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Showing content with the highest reputation on 2022-01-25 in all areas
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I think a regicide mode where: 1: you select the hero, and 2: the hero's attack, defense, and health scaled up based on phase level would be nice. For example, for an infantry hero's hp: 250 in p1, 500 in p2, 1000 in p3. The heroes are way too strong for the early game. But if heroes were defenseless like the kings in age of empires I think it would be too scary to try to utilize their combat bonuses. This idea of scalable hero stats might also be useful in non-regicide games modes if development ever goes the route of making certain heroes available before p3.2 points
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You can find the reasons that lead to their removal here: https://code.wildfiregames.com/D2495 It's possible. To do so, you need to edit the attack component in the artillery root template like so. <Attack> <Ranged> <AttackName>Stone</AttackName> <Damage> <Crush>90</Crush> <Pierce>0</Pierce> </Damage> <MaxRange>80</MaxRange> <MinRange>40</MinRange> <Origin> <X>0</X> <Y>15</Y> <Z>0</Z> </Origin> <PrepareTime>4500</PrepareTime> <RepeatTime>5000</RepeatTime> <Projectile> <Speed>40</Speed> <Spread>6</Spread> <Gravity>9.81</Gravity> <FriendlyFire>false</FriendlyFire> <LaunchPoint y="3"/> <ActorName>props/units/weapons/tower_artillery_projectile.xml</ActorName> <ImpactActorName>props/units/weapons/tower_artillery_projectile_impact.xml</ImpactActorName> <ImpactAnimationLifetime>0.3</ImpactAnimationLifetime> </Projectile> <!-- The line below defines what is targeted in priority --> <PreferredClasses datatype="tokens">-Human !Organic</PreferredClasses> </Ranged> </Attack> You can find the classes of the ram here https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/simulation/templates/template_unit_siege_ram.xml#L37 <PreferredClasses datatype="tokens">Ram -Human !Organic</PreferredClasses>2 points
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I'm gonna pass on the breakage of all lobby ToU because it's @user1's job for now. Lobby has proven countless times that it likes to mess stuff up. It started with toxicity, harassement, smurfing and now it's DDOS on top of all the rest. Can you really tell me that I can trust anyone on the lobby to behave respectfully?2 points
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Well @wackyserious this is the current civs of my mod Mod Civilizations · Issue #13 · 0ADMods/pre-colonial-mod (github.com)2 points
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So that should be the lesson for everyone: don't get people into 0AD that you're sharing IPs with.2 points
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A petition to subdivide this mod into crowd-sourced civ working templates over at https://github.com/0ADMods so that working and fixing on each civ can be done much easier. By doing that we can make sure that we still get alpha release for the Terra Magna mod cluster. Where crowd-sourced civ templates that didn't get fixed can be cut out for the latest alpha release and include only those that are compatible with the latest version. So that we can still have a working version of Terra Magna over at mod.io and the game's built in mod downloader, we can issue release statements on what mods made it into the latest release cut and what were left out due to the lack of development on those mods. This means that Terra Magna will only be a compilation and will not be available for SVN and instead you must look over the mods at https://github.com/0ADMods if you want to try it during in-between alpha developments period using SVN So far we have a lot of timeline compatible civilizations over there that we can potentially include into our mod cluster that are already over there. Illyrians https://github.com/0ADMods/illyrians Imperial Romans https://github.com/0ADMods/imperial_romans Judeans https://github.com/0ADMods/judeans Lusitanians https://github.com/0ADMods/Lusitanians_civ Thebans https://github.com/0ADMods/theban_greeks Thracians https://github.com/0ADMods/thracians Scythians (Proposed) Syracuse https://github.com/0ADMods/Syracuse-mod I just think that we need to consolidate and standardize each mod and provide an identifier in their repository names to make it easier to recognize and avoid having multiple mods, mostly having official repositories for these factions that abide to the game standards meaning no deviating mod content or concepts that stray away from vanilla faction templates or similar. @Stan` @asterix @Alexandermb @wowgetoffyourcellphone @Lopess @LordGood @Lion.Kanzen @Duileoga @Trinketos @Yekaterina and others you can guys tag along for this concept solidification for the future of civilization mods for the game and the next alphas.2 points
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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`1 point
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It seems that artillery towers were fully developed as far as artwork and templates, but were removed from the gameplay for balancing reasons. https://wildfiregames.com/forum/topic/27156-artillery-towers/#comment-386838 I would really like to see these in the game, is there anything that could be done to add them again? I haven't been able to find the specific reason they were problematic, and if I understand correctly, they were added before being available in a general release. So it seems that with all the balancing changes since then the original problems may no longer exist. Also, if there is a problem, the balancing team could probably fix it. Would this be possible?1 point
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I agree that it would be best to avoid such an extreme outcome, but it seems that at the moment the balance is shifted the other way. Fortifications seem to be basically useless in the late game, against a reasonably large army. Or it could be that I'm just not very good at defending my territory . This seems like a good compromise, and then if players like them, they might be added to a few other civs. It's a pity that no models were made for the Iberians, since they would be the ideal civ for defence-centred differentiation.1 point
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Hi @Karmo, could you upload replay of that game? If you open replay menu and find the correct one, at the bottom should be path of that replay, open that path in your system explorer and all we need is command file.1 point
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For what it's worth, I agree with @ValihrAnt that the current values feel clunky for most units. I would essentially make those instant for infantry, hardly noticeable for cavalry, and still lower their impact for elephants and rams. The current behaviour feels out of place for an RTS game in my opinion. I tend to dislike the imprecision of our ranged units, but that feels more contextual. Also not a fan of homing weapons though. I don't think these are really about 'dancing' at this point though as that also was fixed via better aiming for most units.1 point
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The better values are having some realistic turnrates, instead of the almost insta turns that happen in current svn. What is seen as "clunky" movement, is not caused by turnrates or accelerations at all, they merely highlight the actual issue. Which is "units bumping into eachother all the time".1 point
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I was referring to the helmet of the figure with the long shield but this is not bad either.1 point
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what? are we really talking about the 100% accurate projectiles? You guys serious? It doesn't make any sense from a "realistic" point of view in a game that pride itself to be historically accurate. And is also just plain bad. It looks bad. It takes away from "immersion" with those "missile guidance" arrows and defeat the meaning of range units, by eliminating one of their weak spots. It could make (maybe) sense with some modern warfare games, not in an ancient warfare theme. If big games make this choice to follow their competitive, multiplayer, big-buck starcraft arena target good for them. I don't need it. At least indie games like this can allow themselves to be a bit unpopular but genuine.1 point
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*Some important observations: I don't know which headless statues he refers to in the description, but I have never read anything about the Lusitanians wearing metal cuirasses, the same goes for the greaves in figure 114. If we remove those details, perhaps these images can be of some use to us. In the case of the leather helmet in figure 113, it is taken from the reliefs of Osuna, which are from the Iberian zone, but since we don't know what these helmets looked like, we cannot say that this is an error.1 point
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I have only seen that representation in a very unreliable drawing, I think it is not worth.1 point
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Personally not a fan of the acceleration, nor was I a fan of the rotation times. It simply makes the unit movement feel and look clunky. I'd much rather the AoE4 approach of homing projectiles to eliminate dancing, but retain smooth movement.1 point
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I understand, but there are some things to note: Artillery towers could not be "anti ram" unless you could target rams amidst other units (maybe splash would increase your odds of damaging a ram). With or without these towers, your best bet for anti ram is swords, other melee or simply women if you are desperate. Maybe artillery towers could help protect against pure ram spam, but they shouldn't be that strong. If they were that strong, they would be annoying and OP. There's no need to make rams less powerful IMO. Catas were fun to play with in a23.1 point
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Thank you everyone!! The problem is with Christoffel-Symbol. As soon as he logs on some AI automatically bans both of us... We use the same IP so...1 point
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this attack.js patch has the increased spread for archers when the horse is moving. Attack.js1 point
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I've merged a substantial change to unit pushing in SVN. You should be able to test it out starting tomorrow. There are new parameters, and overall the behaviour of the system is IMO much better.1 point
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Strabo. "At any rate, the Lusitanians, it is said, are given to laying ambush, given to spying out, are quick, nimble, and good at deploying troops. They have a small shield two feet in diameter, concave p73 in front, and suspended from the shoulder by means of thongs (for it has neither arm-rings nor handles). Besides these shields they have a dirk or a butcher's-knife. Most of them wear linen cuirasses; a few wear chain-wrought cuirasses and helmets with three crests, but the rest wear helmets made of sinews. The foot-soldiers wear greaves also, and each soldier has several javelins; and some also make use of spears, and the spears have bronze heads. "1 point
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Hello all, I recently made a donation and wanted to thank all the devs and modders for the amazing work they done. Please keep improving the game and adding content I studied history/archaeology for more than 5 years so I am a little bit passionate. Depending on the needs and on access to the sources I'd be glad to help about research for some mods. I'm especially interested with Bronze age Antiquity and Pre-columbian America1 point
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In my honest opinion these 4 things are not really the same: Toxicity and harassment are social misconducts, which do deserve a perma ban, even if done on main account. DDOS is a malicious technical attack that is possibly illegal, so it's not as simple as a ban can solve... Smurfing with the intention of destroying balance is also annoying and deserve a caution then a ban. Someone just turning up with a different name, then talks politely and is honest about their skills and never messed up anyone's TG shouldn't be treated the same as the 4 listed above. My point being, being respectful has absolutely no relationship with the number of accounts someone has. A rude person will be rude on their main account, and a nice person will still be nice on their 20th account... People don't automatically become disrespectful because they clicked on the 'create new account' button twice! Toxicity, harassment and DDOS is not caused by second account; JC harassed you on his main account... there are some people who are more toxic on their main account than someone on his 20th account... The DDOSer might have never been in the lobby and just attacks by monitoring traffic xD So you need to get rid of the individuals who are causing problems instead of wasting time trying to ban everyone who you suspect is making more than 1 account... Note that some lobby freshers could outperform many 1500s if they had a lot of experience fighting 1vs6 petra bots or modifying AIs. These shouldn't be banned neither. Changing your 0ad username is like changing your appearance, which means nothing to everyone else. Do you really care about the DNA of the dude behind the screen? What's important to everyone is their gameplay and not their DNA sequence... Would you divorce your wife just because she changed her make up? I don't think so, but maybe you would. Even though she is still the same person that you love, you just can't stand a slight change in her appearance because of your pedantic anti-smurfing obsession.0 points
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If you didn't understand what I was saying, let me give you a more vivid example: I could be the Queen of England, playing 0ad as hobby and pretending to be 18 years old instead of 90. I just creatively named myself Yekaterina, and you can't find any flaws. I could be Angela Merkel playing the game in her spare time, remember I praised her policies often and both of us know physics and maths! I could be Recep Tayyip Erdogan, waking up at 3am for TGs then start dealing with politics and 9am. Middle aged people don't need that much sleep. I could be an alien spy scouting out the little blue planet we found near our vast interstellar empire. I could be a 19 years old boy called berhudar creating accounts named similar to 'Catherine' (who is actually him and not me, and Catherine came before me) No matter who I am in real life, it doesn't matter in the 0ad lobby. What matters is skill level and maybe playstyle (changes over time though). So, there is no evil in changing your 0ad username. Other games do allow it. As long as we don't mess stuff up it's fine. What do you think, @user1 @Stan`?0 points
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It's ok Dizaka I am not offended This has gone slightly off topic, but the point is we need to get rid of the bots which automatically ban people. Also smurf speculation needs to stop. Innocent people and new players are getting banned for no reason. Frankly, I don't understand why this game bans people for creating another account... In the world of 0ad no one knows each others' real names, so it doesn't matter what we call ourselves. I can easily claim to be MarcAurel and you will never know whether I am Marc or not... I experimented with VERGIFTUNGSGEFAHR and claimed to be BoredRusher and everyone believed me. Similarly, when I logged in as trinitrophenol, everyone thought that I was metafondations or feldfeld... Even my dad was somehow recognised to be borg... The game exists for us to have fun, not to put more and more limitations or stress onto our lives. Now, I understand that some players have concerns about smurfs messing up balance, and there are better solutions than just an automatic IP ban: The TG host asks them for rating or maybe previous name. If they are honest about skill level and didn't mess up balance then fine, let them play. It doesn't matter whether their real identity is hamdich or kate or feldfeld (all 3 could be the same person ), as long as they bring fun to your TG, we are all chill. If the player lies about rating then trolls or smurfs with malicious intent of messing up TGs, then we can report them to User1 and give them an IP ban Hosts can decide who to let into their game. If an 'unknown' persuades them well enough then why not?0 points