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Showing content with the highest reputation on 2021-12-31 in all areas
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I think this is what most people want. Attack move just targets the nearest unit, so why can't we have something where we just attack units within an area. This would be similar to how towers and defensive structures work. But more to the point, is there any downside here? Players don't have to use it if they don't like. The only downside I can see is that it decreases micro, which many would see as upside and is irrelevant in large group battles.4 points
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It looks like a nice feature, but the video looks like most of the arrows are missing the target. That make this seem like an extremely inefficient way to use ranged units, since most of the projectiles will be wasted. Would there be a way to have attack-ground, instead of firing at an area of ground, automatically target any units within that area? That would be a better use of the soldiers, and probably better for game performance.3 points
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I don’t quite get what the difference is. My suggestion had always been that a player should be able to drag and select an area where units will focus their fighting on until they are given a different command or no more units exist in that area. This can be done where units focus on the nearest unit with a selected area (like how normal attack move works) or where they spread out their projectiles within a selected area (like how towers work). Ideally both iterations would be possible what I don’t want is a feature where units will just aimless shoot at an empty area (or stand idle) because they were “told” to while enemy units walk right in from of them2 points
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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.docx1 point
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There has been some discussion about implementing attack ground, and I think we should go ahead and decide if this should be implemented for A26. I have no idea about the implementation process. Currently there seems to remain a need to design a graphic to display for the attack-ground radius, I imagine the mouse scroll wheel and using the existing radius for towers and forts might work fairly well. the graphic would probably only be needed when executing the attack ground command, for example when holding 'A' for a group of ranged units. Perhaps there could also be a hud element for attack ground alongside patrol, garrison, and delete. I think more players are beginning to realize what benefits this could bring to the game. Reasons for Attack-Ground: allow players with ranged units to attack significantly beyond an amount of melee units. "silent nerf" for pikes (as opposed to reducing armor, which would basically make them bad again) "silent buff": for units with higher range (ie archers, which are considered weak, primarily because their range benefits are hampered by their limitation to shooting closer units) Reducing Overkill: Allows players with ranged units to better allocate their damage high pierce units will have even less overkill Overkill seems to be calculation-heavy, might even reduce lag if many players use this. In general: adds more creativity, balance, and skill to fights involving ranged units. Attack ground: id like to test this in more realistic situations to see if it has the benefits I outlined above. Here is a video posted by @Freagarach a few months ago. I could test this with a group if it became a mod. Could I get an idea of how favorable people see this for A26?1 point
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0AD Newbie Rush - Game Replay Archive - Alpha 25 I've been asked to make the replays I feature on my YT channel available to download, so here we go. Please note, I'm going to add new ones as they are broadcast and if I have time I'll trawl back through the older ones ----- 02/03/2022 - MD.28 0AD 1v1 - Rama Lama Ding Dong! Download Replay ----- 13/02/2022 - SG.78 0AD 4v4 - Revenge of the Kush! Download Replay ----- 06/02/2022 - SG.77 0AD 4v4 - Raiding the Stronghold Download Replay ----- 30/01/2022 - SG.76 0AD 4v4 - Noob Massacre! Download Replay ----- 23/01/2022 - SG.75 0AD 4v4 - Incredible Team Battle Download Replay ----- 19/01/20221 - MD.27 0AD - 1v1 Duel on the Dunes Download Replay ----- 16/01/2022 - SG.74 - 4v4 Conflict Comebacks and Capitulation Download Replay ----- 12/01/2022 - MD.26 - 1v1 Fiery Vengeance! Download Replay ----- 09/01/2022 - SG.73_4v4 Towers of Doom! Download Replay ----- 02/01/2022 - SG.072 OAD - 4v4 Don't Poke the Bear! Download Replay ----- 01/01/2022 - MD.25 0AD - 2v2 Battle on the Frozen Lake Download Replay ----- 31/12/2021 - F4A.3 0AD - 5 Player Deathmatch Download Replay ----- 30/12/2021 - TU.08 0AD - Build Order Guide – Athenian Infantry Onslaught! With Yekaterina Download Replay ----- MD_26_1v1 Fiery Vengeance.zip MD.27.1v1 Duel on the Dunes.zip SG.76.4v4 Noob Massacre.zip SG.77 4v4 Raiding the Stronghold.zip SG.78 4v4_Revenge of the Kush.zip MD.28_1v1 Ramalamadingdong.zip1 point
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Maybe: 800 health 80 hack and 20 crush 200 food, 200 metal, 30 seconds, 3 pop Attack type should be Tusks, not Trunk (lmao). Game needs trample effects. If implemented, the attack can be lowered a bit. Or, perhaps elephants can deal melee splash damage.1 point
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That is correct if with succesful you mean effective. It doesn't mean it has a 52% chance to succesfully attack a target. I agree, if anything, the stats for attack should be inverted. Elephants should be a shock unit, not a siege unit imo.1 point
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Correct interpretation. btw-those stats are insane, namely the attack and cost.1 point
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Yeah, I dislike attack-ground for this reason. It can have its (narrow) uses (especially for splash damage), so I don't oppose its inclusion from the game. What I really think will solve the original issue of ranged units always targeting the meat shield (because it's closer) would be attack-group.1 point
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1 point
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New Years Eve Epic 5 Player Deathmatch! Was tremendous fun to commentate on this one! And definitely worth checking out the replay files below F4A_03_5 player deathmatch.zip1 point
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What I had in mind wasn't quite like that, I was thinking that it would be more like a "Target Area" function. Rather than ordering the units to attack a group, they would instead target any units within a selected area of ground. In that respect, it would work quite similarly to attack-ground. However, instead of actually firing at a selected point on the ground, they would automatically target any units within the selected area.1 point
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I think attack-group would be better. Though adding functionalities like attack ground doesn't hurt the game, but I won't expect it to be the holy grail for solving balance issues..1 point
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It will 100% decrease micro in certain situations (at least amongst the best players). Has anyone ever effectively defended against a pike and skirm/sling rush successfully without microing to attack the range units in the back? Some unit combos are just better than others, but that can be overcome with good micro that targets certain units. That element will largely disappear (and I don't think many will be sad that they will no longer have to select 30 units one by one).1 point
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Modified the short tunic armor mesh sleeves to make it more bulkier (so that we can lessen the reliance on arm props but the problem is that the uv was stretched a bit more) Also, I noticed that we do have, m_armor_tunic_short_med_sleeves and m_armor_tunic_short_short_sleeves in the mesh folder. m_armor_bulky_tunic_short.dae1 point
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I think ground attack would fix archers in such a way that they may not even need a dmg boost ...1 point
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Hello everyone, I'm from Sri Lanka. My nickname derives from "දිය රකුසා" (water demon) in Sinhala, which is my mother tongue. My timezone is +5:30, same as India. I would like to thank all the people involved in the development of 0AD for giving the world such an awesome game Looking forward to contribute in the future.1 point
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Resolution not being a power of two maybe, or image being too small?1 point