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Showing content with the highest reputation on 2022-01-02 in all areas

  1. I made a mod, where I gave archers buildingAI or tower targetting. In these settings, I set up 15 archers+pikes vs 15 skrimishers+pikes. The side with the archers won(13 archers survived, but there appears significant randomness and sometimes the side with the javelins wins). I also set up 5 archers+pikes vs 5 skrimishers+pikes and this time the side with the skirmishers won narrowly (4 pikemen won with a total HP of 103, but that is only because the archers did not run away after the javelins died). So (1) will shift the balance and it does enough to counter pikemen. Archers+pikes won't be OP, it is just that pikes lose some of their usefulness if they no longer absorb all damage. TemplateModwitharchbuildingAI.zip
    3 points
  2. @real_tabasco_sauce That really is a concerning amount of damage. Perhaps attack-ground (from video) would be worth it even with many archers missing and hitting the ground, because there would still be the trade-off of doing less hits but on preferred targets (like skirms). @LetswaveaBook had some concerns about making pikes useless. I am not sure, but it seemed that you could still use pikes as meat shields with @LetswaveaBook mod, but it is less effective and less easy as in a25. Pikes as a meatshield would be more effective if the pikes were a larger percentage of the army. Perhaps also allowing skirms and slingers to use this would allow them to spread their dmg more efficiently.
    2 points
  3. If i'm not mistaken, a projectile that lands within any footprint (the circle/square below the unit/building) counts as a hit. So a projectile missing the main target can easily hit his neighbour. I'm gonna have to say that i think "target units within area" sounds a little to strong and a little cheesy tbh. Whereas "attack area" can have it's niche and strategic moments where it can be usefull like firing at chokepoint or a clustered group while involving some risk to it. Which would infinitely be more effective (gaining efficiency the larger the army) than if your units would target 1 unit at a time and overkill them, when properly used. Which happens all the time with for example 20 Javelins attacking 1 unit while with attack area you could potentially hit alot more different units at the same time depending on when and how it's used. It also can be backed up a little by history when archers as a group didn't really precisely target individuals in decently sized battles but mainly focused on volley arrows into a group of enemies.
    2 points
  4. Back for the first Sunday game of 2022! Replay download below SG.72 4v4 Don't Poke the Bear.zip
    2 points
  5. Happy New Year to all and thank you again for this great game that you bring to life and evolve
    2 points
  6. Gezegend nieuwjaar allemaal!
    2 points
  7. Minecraft videos got 1 trillion views in youtube. its a stupid game, why do people like it? I don't understand.
    1 point
  8. So, I implemented a huge change to heroes many months ago. While I've made a lot of progress, there still remains a lot to be done. Essentially, the player chooses a Hero at the start of the match, and this hero is your civ's leader for the remainder of the match. You can retrain this hero 5 times throughout the match if they are killed. And this Hero's cost increases for each passing Phase. All heroes have these 3 auras standard: "Forced Labor" Nearby Builders construct buildings +10% faster "Supply Lines" Nearby Gatherers +10% gathering rate for all resources "Stalwart Defense" When garrisoned in a Structure or Siege Weapon, the hero gives it a bonus of +2 capture recovery rate Each Hero has his or her own special bonuses and auras. Sample: Hero Aura or Bonus 1 Usually something combat related Aura or Bonus 2 Usually economically related or some kind of other bonus; sometimes a secondary combat aura or bonus Special Technology Selecting this hero unlocks a special technology that is usually related to the hero in some way Upgrade to Mount (or other special state) This is usually unlocked in City Phase Mounts have greater speed, trample aura, extra health, etc. Horse Elephant Chariot ======================================================================= Hero Selection Samples:
    1 point
  9. Wildfire Games would like to thank to all the members of this awesome community and thank you for the continued support and patience. To continue spreading the word about 0 A.D. we designed those two best wishes cards, you can find the XCF template at the bottom for printing. card-templates.zip
    1 point
  10. Hi there. I'm humbly asking for 1 more Kushite and maybe 2-3 more Maurya hero textures if anyone is willing to tackle them. I'm hoping for something on par with the ones we currently have as far as quality or style. First, the Kushite request: Queen/Kandake/female hero texture like LordGood's reference: I like the "Isis" wing motif wrapping around the skirt and the white top and dangling beads. All looks really nice and is a lot different from the current available textures. Here are the current hero textures to give you an idea of the style: I honestly think the normal maps, while appreciated, may be overkill. So, diffuse and specular maps are good enough. ======================================================================= And then a few more Indian hero textures would be nice. There are 3 "unarmored" possibilities and 1 "armored" possibilities. Some references are NSFW, but are censored and hidden behind spoiler tags. #1: Unarmored. It's work depicting "Chandragupta", but could easily be an alternative for Ashoka or Bindusara. The female references are nice too, and could potentially work for the Maiden Guard Archers. #2: Unarmored #3: Unarmored #4: Armored It would be great to have some more Mauryan/Indian props to match, but that's another task possibly. Credit for the Indian works of art to Joan Francesc Oliveras Pallerols: https://jfoliveras.artstation.com/ (someone who I honestly think WFG should contract for a number of hero portraits)
    1 point
  11. @LetswaveaBook do you think it makes sense to have the other ranged units have this behavior? Also, do you like it the way it is, or do you think the area where units look for targets should be controlled by the player? Ideally we would play some multiplayer games to see whether this is OP in some situations, rather than reaching the fast and maybe not accurate conclusions that we got from simulated battle tests. Also, I am interested in healers becoming useful again.
    1 point
  12. 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.zip
    1 point
  13. In this situation, archers are able to exploit the weakness of these units: namely their low durability. So in those tests your army consisted for 50% out of units with an exploitable vulnerability. I tested 20 archers+20spears vs. 28 spears and 6 skirms and the side with the few skirms won (which again gets beaten by 15 spears+15 skirms). So they are not all powerful. If both sides use swordsmen, then the side with the 6 javs gets a bigger advantage. Finally, damage is distributed over units, so that means that if the archers deplete the HP of the opposing army by 95%, there is a good chance that over 50% of the units survive (with low HP). Also if you run away mid fight, then you will not lose many troops and the damage that is dealt is distributed nicely and can be healed. In the end, it would make 0ad a more complex game than just fight and run away once your melee is dead. By the way, chrstgtr wanted to discuss 4 options and we currently are discussing only one. Maybe ask stan to split the topic if it gets out of hand.
    1 point
  14. We have to be careful with the currently very biaised visions of druids in pop culture I did at some point want to have a root tree in middle of tree patches that would keep up with the trees around it and plant new ones. I believe however that you can do that on a unit that hasn't got unitmotion @Freagarach ?
    1 point
  15. Mmh so looped rope on the end of leather strap. Could be a nice icon with a good concept
    1 point
  16. To be honest, if you use 100 skirmishers against a group of archers, then you are asking for a lot of overkill. A more practical situation would be 50 against 50. Secondly, from what I saw the skirmishers had path finding problems. I guess if the skirmishers used a wide formation, they would perform better. My idea was to give players control over the type of targeting they like to use for every situation. For the mod, I only gave it to archers (because it is easy and) since they often have the other ranged units in range. If you give it to a skirmisher, the archers would be out of range and won't be hit. Being able to hit opponents in the back is mainly useful if you have long range. I think the randomness was indeed the missing aspect. This is caused by their 2.5 spread stat. This stat can in game be improved if you research the archer training technology or if you have higher rank ranged units (promotion multiplies spread by 0.8). Champion archers have with 1.0 spread near perfect aim, so that might also be fun testing. A special case is the Maurya poison archer, which will distribute its poison. For the current mod, champion archers do have unchanged targetting. So you will need to edit the mod for testing champion archers with tower targeting.
    1 point
  17. Chalbus of the Tartesii: Cerdubelus, a traitor: Luxinius and Culchas:
    1 point
  18. 100 archers vs 100 skirmishers. can you guys now see how strong they are with almost no overkill? this is amazing: no damage buff at all but now way stronger. To be honest i think this is OP (without considering archer nerfs that would be required), and that attack-ground would require more skill. 100 archers vs 100 skirms would normally be catastrophic for the archers but look at this video. this one has better quality, sorry about how bad the last one was.
    1 point
  19. random, with no area selection. basically each archer is a tower.
    1 point
  20. yes, and if people don't like the repetition as seen in the video, Im sure it could be made a one time attack that the player would order each time they would like to send a volley. This would also avoid the need to stop archers from attacking empty ground should a battle stop. Im curious to see if people would rather the attack be repeating or 1 per attack?
    1 point
  21. An update - not sure if this could cause the issue. I looked into our router and the "IPv4 Lease Time" is set to 1 hour - assuming this might cause the issue when the connected devices start to ask for renew of the ipv4 address? Now I have changed to 1 day instead and see if this could potentially fix the issue. Will test tonight and let the other members know, in case someone experience the same issue.
    1 point
  22. I don't think we can be absolutely sure of the cons until something is testable.
    1 point
  23. Yes, what I had in mind was a combination of the two. However, I disagree about the cons of (1). If anything, I think it would reduce snowballing. In general, during an attack, the attacking army is closely gathered into a smaller group, while the defenders are coming from all directions. The defenders could use this attack-area to more effectively destroy the attacking army, while it would be harder for the attackers to use, since the defenders aren't gathered into a group.
    1 point
  24. yes attack-ground means the units are shooting an area, which is assigned by the player. The archers do not target, but instead the player does the targeting. For example: enemy has 30 pike and 30 skirm, I have 30 pike 30 sling. I would use attack ground to target the skirmishers because i know they will kill my pikes first. This should kill the skirmishers faster than individually clicking each one (because of avoiding overkill and not defaulting to shooting pikes). The reasons to use this are: -give the player some control over where arrows go, as opposed to the default of shooting the closest unit. This allows ranged units to shoot past melee for example. -when attacking a lot of units that are close together, damage can be dealt to units in the area simultaneously. This means more damage is done as opposed to when all of 50 slingers snipe one or two enemies, with most of the projectiles being wasted. I don't think it would have to be repetitive like in @Freagarach's video, perhaps individual volleys. I may be wrong about this but maybe if the diff(https://code.wildfiregames.com/D1971) could be made into a mod for A25, we could all get together and test it! The other proposals (especially (3)) sound good, but would likely require more development time.
    1 point
  25. This is either my (1) as described above or random shots. They are either targeting units or not. Not targeting units is useless. If shots aren’t being targeted and are just shooting at an area (as opposed to units within that area) then I don’t see why anyone would ever use that
    1 point
  26. @Dizaka Or another variant Got to https://phabricator.services.mozilla.com/D119080#change-hoVh7lmqfh4R and just download new version of mozjs-78.6.0/python/mozbuild/mozbuild/util.py
    1 point
  27. @Dizaka The easiest way to fix the source code is when a developer runs a diff of two files on his computer. And the user runs the patch utility on his computer Here is the patch that fixes your problem from Mozilla: https://hg.mozilla.org/integration/autoland/raw-rev/2418633d529c Change to directory libraries/source/spidermonkey/mozjs-78.6.0/ Save the file there by the link And run the command: patch -p0 < FILENAME If it does not display any errors, then the files have been successfully updated and the game will begin to build.
    1 point
  28. Here the matches of Letswaveabook vs me Letswaveabook_vs_WeirdJokes.zip
    1 point
  29. Happy New Year everyone Kicking 2022 off with a live recording; Replay files below MD.25_2v2 Battle on the Frozen Lake.zip
    1 point
  30. Gelukkig nieuwjaar iedereen, ook voor @Grapjas!
    1 point
  31. Greetings! I'm from Sri Lanka. I speak Sinhalese and a little Tamil. I'm happy to help you if you plan on developing this civ in the future and I think adding the Tamils is a great idea because they were the biggest power in Southern India. However they don't achieve the height of their power until until the medieval age (900 AD - 1300 AD). The same could be said about the Sinhalese. In my opinion both these civs would be more fitting in a millennium AD mod. But still they both did exist in the 500 BC - 500 AD time frame and had a good level of sophistication.
    1 point
  32. When the enemies ranged units are in formation, targetting the formation will lead to each of your units targetting the closest member of that formation, which sounds more or less what you want? So the problem might also be addressed by quoting @wowgetoffyourcellphone: "Battalions". ;)
    1 point
  33. 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.zip
    1 point
  34. How to kill an opponent really quickly with the Athenians! plus, here is the replay file if you want a closer look 2021-12-10_0004_Ath slinger guide.zip
    1 point
  35. Carthaginian Standard Bearer (might be used for Battalions, if @Freagarach makes them possible. ). A couple of potential positions. Right flank or center.
    1 point
  36. ValihrAnt vs WeirdJokes ValihrAnt vs WeirdJokes.zip
    1 point
  37. 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
  38. (a bit late reply, but better late than never) Don't forget to check the specific license terms, since "free" often does not mean "without any limitations", in particular Poliigon's license explicitly forbids redistribution and usage in open source projects: https://help.poliigon.com/faq/license-faq
    1 point
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