initial flurry of interest from/discussion between various concerned parties to continue Phabricator in some form, one user proposed dropping support for subversion and mercurial (so as to permit pushing directly to a phabricator-managed git repo with "git push" instead of having to use arcanist). There was some push back from others about losing mercurial support but not a single voice against the proposed loss of support for subversion. (Link to the discussion - requires login.) Since the fork ("Phorge") has established itself, the only mention to subversion that I can find (in the publicly/guest accessible bits, anyway) is in the list of "projects" for the various components of Phorge. As you might note - a project hasn't been created for subversion, although it is in the list. According to the comments below the list, projects will be created on a "as-needed" basis. So it looks like there's no plan to drop subversion support... but also no-one has stepped forward to express an interest in maintaining it either. (Unlike mercurial, who does have someone.)1 point
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Try pressing F11 when the atlas slows down It will display a table, the second column of which displays on which component computer resources are spent Если в Атлас нажать F11 он покажет какой компонент больше всего тормозит (четвертый столбец). К примеру на моём скриншоте больше всего тратится на "transparent models" Если сфоткаете эту таблицу во время тормозов - можно будет догадаться где тормозит. К сожалению по Вашему скриншоту ничего не понятно - медведи купаются возле озера. Они молодцы1 point
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I must admit that is very odd... The non-archers civilizations shoot arrows from buildings. Devs, you are really should do something with that inconsistency. It's remind me Skyrim shooting with riekling spears from bow. I don't think this is such a big issue.1 point
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Does it actually matter? I can’t recall a single instance when someone purposely captured a corral. Make the patch if you want, but I think you can afford to be lazy here1 point
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perhaps just nerf indibil like @LetswaveaBook said instead of making them that expensive. Indibil is mad OP: both train time discount and for all units (then hero sits in fort all game). With indibil nerfed, we may not need to nerf firecav that heavily. Also, with unit acceleration, cav may have a little harder time quickly escaping hairy situations.1 point
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At the moment I am finishing two more maps. Okay, now I know where to put them Okay, I'll try to figure it out!1 point
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I was thinking more about letting the units be responsible for how much they contribute to the GarrisonRegenRate.1 point
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I really liked using them back in A23! But I was cosmic back then so I don't know how well they were balanced. But the Stoa was cool.1 point
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Is this diff all there is to how I see ranching and corralling* working? Of course not, but it gets the concept rolling and in itself is a fine addition. *I would actually like to see Sheep/Goats/Pigs/Cattle scattered around the map as Gaia units that scouts can capture. This is similar to AOE games. The difference is, with this patch you have the choice of slaughtering this free captured food immediately or corralling them for a trickle of long-term food (like a relic). We don't have AOE-style animal capturing yet, so the next best thing is the animal training aspect of the Corral and then giving the player the choice of slaughtering or corralling.1 point
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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
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We did have champion javalineers in A23 for Persia, Sparta and Athens. They were all clipped for A24.1 point
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Yeah that was the original plan before the split from Celt to Briton/Gaul and Hele to Athen/Mace/Spart and Sele/Ptol it was a nice plan, although it could have lead to a very complex tech tree (which depending on what you like is a blessing or a curse)1 point
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There was also an idea floating around sometime on this forum to allow for civ branching with phases. You start as Mycenaean, and get more specific with phases or something. I believe the actual example was the Roman Kingdom, Roman Republic and the Roman Empire. The problem is that you can't easily get balanced linear progression for all civs, but maybe that's not a problem.1 point
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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
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Its collecting ideas for like Western Han expansion mod. Atm, I think we should settle with eastern Han, ie probably have to reduce cav unit roster a bit, and also there are no props for heavy armored cav the Western Han used. The Han as in master branch are pretty complete, I won't add game play features there. I am thinking for eastern Han: * archer cav(skirmishers) * dao cav (sword) * Ji cav (halberd)1 point
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Would there be ideas how to gather horses for cav units? Each cav unit costs 1 horse. Garrison a horse in the corral with a trickle? Add simply horses as starting animals? each civ has a different starting horse trickle in the corral? Horse loot for enemy corral and stables? could be expanded to any other war animal used, elephants, camels... Any ideas? Horses can be traded, technically 2 subclasses, war and work horse. This would make such a cool campaign or scenario against the Xiongnu. This is not in the master branch, just testing ideas.1 point
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My current proposal to balance archers and crossbows and ranged siege would be to introduce sub classes. Light, medium, heavy for siege. Probably light and heavy archers and crossbows for infantry(and/or cavalry), ie different ranges and damage. A heavy archer could defeat a light crossbowman, but the heavy crossbowman has no infantry match in terms of range and damage. I find it pretty difficult as is now to add crossbows in a balanced way without sacrificing too much of accurate implementation, ending up with a re-skinned archer as crossbowman, that has no differences to archer. Picking up on the idea of having like an additional resource horse(I know only 4 resources in game UI supported), it could coexist with upkeep. Say you have to have enough horses to make cavalry units, eg horses could be traded, would give the corral an important function. Would like to limit the access of the Han to mass cavalry to accurately implement the cav and horse breeding program to defeat the Xiongnu. The horse breeding could be controlled by giving a horse trickle to corral, that varies for each civ. Horse based civ could have higher horse garrison for corral and higher trickle than eg Han.1 point