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Another update brings a new unit and a new feature. The unit - Child - acts as a cheaper "civilian" unit, which is less effective at hard works like lumbering and mining, but gathers fruit well. Boys have a bonus to carrying capacity, girls have a higher resistance. As my grandfather always reminded me that Romans found it important to know how to read, write and swim, I always found it somewhat surprising, that in most Rome-themed games not even Velites can swim. This is, of course, not acceptable for a light-infantry-focused faction. Thus, Warriors - both basic and skull-upgraded - are now able to swim. That is, they can traverse deep water with a small penalty to moving speed. A hack was needed in UnitAI component to make the specific animations for idle, moving and attack states. "don't mind us, we're just having a bath" Little update - now I understand how to calculate the depth, so the swimming mode should be triggered correctly.3 points
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Dear 0ad players, as I still consider me as "young" and thus as "moody", I feel coerced to bond to existentialism what gives me as my maths test went horribly wrong today the will to publish a new map of mine. Being satisfied with this decision, I'm happy to present you the scenario Metropolis (which I started to create in July 2021) Metropolis, as the name says, features multiple fictitious miniature polises in an savannian, mountainous steppe filled with trees, bushes, palms and grass. Alongside rivers and wide beaches you can find quarries all over the map; the variety of animals include elepahnts, giraffes, gazelles, lions and wildbeests. The map is mainly aimed to singleplayer demoniacs (as I am, obviously :D). To defeat the enemies you have to use a wide range of tactics and knowledge of the map itself (or rather its terrain) coming with differnt levels of difficulty. For example, playing the Mauryas or the Athenians is harder as doing it with the Persians. Worth mentioning, the map does neiter pays attention to historical accuracy based on my plan to just build a simple sort of mythic sandbox nor fair starting conditions between each player as some of them even shall trouble more than others Player 1: Persians - starting with a huge and well defendable city, many troops and lots of resources at the start, this player does not only control all mayor transit areas but also is able to erade smaller civs at once Player 2: Romans: providing a little city on their own island, they rather lack of land than of resources Player 3: Ptolemies: being privileged to have a small starting city, the difficult terrain and uncomfortable position does not depict a threat too huge for the Persians Player 4: Macedonias (team 1) - bringing a moderate starting city with them and being bond via a quarry with the Athenians, they don't lack of resources, but heavily of land to build and grow crops on Player 5: Athenians (team 1) -bringing a moderate starting city with them and being bond via a quarry with the Macedonians, they as well lack of land and not that much resources Player 6: Mauryas (team 2) - being exposed to enemy charges, they don't bring any advatages with them (besides 10 maidens) Player 7: Mauryas (team 2) - being exposed to enemy charges, they also don't bring any advatages with them (besides 10 maidens) Player 8: Carthaginias: firstly looking quite impressive and strong with their starting city, they barely stand charges of the Persians, though they have moderately enough resources and troops To be honest, I'm not as satisfied as with my first map The Legend of Avilava, but I thought if I would like to fix some issues I'll just do it - loading up that next small versions into this post. Nevertheless, I consider it as a properly done map you're able to play on. (Still I gotta tell you I like the 0ad models - you're really able to build authenticly! ) Last but not least, I tell you straightforward that Metropolis comes with it's lags, yep. The map is very huge and as The Legend of Avilava has shown maybe does not work on every elder laptop or PC (not to mention MacBooks). Well, as my existentialism brought me to this point, I think I shall show you some screenshots to get a better understanding of the map. The players 1 - 8: Well, followed by some different insights: Hope you can download the map. Wish you a nice day guys! Metropolis 49.pmpMetropolis 49.xml2 points
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First, I would like to praise the 0 AD team for making a great engine, as well as for making it so accessible to modders. The vanilla game is very enjoyable, the music is great, even if the AI nearly always massacres my towns. Also the use of JavaScript is a great choice, as I use it recently a lot in my work, so I don't have the bad feeling of playing too much... But I have to admit, being no real fan of AoE series, the game was attractive for me for the modding options. There were no wizards and dragons, so I thought about making some for the game. Download here (currently 18 MB). Currently compatible with version 0.25a only! The file contains a .zip, which can be simply extracted to binaries/data/mods folder. The file is irregularily updated. Parameter for launcher: -mod=scythia The mod basically adds a new faction of Sporians, which are very roughly based on 6th c. Sclaveni, as they are described by Byzantine authors - Sporoi where their mythical ancestors according to Procopius. The fantasy aspect is more important - from rhomphaias and bronze armors to dragons and thunderbolts. I was even thinking about making Red Sonja the faction's main hero. In short, as a "civilization", they are somewhat simplified: units can be trained only in the central building and the fortress. There are no barracks, no stables (cavalry needs the Corral), no "female citizen" unit (all units choose a gender variant randomly at training). On the other hand, basic infantry is cheaper than most units in vanilla and trains slightly faster. Units can also be healed in houses (3 at a time) from the beginning. The mod is far from being finished, but I wanted to ask for advice about some features. 1. Instead of temples, the faction can build an idol: a wooden statue of a god. As in Age of Mythology, the player has to choose one: Peraunu or WelinĖsu, which provide units with different upgrades. The idol decays in time, but can be repaired by a shaman (the healer/magician unit) dancing around. The decay is provided by a global aura, which is "researched" automatically when an idol is built. Even if there is a limit of one idol per player, the aura destroys any subsequent idol, if the first is lost. Is it thus possible to "unresearch" it or otherwise deactivate a global aura? 2. One of the functions of both idol and its shaman is to serve as a drop-off point for a new resource called "skulls". I got an inspiration for this new functionality from an older game called Sacrifice, where you collect souls of defeated enemies to strengthen yourself. Defeated enemy combat units have a chance to drop an "intact skull", which can be gathered by your units and brought to the shaman or idol. Only skulls from enemies (technically, the dropped skull is an entity granted to the player, who killed the unit) can be collected. The skulls can be used to upgrade your units, e.g. with rhomphaias or dragons (btw, now you need a fully trained Champion and 30 skulls for one). The problem is the gathering itself: to prevent combat formations from running away from battle, I set the scripts so, that only one skull is gathered at once. Also, for some reason, the units are unable to find nearby skulls dropped by dead enemies for gathering. Why does the gathering AI ignore them? 3. Concerning the dragons: update removes the flying ability. Flight is unwieldy to control - they land and take off again each time a new target is selected, they don't always correctly face their targets, and can use only a melee attack. The flying script is somewhat hard to follow, and it somehow overrides attack AI of the unit. Is it possible to set up a simpler flying motion using the UnitMotion component? Or at least without the circling around coded for the P-51? 4. Another solution for the dragon problem would be to make it a "packing" unit: it could have a walking mode, in which it would use a melee attack, and a flying/floating mode, in which it would throw down flames. The problem was, that packing uses a new entity, so a new visual is generated. This affects only the rider, which is small anyway, but I plan to add more variation to the mount too. Is it possible to use the packing feature and preserve entity visuals? 5. There is also a horse archer upgrade, available to Raiders with the Peraunu idol. As I looked for a way, how to make them capable of shooting on the move, I made them to contain two entities, i.e. a horse with a dummy attack and a "turret". Visually, it is not ideal, as the 1. prop did not place the turret entity correctly unless it was parented to root, and 2. it dies separately from the horse. As I saw that some nomadic factions are in making, are there any more elegant solutions for such a feature? Thanks for any advice, and feel free to try the mod if you wish.2 points
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Regarding to this: [R26285] Is the idea of ability to transfer ownership of given building/unit bad? In above situation, I would like to build a house and barracks, and then switch ownership to my teammate who cannot construct anymore (due to lack of workers). Or in bigger battles, I would like to share my troops with selected teammate, so he can "make use" of them temporary or permanently. What do you think?2 points
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There is a new player (very underrated) called Anka. They may / may not be a smurf. Either ways, I am not them, so don't suspect that I am creating new accounts then ban me. I heard some people claiming this Anka is me so I just needed to clarify. Thank you for your cooperation.2 points
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I can restore Christoffel-Symbol's access back into the original account if he lost access.. It's definitely allowed multiple players from the same IP. There are thousands of players who play while sharing an IP with other players. There's no reason to warn players that they'd better not get their friends into the game if they share an IP. It's meant for there to be only one account for each person and there are at least several reasons for that.2 points
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but these aesthetics help to improve the gameplay. gives you the idea of damage types for units and buildings. there are things that have not been considered, either to keep the gameplay simple or to make logical sense of it. In the end, the game is a logical simulation of reality, with its limitations and abstractions.1 point
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If a novel would be written based on this woke-story, would LetswaveaBook be a good pseudonym?1 point
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To everyone who still has a good reputation: Ruining your own reputation is not appreciated. I honestly feel for Yekaterina, she might have made a number of second accounts. Though I don't believe she used them to troll others, evade bans or do other bad stuff.1 point
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When garrisoned, a ship shoots +1 arrow per garrisoned infantry. Every arrow deals 35 damage. I haven't looked into it, but all ships are broken deal high damage. see1 point
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@hjkkll Try start game with env variable LIBGL_ALWAYS_SOFTWARE LIBGL_ALWAYS_SOFTWARE=1 0ad If the campaign starts successfully, then there is a problem with the i915/i945 driver in MESA1 point
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MetalCore, DeathCore, HeavyMetal, NuMetal, Eletronic, Folk Music, Classic music, Samba de Raiz, Rap/HipHop brazil, Mpb, Nacional Rock, Choro, some Latin American pop music, indigenous instrumental music I'm a little eclectic.1 point
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I was thinking of a single campaign map for the following 1.) Sulla's Civil War (Where build is disabled and two armies will have to eliminate one another in the streets of a Roman city) 2.) Serville War (Same with first concept but player can play as the Slave rebels using the rome_infantry_swordsman_slave as units) 3.) Helot Wars1 point
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It's a known thing, thanks. My next patch about framebuffers should fix that.1 point
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I think in order for them to be integrated we need to have a campaign map for it or something using it.1 point
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@ranging_botanist @Rarius https://play0ad.com/re-release-of-0-a-d-alpha-25-yauna/1 point
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Remember how Warcraft 3 had Neutral and Hostile type of player/faction, that'd be great if we could have something similar. Also my proposition before if it would be possible to add obstruction to actor files in Atlas so that you can have scenarios or maps where there are houses as part of the graphic elements of the map and they are just there, not capturable or destroyable, just map features that can add flavor to the game like having small town of village skirmishes or something similar.1 point
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I keep playing rated games but my score is not changing. Is there something wrong with rantings? For example from above, I resigned when having lost to Vrayer yet was not recorded as having lost. Also the number of 1v1 games I have played does not rise. This has been happening for about the past 5 days or so.1 point
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My fork github https://github.com/wltonlopes/yayoi_japan, during the week I make few updates, but on the weekend I will be more active, errors are known because it is a work in progress;1 point
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It allows you to use things you would normally not use and it gives a little extra benefit to unlocking these buildings/p2. Also it allows you to vary your playstyle a little. The Gallic, Roman or Ptolemaic team bonusses don't encourage varying your playstyle. The idea with the theatres was also basically a way to research city phase faster. It only affects those who have access to a certain unit, but the Kushite team bonus also only benefits those factions only with access to elephants. Some people want mace to be the siege faction. A bonus to siege would be nice for them. I think Iber and Ptol team bonusses are to strong, while Athens, Britons, Persians and Carthaginians have bonusses that are to weak. The Ptol and Iber team bonuses have a major impact on the game, whereas I think the faction specific bonusses your own faction should be more important than the team bonusses of your allies.1 point
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If athenians get a team bonus that gives a metal or stone trickle, then it should be quite slow (maybe 1/2 speed of ptol bonus) and also start at a later time, perhaps upon completion of p2 phase-up for each player in the alliance. This would be to prevent players from starting p2 with almost all the ingredients for p3 already accumulated. Perhaps another Persian civ bonus could be double horse carrying capacity. Something to do with horse breeding. The reason for this is to allow pers to have an easier time making use of horses for food eco. Sure persians have 2 kinds of horses in p1, but they still depend on cavalry for p1 and p2 security, which means if they don't have any hunt, then they will not be able to stop rushes in p1 and stop encroachment in p2. If persians can hunt more efficiently (better carrying capacity) then a pers player can feel better about making cavalry to not die. @LetswaveaBook what is the reason for the first trader or first healer being free in brit and carthaginian team bonuses? To me, this seems more like a token and less like an actionable team bonus. my thoughts were: Athens, "democracy" -50% phase up cost and time. britons, maurs, or carth (whichever makes more sense): -15% batch training time for women. (for a persian stable -10% batch train time changes train time from 1:34 to 1:15 for 10 hyrcanian cav). The gameplay benefits of this would be a faster eco for the team of this bonus, but also greater risk of exploiting the bonus. Melee inf +10% move speed. This is an economic bonus, because it would be a little easier to stop rushes and melee would have faster return rates to res, and a military bonus because maneuvering would be easier. seles could get their civ bonus buffed a bit, since -20% is not very much. -25% would be better and maybe add -25% build time too. Macedonian civ bonus has a big problem with it (res generation), so it could get changed to be the same as kush bonus but for siege instead of eles. Maurs: current bonus, but +garrisoned heal rate also Persians: stables -50% cost and build time, and stable upgrades -50% time (like @LetswaveaBook had said). (just -50% time does not compare to gauls bonus for military upgrades). Some civ (maybe brit): citizen soldiers get same berry rate as women this helps that team take berries that are in dangerous places and have an easier time transitioning to farms. The current situation is that most civ bonuses are weak besides gaul, iber, ptol, and rome. If we nerf the powerful civ bonuses, it is basically like removing civ bonuses from the game, since they would not be considered during civ selection. Because of this, it makes much more sense to make new civ bonuses or buff old ones for civs like brits, athens, pers, maur, carth, and maybe sele1 point
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This is the game replay @user1commands.txt Thx for getting into it.1 point
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Taking inspiration from this thread : Following Stan suggestions, I decided to experiment a bit this feature in my mod by creating some gradual damage textures. Although not perfect, I'd say the result is not too bad either. Still better than nothing. I imagine Stan had some better ideas when he talked about various prop-points for fire and smoke effects (right now everything is all kinda basic). The material is, as usual, in the same repository on github. I don't know about the poison/"burning effect" to deplete the health. This is something I still have to look on. But yeah! I'm open to feedback and suggestions. I guess it's easier to experiment alternative feature elements on a spin-off mod before implementing anything to the main game1 point
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I have proposed special alarms for that. I'm even thinking of using outpost to raise an alarm if they see an enemy. (If an enemy is spotted in range of seek.1 point
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Palmyrene Wonder. https://en.wikipedia.org/wiki/Temple_of_Bel1 point