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Showing content with the highest reputation on 2022-01-22 in all areas

  1. 0A.D. - Napata War - 0ad game scenario (20/Jan/22) someone created a new map with a cinematic intro
    3 points
  2. Another topic of the day. Massive income of smurfers who make the game unpleasant for those who are new to the game or people who are playing 0ad for long and trying to balance out the game correctly. Rating has nothing with accurate rating's for such reason we have lack of 1vs1's. Smurf's are bad for any game. In 0ad smurf went advanced mode and simply creating massive amout of accounts. @elexis when used too be around was strict when it comes to changing nicknames but he was doing great job on holding off a lot of smurfs. Can anything be done with that? There is only @user1 in the lobby who afk more than me at work. lol (no offence to user1, he is a good person) @Stan`
    2 points
  3. 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
    2 points
  4. I'd like to remind that it would be really helpful if matches could be loaded. That would decrease the damage of the "ddosing" already a lot. The savegame could easily be extracted from the replay.
    2 points
  5. With the introduction of A23 feature have been cut and the mercenary change probably affected your boom significantly. I was thinking about adding some features to make exploration and map control more important. 1. Corrals have the option to train cattle for free, but with increased train time. Since it requires no food to train cattle, having a corral is an strict advantage, whereas currently it is only an advantage if you consider it worthwhile to spend food on training cattle. 2. Create a map that has gaia corrals that can be captured. 3. Disable territory decay such that captured corrals in neutral territory don't decay. Steps 1&3 were easy. I would like if someone could give me the code to achieve step 2. The polar sea map gives an example on how to add owned buildings. I also was able to change the radius such that the corral is placed outside your territory, but it is still owned. However I don't know any good code to add randomly generated gaia corrals to the map. It would be desirable if these randomly generated corrals don't spawn near or very close to your territory. I also made a mod that shows progress I made with making a map. foodmod.zip
    2 points
  6. Wow's one here has some nice lines. I'm a sucker for Art Deco though. EDIT: I prefer the 0 A·D· logo though, as opposed to one without dots.
    2 points
  7. I actually now have all the assets just didn't find the time to put them back together
    2 points
  8. With Unknown Map I got a map with a stone hill range across the land, all the way from 12 to six o' clock. Effectively making the other civ unreachable. What is the point of this map?
    1 point
  9. Currently the game in many cases encourages players to stay within their own territory for the first territory, apart from a little cavalry opening. I would like to try a mod to change that resulting in more dynamic play where controlling the neutral territory is more important. I am aiming these changes to benefit the early game in 1v1s or 2v2s (where there is relatively much neutral territory). So that leads to these changes. -stables now have a batch multiplier of 0.7 as training mass cavalry felt to slow early on. (Later in the game, players can easily afford multiple stable resulting in smaller batches and then this change becomes less impactful) -I created a map (Mainland with corrals) where players start with a corral and corrals have the option to train cattle for free, but that option requires 6x the training time. Since this change means extra cattle, it encourages cavalry play. - in the map map (Mainland with corrals), there are neutral corrals to be found. Corrals do not have territory decay. Controlling these corrals thus gives the option to train cattle for free. - For balance, the corral upgrade moved to p2. A cow can be trained for free in 360 seconds and has 300 food. So an unupgraded corral will produce 50 food (in the form of livestock) per minute and an upgraded one will produce 66.67. If you have 3 corrals the upgrade pays back in about 150 seconds Other reasons p2 is now more important: Cavalry get +25% health on with the health upgrade. As a compensation, they don't benefit from the first armor upgrade. -second attack and defense upgrade available in p2. The 2nd armor upgrade is split of from the first one, such that cavalry users don't need to research the 1st one, as it no longer benefits cavalry. Personally I consider it bad that in A25 there is a huge difference in unit strength between p3 and p2. -p2 allows the player to build farmsteads in neutral territory for more efficient hunting/ berry gathering -mercenaries and skiritai are now good at collecting berries or hunt (being rank 2 slows them by 30%). -If you want to collect far hunt with your units, then you are in luck as gather capacity upgrades cost now -100 wood. -archery tradition now has its cost halved but it is a p2 tech. ->This means you can collect all the food on the map, which makes scouting more important to know where the food is and which food is being taken by your enemy. There is in A25 a big difference between the effiiciency of mercenary cavalry and regular cavlary. This is changed -Mercenary cavalry now cost 60 food and 60 metal, but can hunt (being rank 2 slows them by 30%). -Promoting to rank 3 requires +50% more XP -Mercenaries need 20% more XP to promote than rank 2 CS need (so in total 1.8 times as much as rank 1 units) If you want to expand to control extra territory, you will also have an easier time - newly build CCs cost -100 of each resource and -100 build time. They can often also train units that a normal CC can't. However they have less HP, capture points, default arrows and less territory. If you want to have a "normal" CC then you can upgrade the newly build CC to a regular one, similar to how you can upgrade sentry towers. -Gauls and Britons get as tribal faction the option to build CCs for -100 stone. That means for 1100 resources, you get a building that can train like a barracks, supports 20 population, is a dropsite and can shoot arrows like a tower. If splitting your units makes you more vulnarable you can choose for extra options at the towers -sentry towers can be upgraded in p1 to stone towers for 100 wood and stone. -stone towers shoot 2 arrows by defealt. -the sentries tech has reduced price. -Other tower technologies are now affordable as well. Notable faction specific changes Gauls: Naked fanatics now cost less metal and train faster. They get also a slinger in the CC upon reaching p2. CCs are cheaper (and benefit from the gallic building bonus) Kushites: Can now build pyramids in p1 for 150 stone (might be to cheap) Persians: Can train now both spear and jav cav in the CC in p1. In newly build CCs they can train hoplite mercenaries. Spartans: Skiritai are now rank 2 but move 30% faster and are good at hunting/collecting berries. Also for better balance: Spear cav +1 armor and melee infantry +0.5 attack. The reason for posting this on the forum is to find people that might want to try these changes. foodmod.zip
    1 point
  10. @Stan` create a repository on github and allow access to the community can help with that.
    1 point
  11. indeed, but that's always the case at the minimum resolution. Only option would be to make the font smaller (which I don't want to do). And having nothing on there? Yeah it's the same one, just shifted to the top. See, the problem is the that the pictures wow posted were just the first design I did with those double lines. But then I asked @Stan` and @wowgetoffyourcellphone how they liked it or if they would prefer one of my other drafts and they both choose the current design you don't like. So ... you see my problem? Kind of going in a circle :/
    1 point
  12. u discovered a bug, with A25 there is no path anymore. Map: Unknown, Landscape: Passes edit: will create a ticket tomorrow and try to find the changeset number
    1 point
  13. Another of the Osuna reliefs. *One of the warriors wears greaves because he is probably Roman. (2nd to 1st centuries B.C.) Reconstruction by Ángel García Pinto below the title "Spanish Caetratus 1st century B.C." The artist doesn't understand the warrior's clothes like a padded armor more like a striped tunic. Also the Roman sources don't mention anything similar to a padded armor so we can only speculate about the representations.
    1 point
  14. The helmet will be added into the game for the Iberian faction, so you can use it in your mod too. I tried to follow your details and recreated most of the textures that you made since your last commit at github (by most like almost every texture was corrected, I can commit it later if it is okay with everyone) Thank you also, and also I really love the texturing that you did for the Lusitanian units, why I corrected the UV map overlaps because I really liked your texture work for them.
    1 point
  15. The gradual iterations laming the top middle logo area is the perfect example of trying to please everybody (design by committee). While the dots are a good step, the removal of any character in the line work around the logo is most unfortunate.
    1 point
  16. Now @wackyserious you are admin too, let's wait just a bit for @Duileoga to see the previous message about helmets, maybe he has something new, about textures can be free to merge with the current mod
    1 point
  17. I would like to see the ability of recruiting commanders that has their own formations, you can assign units for them and having the ability of making them controlled by AI to minimize micros.
    1 point
  18. for a26 yes. Commands.js L1654: const cmpVisual = Engine.QueryInterface(formationEnt, IID_Visual); if (cmpVisual) { const civ = QueryPlayerIDInterface(player).GetCiv(); cmpVisual.SetVariant("animationVariant", civ); } Formation.js LoadFormation function: Formation.prototype.LoadFormation = function(newTemplate) { const newFormation = ChangeEntityTemplate(this.entity, newTemplate); let cmpVisual = Engine.QueryInterface(newFormation, IID_Visual); if (cmpVisual) { const cmpNewOwnership = Engine.QueryInterface(newFormation, IID_Ownership); const player = cmpNewOwnership.GetOwner(); const civ = QueryPlayerIDInterface(player).GetCiv(); cmpVisual.SetVariant("animationVariant", civ); } return Engine.QueryInterface(newFormation, IID_UnitAI); }; template_formation.xml Commands.js Formation.js
    1 point
  19. Funny how the /only/ attack bonus in the game is against Cavalry, held by no less than 9 parent templates.
    1 point
  20. Raptor has a really large following base, nice to hear that he wants to play the game more, acropolis bay does need a revamp, yeah
    1 point
  21. Anyone who has won a game against one or more AI knows how annoying it is to hunt down the last few women of the AI hiding in some corner of the map. It is a huge waste of time and effort. My suggestion is to allow the AI to resign instead of being defeated completely. Let the AI automatically resign if all 3 conditions are satisfied: Having lost all CCs or territory roots. Less than 30 organic units left The human player still has some territory roots and more than 50 pop. These settings should be able to take account of nomad as well. I am not sure how to code this up. Can the programmers offer any thoughts? @andy5995 @bb_ @Stan` @Silier @wraitii @Gurken Khan since you play with the AI a lot, what do you think about this idea?
    1 point
  22. As an avid bolt shooter user I can point out that the Ptolemies have a bolt shooter almost identical to A23. And its the most useful in the game in my opinion. Rate of fire is far more useful than more damage, they can already one shot most things with just 160 pierce damage. 240 is overkill unless used against elephants, the big elephants die in roughly four shots. An interesting idea, you could make a technology that improves rate of fire for bolt shooters.
    1 point
  23. IIRC relics are spawned near gaia entities on the map. I read from your post, there are no gaia ents. So then the relic code will error saying it can't find a spawnpoint. Maybe a solution would be to add some triggerpoints on the map (these are invisible for the player). Would need to test if that really works.
    1 point
  24. Carthaginian Standard Bearer (might be used for Battalions, if @Freagarach makes them possible. ). A couple of potential positions. Right flank or center.
    1 point
  25. 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.
    1 point
  26. 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
  27. 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
  28. Have to agree I would vote to just include every civ from DE that is over 80 percent done. Then do balancing by grouping civs.
    1 point
  29. Making a launcher, either in the style of steam or old school WoW would solve some of the problems preventing quick patching and fixes. Currently, updating regardless of how small or big it is, is copy and replace. However, if there are two templates changed, thats > 99% unnecessary data. Also, multiple version management may also be a good thing. Maybe someone reading this might want to give that a go because creating a barebones launcher with those sets of features is extremely simple. Or perhaps create a ticket and tag simple. In fact, it literally requires no changes to 0AD. Just make a simple GUI in X language that can download binaries and put them in different namespaces. `play0ad/v24/` and `play0ad/v25/` or something. Launch with writable root to prevent cache mixing I guess. If you want to make it fancy, write a content map and you could have an update process that downloads only change files. If you want even fancier, maybe consider binary diffing too. I am just pointing out the Minecraft launcher, so maybe look over there if thats something desirable.
    1 point
  30. 1 point
  31. You give an extra load on the lobby, because you have to download stuff, and all the clients of the game needs to keep pinging it to know if there are updates. It's possible that it would introduce some security flaw where the person(s) currently having fun ddosing players (and sometimes it seems the server) might inject other fancy stuff. While assuming we have recurrent updates, a mod with team verification on modio with manual download seems much more secure and requires much less infrastructure. Secondary attacks, attack ground, mixed gender citizen soldiers, scouts... probably a lot more. I believe @Freagarach was working on something that could allow directional damage. And because I'm a jolly mood, the hans
    1 point
  32. @Stan` added spec map, planning to add this as a variant and not a replacer
    1 point
  33. I don't know what goes through my head sometimes
    1 point
  34. Personally the house walling concept is something I dislike; they take away the idea of using other structures for defence like... walls. I think that a soft way of punishing that sort of tactic would be to allow a town phase technology that allows infantry to set buildings on fire. If they are too close together, the fire would spread, but I digress. Walling with buildings is nothing new to RTS games. What we want to think about is ways of providing more nuance. Another thing blacksmith adjacency could do is award experience to units trained from nearby barracks. Honestly there are so many cool, thematic synergies that have remained unexplored that could add some much needed spice to the economic/base building side of the game.
    1 point
  35. Lol. This is why we can't have nice things.
    1 point
  36. I fixed it in e657e80, line 541 The muskox was set to the player instead of Gaia... so I changed the first argument (i) to 0. @norjay
    1 point
  37. I haven't heard of @Bigtiger in a while. I hope he is doing fine. I'd say the mod is stalled until further notice. Also since there was no test mod provided it cannot unfortunately be continued by other artists.
    1 point
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